diff --git a/CMakeLists.txt b/CMakeLists.txt
index 98c176fe5678834d342f412e2a5e242c301c97f8..ccc7a3f68cbbfee1e6ba33e74d2b7700ec5ab739 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -7,13 +7,16 @@ set(CMAKE_CXX_STANDARD 23)
 
 set(SOURCE_FILES main.cpp)
 
-
 enable_testing()
 
+# Add subdirectory for existing source and test files
 add_subdirectory(src)
 
-add_executable(main_run ${SOURCE_FILES})
+# Add the new opengl subdirectory with OpenGL, GLFW, and GLAD support
+add_subdirectory(opengl)
 
-target_link_libraries(main_run PUBLIC HPModel)
+# Link the OpenGL and GLAD libraries to the executable
+add_executable(main_run ${SOURCE_FILES})
+target_link_libraries(main_run PUBLIC HPModel OpenGLStuff glad)
 
 add_subdirectory(test)
\ No newline at end of file
diff --git a/README.md b/README.md
index 3a2289dcf69ab519e73f94606402f917b01ed8c7..967745ca84c1364fc2fa03a9174fa406a95ecdf9 100644
--- a/README.md
+++ b/README.md
@@ -44,6 +44,12 @@ Use the built-in continuous integration in GitLab.
 
 ***
 
+# IMPORTANT TO NOTE FOR CLONING
+Not every library or package used in this project is a part of it. 
+<br>
+We have ensured that glad & glm (math for opengl) and google test suite is included in the third_party and test folder, yet if you are interested in running this project with openGL you are required to install this locally yourself
+<br>
+For MacOS devices with brew installed, this is relatively simple, as one can just do brew install openGL
 # Editing this README
 
 When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thanks to [makeareadme.com](https://www.makeareadme.com/) for this template.
diff --git a/cmake-build-release/.cmake/api/v1/query/cache-v2 b/cmake-build-release/.cmake/api/v1/query/cache-v2
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/cmake-build-release/.cmake/api/v1/query/cmakeFiles-v1 b/cmake-build-release/.cmake/api/v1/query/cmakeFiles-v1
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/cmake-build-release/.cmake/api/v1/query/codemodel-v2 b/cmake-build-release/.cmake/api/v1/query/codemodel-v2
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/cmake-build-release/.cmake/api/v1/query/toolchains-v1 b/cmake-build-release/.cmake/api/v1/query/toolchains-v1
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/cmake-build-release/.cmake/api/v1/reply/cache-v2-b23b4e1f089ce900695e.json b/cmake-build-release/.cmake/api/v1/reply/cache-v2-b23b4e1f089ce900695e.json
new file mode 100644
index 0000000000000000000000000000000000000000..be1a381b8cbf35213ece08088e6236b307d654fa
--- /dev/null
+++ b/cmake-build-release/.cmake/api/v1/reply/cache-v2-b23b4e1f089ce900695e.json
@@ -0,0 +1,1963 @@
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+				}
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+			"value" : "ON"
+		},
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+			"value" : "ON"
+		},
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+			"properties" : 
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+			"value" : "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/CMakeFiles/pkgRedirects"
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diff --git a/cmake-build-release/.cmake/api/v1/reply/cmakeFiles-v1-79ef2550a7a9eed04fc3.json b/cmake-build-release/.cmake/api/v1/reply/cmakeFiles-v1-79ef2550a7a9eed04fc3.json
new file mode 100644
index 0000000000000000000000000000000000000000..a525e61ef1d751b6dd1607b62c4951a86019b04c
--- /dev/null
+++ b/cmake-build-release/.cmake/api/v1/reply/cmakeFiles-v1-79ef2550a7a9eed04fc3.json
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+		},
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+		},
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+		},
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+		},
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+		},
+		{
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+			"path" : "/opt/homebrew/lib/cmake/glfw3/glfw3Targets.cmake"
+		},
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+			"path" : "/opt/homebrew/lib/cmake/glfw3/glfw3Targets-release.cmake"
+		},
+		{
+			"path" : "test/CMakeLists.txt"
+		},
+		{
+			"path" : "test/lib/gtest/CMakeLists.txt"
+		},
+		{
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+			"path" : "/Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDependentOption.cmake"
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+		},
+		{
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+		},
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+		},
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+			"path" : "/Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CheckCSourceCompiles.cmake"
+		},
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+		},
+		{
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+		},
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+		},
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+		},
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+		},
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+			"path" : "/Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/FindPackageMessage.cmake"
+		},
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+			"path" : "/Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakePackageConfigHelpers.cmake"
+		},
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+			"path" : "/Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/WriteBasicConfigVersionFile.cmake"
+		},
+		{
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+			"isExternal" : true,
+			"path" : "/Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/BasicConfigVersion-AnyNewerVersion.cmake.in"
+		},
+		{
+			"path" : "test/lib/gtest/googletest/cmake/Config.cmake.in"
+		},
+		{
+			"path" : "test/lib/gtest/googletest/cmake/gtest.pc.in"
+		},
+		{
+			"path" : "test/lib/gtest/googletest/cmake/gtest_main.pc.in"
+		}
+	],
+	"kind" : "cmakeFiles",
+	"paths" : 
+	{
+		"build" : "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release",
+		"source" : "/Users/adamwahab/Desktop/project-in-bioinformatics"
+	},
+	"version" : 
+	{
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+		"minor" : 0
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+}
diff --git a/cmake-build-release/.cmake/api/v1/reply/codemodel-v2-6e6ae6195319afdb0755.json b/cmake-build-release/.cmake/api/v1/reply/codemodel-v2-6e6ae6195319afdb0755.json
new file mode 100644
index 0000000000000000000000000000000000000000..6adaa242703884a6ff802c188dc5ba389a6c4d39
--- /dev/null
+++ b/cmake-build-release/.cmake/api/v1/reply/codemodel-v2-6e6ae6195319afdb0755.json
@@ -0,0 +1,313 @@
+{
+	"configurations" : 
+	[
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+						2,
+						3
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+					"hasInstallRule" : true,
+					"jsonFile" : "directory-.-Release-f5ebdc15457944623624.json",
+					"minimumCMakeVersion" : 
+					{
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+					"source" : ".",
+					"targetIndexes" : 
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+				{
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+					"jsonFile" : "directory-src-Release-b6cf2213fc5053b67c22.json",
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+					{
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+					"source" : "src",
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+					[
+						0
+					]
+				},
+				{
+					"build" : "opengl",
+					"jsonFile" : "directory-opengl-Release-22408b3c970a27a82fd9.json",
+					"minimumCMakeVersion" : 
+					{
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+					"source" : "opengl",
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+					[
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+					"minimumCMakeVersion" : 
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+					{
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+	{
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new file mode 100644
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+#elif defined(__FUJITSU)
+# define COMPILER_ID "Fujitsu"
+# if defined(__FCC_version__)
+#   define COMPILER_VERSION __FCC_version__
+# elif defined(__FCC_major__)
+#   define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
+#   define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
+#   define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
+# endif
+# if defined(__fcc_version)
+#   define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
+# elif defined(__FCC_VERSION)
+#   define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
+# endif
+
+
+#elif defined(__ghs__)
+# define COMPILER_ID "GHS"
+/* __GHS_VERSION_NUMBER = VVVVRP */
+# ifdef __GHS_VERSION_NUMBER
+# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
+# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER      % 10)
+# endif
+
+#elif defined(__TASKING__)
+# define COMPILER_ID "Tasking"
+  # define COMPILER_VERSION_MAJOR DEC(__VERSION__/1000)
+  # define COMPILER_VERSION_MINOR DEC(__VERSION__ % 100)
+# define COMPILER_VERSION_INTERNAL DEC(__VERSION__)
+
+#elif defined(__ORANGEC__)
+# define COMPILER_ID "OrangeC"
+# define COMPILER_VERSION_MAJOR DEC(__ORANGEC_MAJOR__)
+# define COMPILER_VERSION_MINOR DEC(__ORANGEC_MINOR__)
+# define COMPILER_VERSION_PATCH DEC(__ORANGEC_PATCHLEVEL__)
+
+#elif defined(__TINYC__)
+# define COMPILER_ID "TinyCC"
+
+#elif defined(__BCC__)
+# define COMPILER_ID "Bruce"
+
+#elif defined(__SCO_VERSION__)
+# define COMPILER_ID "SCO"
+
+#elif defined(__ARMCC_VERSION) && !defined(__clang__)
+# define COMPILER_ID "ARMCC"
+#if __ARMCC_VERSION >= 1000000
+  /* __ARMCC_VERSION = VRRPPPP */
+  # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
+  # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
+  # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION     % 10000)
+#else
+  /* __ARMCC_VERSION = VRPPPP */
+  # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
+  # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
+  # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION    % 10000)
+#endif
+
+
+#elif defined(__clang__) && defined(__apple_build_version__)
+# define COMPILER_ID "AppleClang"
+# if defined(_MSC_VER)
+#  define SIMULATE_ID "MSVC"
+# endif
+# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
+# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
+# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
+# if defined(_MSC_VER)
+   /* _MSC_VER = VVRR */
+#  define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+#  define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+# endif
+# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
+
+#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION)
+# define COMPILER_ID "ARMClang"
+  # define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
+  # define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
+  # define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION/100   % 100)
+# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
+
+#elif defined(__clang__) && defined(__ti__)
+# define COMPILER_ID "TIClang"
+  # define COMPILER_VERSION_MAJOR DEC(__ti_major__)
+  # define COMPILER_VERSION_MINOR DEC(__ti_minor__)
+  # define COMPILER_VERSION_PATCH DEC(__ti_patchlevel__)
+# define COMPILER_VERSION_INTERNAL DEC(__ti_version__)
+
+#elif defined(__clang__)
+# define COMPILER_ID "Clang"
+# if defined(_MSC_VER)
+#  define SIMULATE_ID "MSVC"
+# endif
+# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
+# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
+# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
+# if defined(_MSC_VER)
+   /* _MSC_VER = VVRR */
+#  define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+#  define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+# endif
+
+#elif defined(__LCC__) && (defined(__GNUC__) || defined(__GNUG__) || defined(__MCST__))
+# define COMPILER_ID "LCC"
+# define COMPILER_VERSION_MAJOR DEC(__LCC__ / 100)
+# define COMPILER_VERSION_MINOR DEC(__LCC__ % 100)
+# if defined(__LCC_MINOR__)
+#  define COMPILER_VERSION_PATCH DEC(__LCC_MINOR__)
+# endif
+# if defined(__GNUC__) && defined(__GNUC_MINOR__)
+#  define SIMULATE_ID "GNU"
+#  define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
+#  define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
+#  if defined(__GNUC_PATCHLEVEL__)
+#   define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+#  endif
+# endif
+
+#elif defined(__GNUC__)
+# define COMPILER_ID "GNU"
+# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
+# if defined(__GNUC_MINOR__)
+#  define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
+# endif
+# if defined(__GNUC_PATCHLEVEL__)
+#  define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+# endif
+
+#elif defined(_MSC_VER)
+# define COMPILER_ID "MSVC"
+  /* _MSC_VER = VVRR */
+# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
+# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
+# if defined(_MSC_FULL_VER)
+#  if _MSC_VER >= 1400
+    /* _MSC_FULL_VER = VVRRPPPPP */
+#   define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
+#  else
+    /* _MSC_FULL_VER = VVRRPPPP */
+#   define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
+#  endif
+# endif
+# if defined(_MSC_BUILD)
+#  define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
+# endif
+
+#elif defined(_ADI_COMPILER)
+# define COMPILER_ID "ADSP"
+#if defined(__VERSIONNUM__)
+  /* __VERSIONNUM__ = 0xVVRRPPTT */
+#  define COMPILER_VERSION_MAJOR DEC(__VERSIONNUM__ >> 24 & 0xFF)
+#  define COMPILER_VERSION_MINOR DEC(__VERSIONNUM__ >> 16 & 0xFF)
+#  define COMPILER_VERSION_PATCH DEC(__VERSIONNUM__ >> 8 & 0xFF)
+#  define COMPILER_VERSION_TWEAK DEC(__VERSIONNUM__ & 0xFF)
+#endif
+
+#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
+# define COMPILER_ID "IAR"
+# if defined(__VER__) && defined(__ICCARM__)
+#  define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
+#  define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
+#  define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
+#  define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
+# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
+#  define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
+#  define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
+#  define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
+#  define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
+# endif
+
+#elif defined(__SDCC_VERSION_MAJOR) || defined(SDCC)
+# define COMPILER_ID "SDCC"
+# if defined(__SDCC_VERSION_MAJOR)
+#  define COMPILER_VERSION_MAJOR DEC(__SDCC_VERSION_MAJOR)
+#  define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR)
+#  define COMPILER_VERSION_PATCH DEC(__SDCC_VERSION_PATCH)
+# else
+  /* SDCC = VRP */
+#  define COMPILER_VERSION_MAJOR DEC(SDCC/100)
+#  define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10)
+#  define COMPILER_VERSION_PATCH DEC(SDCC    % 10)
+# endif
+
+
+/* These compilers are either not known or too old to define an
+  identification macro.  Try to identify the platform and guess that
+  it is the native compiler.  */
+#elif defined(__hpux) || defined(__hpua)
+# define COMPILER_ID "HP"
+
+#else /* unknown compiler */
+# define COMPILER_ID ""
+#endif
+
+/* Construct the string literal in pieces to prevent the source from
+   getting matched.  Store it in a pointer rather than an array
+   because some compilers will just produce instructions to fill the
+   array rather than assigning a pointer to a static array.  */
+char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
+#ifdef SIMULATE_ID
+char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
+#endif
+
+#ifdef __QNXNTO__
+char const* qnxnto = "INFO" ":" "qnxnto[]";
+#endif
+
+#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
+char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
+#endif
+
+#define STRINGIFY_HELPER(X) #X
+#define STRINGIFY(X) STRINGIFY_HELPER(X)
+
+/* Identify known platforms by name.  */
+#if defined(__linux) || defined(__linux__) || defined(linux)
+# define PLATFORM_ID "Linux"
+
+#elif defined(__MSYS__)
+# define PLATFORM_ID "MSYS"
+
+#elif defined(__CYGWIN__)
+# define PLATFORM_ID "Cygwin"
+
+#elif defined(__MINGW32__)
+# define PLATFORM_ID "MinGW"
+
+#elif defined(__APPLE__)
+# define PLATFORM_ID "Darwin"
+
+#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
+# define PLATFORM_ID "Windows"
+
+#elif defined(__FreeBSD__) || defined(__FreeBSD)
+# define PLATFORM_ID "FreeBSD"
+
+#elif defined(__NetBSD__) || defined(__NetBSD)
+# define PLATFORM_ID "NetBSD"
+
+#elif defined(__OpenBSD__) || defined(__OPENBSD)
+# define PLATFORM_ID "OpenBSD"
+
+#elif defined(__sun) || defined(sun)
+# define PLATFORM_ID "SunOS"
+
+#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
+# define PLATFORM_ID "AIX"
+
+#elif defined(__hpux) || defined(__hpux__)
+# define PLATFORM_ID "HP-UX"
+
+#elif defined(__HAIKU__)
+# define PLATFORM_ID "Haiku"
+
+#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
+# define PLATFORM_ID "BeOS"
+
+#elif defined(__QNX__) || defined(__QNXNTO__)
+# define PLATFORM_ID "QNX"
+
+#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
+# define PLATFORM_ID "Tru64"
+
+#elif defined(__riscos) || defined(__riscos__)
+# define PLATFORM_ID "RISCos"
+
+#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
+# define PLATFORM_ID "SINIX"
+
+#elif defined(__UNIX_SV__)
+# define PLATFORM_ID "UNIX_SV"
+
+#elif defined(__bsdos__)
+# define PLATFORM_ID "BSDOS"
+
+#elif defined(_MPRAS) || defined(MPRAS)
+# define PLATFORM_ID "MP-RAS"
+
+#elif defined(__osf) || defined(__osf__)
+# define PLATFORM_ID "OSF1"
+
+#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
+# define PLATFORM_ID "SCO_SV"
+
+#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
+# define PLATFORM_ID "ULTRIX"
+
+#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
+# define PLATFORM_ID "Xenix"
+
+#elif defined(__WATCOMC__)
+# if defined(__LINUX__)
+#  define PLATFORM_ID "Linux"
+
+# elif defined(__DOS__)
+#  define PLATFORM_ID "DOS"
+
+# elif defined(__OS2__)
+#  define PLATFORM_ID "OS2"
+
+# elif defined(__WINDOWS__)
+#  define PLATFORM_ID "Windows3x"
+
+# elif defined(__VXWORKS__)
+#  define PLATFORM_ID "VxWorks"
+
+# else /* unknown platform */
+#  define PLATFORM_ID
+# endif
+
+#elif defined(__INTEGRITY)
+# if defined(INT_178B)
+#  define PLATFORM_ID "Integrity178"
+
+# else /* regular Integrity */
+#  define PLATFORM_ID "Integrity"
+# endif
+
+# elif defined(_ADI_COMPILER)
+#  define PLATFORM_ID "ADSP"
+
+#else /* unknown platform */
+# define PLATFORM_ID
+
+#endif
+
+/* For windows compilers MSVC and Intel we can determine
+   the architecture of the compiler being used.  This is because
+   the compilers do not have flags that can change the architecture,
+   but rather depend on which compiler is being used
+*/
+#if defined(_WIN32) && defined(_MSC_VER)
+# if defined(_M_IA64)
+#  define ARCHITECTURE_ID "IA64"
+
+# elif defined(_M_ARM64EC)
+#  define ARCHITECTURE_ID "ARM64EC"
+
+# elif defined(_M_X64) || defined(_M_AMD64)
+#  define ARCHITECTURE_ID "x64"
+
+# elif defined(_M_IX86)
+#  define ARCHITECTURE_ID "X86"
+
+# elif defined(_M_ARM64)
+#  define ARCHITECTURE_ID "ARM64"
+
+# elif defined(_M_ARM)
+#  if _M_ARM == 4
+#   define ARCHITECTURE_ID "ARMV4I"
+#  elif _M_ARM == 5
+#   define ARCHITECTURE_ID "ARMV5I"
+#  else
+#   define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
+#  endif
+
+# elif defined(_M_MIPS)
+#  define ARCHITECTURE_ID "MIPS"
+
+# elif defined(_M_SH)
+#  define ARCHITECTURE_ID "SHx"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__WATCOMC__)
+# if defined(_M_I86)
+#  define ARCHITECTURE_ID "I86"
+
+# elif defined(_M_IX86)
+#  define ARCHITECTURE_ID "X86"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
+# if defined(__ICCARM__)
+#  define ARCHITECTURE_ID "ARM"
+
+# elif defined(__ICCRX__)
+#  define ARCHITECTURE_ID "RX"
+
+# elif defined(__ICCRH850__)
+#  define ARCHITECTURE_ID "RH850"
+
+# elif defined(__ICCRL78__)
+#  define ARCHITECTURE_ID "RL78"
+
+# elif defined(__ICCRISCV__)
+#  define ARCHITECTURE_ID "RISCV"
+
+# elif defined(__ICCAVR__)
+#  define ARCHITECTURE_ID "AVR"
+
+# elif defined(__ICC430__)
+#  define ARCHITECTURE_ID "MSP430"
+
+# elif defined(__ICCV850__)
+#  define ARCHITECTURE_ID "V850"
+
+# elif defined(__ICC8051__)
+#  define ARCHITECTURE_ID "8051"
+
+# elif defined(__ICCSTM8__)
+#  define ARCHITECTURE_ID "STM8"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__ghs__)
+# if defined(__PPC64__)
+#  define ARCHITECTURE_ID "PPC64"
+
+# elif defined(__ppc__)
+#  define ARCHITECTURE_ID "PPC"
+
+# elif defined(__ARM__)
+#  define ARCHITECTURE_ID "ARM"
+
+# elif defined(__x86_64__)
+#  define ARCHITECTURE_ID "x64"
+
+# elif defined(__i386__)
+#  define ARCHITECTURE_ID "X86"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__clang__) && defined(__ti__)
+# if defined(__ARM_ARCH)
+#  define ARCHITECTURE_ID "Arm"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__TI_COMPILER_VERSION__)
+# if defined(__TI_ARM__)
+#  define ARCHITECTURE_ID "ARM"
+
+# elif defined(__MSP430__)
+#  define ARCHITECTURE_ID "MSP430"
+
+# elif defined(__TMS320C28XX__)
+#  define ARCHITECTURE_ID "TMS320C28x"
+
+# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
+#  define ARCHITECTURE_ID "TMS320C6x"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+# elif defined(__ADSPSHARC__)
+#  define ARCHITECTURE_ID "SHARC"
+
+# elif defined(__ADSPBLACKFIN__)
+#  define ARCHITECTURE_ID "Blackfin"
+
+#elif defined(__TASKING__)
+
+# if defined(__CTC__) || defined(__CPTC__)
+#  define ARCHITECTURE_ID "TriCore"
+
+# elif defined(__CMCS__)
+#  define ARCHITECTURE_ID "MCS"
+
+# elif defined(__CARM__)
+#  define ARCHITECTURE_ID "ARM"
+
+# elif defined(__CARC__)
+#  define ARCHITECTURE_ID "ARC"
+
+# elif defined(__C51__)
+#  define ARCHITECTURE_ID "8051"
+
+# elif defined(__CPCP__)
+#  define ARCHITECTURE_ID "PCP"
+
+# else
+#  define ARCHITECTURE_ID ""
+# endif
+
+#else
+#  define ARCHITECTURE_ID
+#endif
+
+/* Convert integer to decimal digit literals.  */
+#define DEC(n)                   \
+  ('0' + (((n) / 10000000)%10)), \
+  ('0' + (((n) / 1000000)%10)),  \
+  ('0' + (((n) / 100000)%10)),   \
+  ('0' + (((n) / 10000)%10)),    \
+  ('0' + (((n) / 1000)%10)),     \
+  ('0' + (((n) / 100)%10)),      \
+  ('0' + (((n) / 10)%10)),       \
+  ('0' +  ((n) % 10))
+
+/* Convert integer to hex digit literals.  */
+#define HEX(n)             \
+  ('0' + ((n)>>28 & 0xF)), \
+  ('0' + ((n)>>24 & 0xF)), \
+  ('0' + ((n)>>20 & 0xF)), \
+  ('0' + ((n)>>16 & 0xF)), \
+  ('0' + ((n)>>12 & 0xF)), \
+  ('0' + ((n)>>8  & 0xF)), \
+  ('0' + ((n)>>4  & 0xF)), \
+  ('0' + ((n)     & 0xF))
+
+/* Construct a string literal encoding the version number. */
+#ifdef COMPILER_VERSION
+char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
+
+/* Construct a string literal encoding the version number components. */
+#elif defined(COMPILER_VERSION_MAJOR)
+char const info_version[] = {
+  'I', 'N', 'F', 'O', ':',
+  'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
+  COMPILER_VERSION_MAJOR,
+# ifdef COMPILER_VERSION_MINOR
+  '.', COMPILER_VERSION_MINOR,
+#  ifdef COMPILER_VERSION_PATCH
+   '.', COMPILER_VERSION_PATCH,
+#   ifdef COMPILER_VERSION_TWEAK
+    '.', COMPILER_VERSION_TWEAK,
+#   endif
+#  endif
+# endif
+  ']','\0'};
+#endif
+
+/* Construct a string literal encoding the internal version number. */
+#ifdef COMPILER_VERSION_INTERNAL
+char const info_version_internal[] = {
+  'I', 'N', 'F', 'O', ':',
+  'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
+  'i','n','t','e','r','n','a','l','[',
+  COMPILER_VERSION_INTERNAL,']','\0'};
+#elif defined(COMPILER_VERSION_INTERNAL_STR)
+char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
+#endif
+
+/* Construct a string literal encoding the version number components. */
+#ifdef SIMULATE_VERSION_MAJOR
+char const info_simulate_version[] = {
+  'I', 'N', 'F', 'O', ':',
+  's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
+  SIMULATE_VERSION_MAJOR,
+# ifdef SIMULATE_VERSION_MINOR
+  '.', SIMULATE_VERSION_MINOR,
+#  ifdef SIMULATE_VERSION_PATCH
+   '.', SIMULATE_VERSION_PATCH,
+#   ifdef SIMULATE_VERSION_TWEAK
+    '.', SIMULATE_VERSION_TWEAK,
+#   endif
+#  endif
+# endif
+  ']','\0'};
+#endif
+
+/* Construct the string literal in pieces to prevent the source from
+   getting matched.  Store it in a pointer rather than an array
+   because some compilers will just produce instructions to fill the
+   array rather than assigning a pointer to a static array.  */
+char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
+char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
+
+
+
+#if !defined(__STDC__) && !defined(__clang__)
+# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
+#  define C_VERSION "90"
+# else
+#  define C_VERSION
+# endif
+#elif __STDC_VERSION__ > 201710L
+# define C_VERSION "23"
+#elif __STDC_VERSION__ >= 201710L
+# define C_VERSION "17"
+#elif __STDC_VERSION__ >= 201000L
+# define C_VERSION "11"
+#elif __STDC_VERSION__ >= 199901L
+# define C_VERSION "99"
+#else
+# define C_VERSION "90"
+#endif
+const char* info_language_standard_default =
+  "INFO" ":" "standard_default[" C_VERSION "]";
+
+const char* info_language_extensions_default = "INFO" ":" "extensions_default["
+#if (defined(__clang__) || defined(__GNUC__) || defined(__xlC__) ||           \
+     defined(__TI_COMPILER_VERSION__)) &&                                     \
+  !defined(__STRICT_ANSI__)
+  "ON"
+#else
+  "OFF"
+#endif
+"]";
+
+/*--------------------------------------------------------------------------*/
+
+#ifdef ID_VOID_MAIN
+void main() {}
+#else
+# if defined(__CLASSIC_C__)
+int main(argc, argv) int argc; char *argv[];
+# else
+int main(int argc, char* argv[])
+# endif
+{
+  int require = 0;
+  require += info_compiler[argc];
+  require += info_platform[argc];
+  require += info_arch[argc];
+#ifdef COMPILER_VERSION_MAJOR
+  require += info_version[argc];
+#endif
+#ifdef COMPILER_VERSION_INTERNAL
+  require += info_version_internal[argc];
+#endif
+#ifdef SIMULATE_ID
+  require += info_simulate[argc];
+#endif
+#ifdef SIMULATE_VERSION_MAJOR
+  require += info_simulate_version[argc];
+#endif
+#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
+  require += info_cray[argc];
+#endif
+  require += info_language_standard_default[argc];
+  require += info_language_extensions_default[argc];
+  (void)argv;
+  return require;
+}
+#endif
diff --git a/cmake-build-release/CMakeFiles/3.29.6/CompilerIdCXX/CMakeCXXCompilerId.cpp b/cmake-build-release/CMakeFiles/3.29.6/CompilerIdCXX/CMakeCXXCompilerId.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..9a5e8f8ce67569aa5b450f976d815b3337e79af1
--- /dev/null
+++ b/cmake-build-release/CMakeFiles/3.29.6/CompilerIdCXX/CMakeCXXCompilerId.cpp
@@ -0,0 +1,878 @@
+/* This source file must have a .cpp extension so that all C++ compilers
+   recognize the extension without flags.  Borland does not know .cxx for
+   example.  */
+#ifndef __cplusplus
+# error "A C compiler has been selected for C++."
+#endif
+
+#if !defined(__has_include)
+/* If the compiler does not have __has_include, pretend the answer is
+   always no.  */
+#  define __has_include(x) 0
+#endif
+
+
+/* Version number components: V=Version, R=Revision, P=Patch
+   Version date components:   YYYY=Year, MM=Month,   DD=Day  */
+
+#if defined(__INTEL_COMPILER) || defined(__ICC)
+# define COMPILER_ID "Intel"
+# if defined(_MSC_VER)
+#  define SIMULATE_ID "MSVC"
+# endif
+# if defined(__GNUC__)
+#  define SIMULATE_ID "GNU"
+# endif
+  /* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
+     except that a few beta releases use the old format with V=2021.  */
+# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
+#  define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
+#  define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
+#  if defined(__INTEL_COMPILER_UPDATE)
+#   define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
+#  else
+#   define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER   % 10)
+#  endif
+# else
+#  define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
+#  define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
+   /* The third version component from --version is an update index,
+      but no macro is provided for it.  */
+#  define COMPILER_VERSION_PATCH DEC(0)
+# endif
+# if defined(__INTEL_COMPILER_BUILD_DATE)
+   /* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
+#  define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
+# endif
+# if defined(_MSC_VER)
+   /* _MSC_VER = VVRR */
+#  define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+#  define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+# endif
+# if defined(__GNUC__)
+#  define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
+# elif defined(__GNUG__)
+#  define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
+# endif
+# if defined(__GNUC_MINOR__)
+#  define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
+# endif
+# if defined(__GNUC_PATCHLEVEL__)
+#  define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+# endif
+
+#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
+# define COMPILER_ID "IntelLLVM"
+#if defined(_MSC_VER)
+# define SIMULATE_ID "MSVC"
+#endif
+#if defined(__GNUC__)
+# define SIMULATE_ID "GNU"
+#endif
+/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
+ * later.  Look for 6 digit vs. 8 digit version number to decide encoding.
+ * VVVV is no smaller than the current year when a version is released.
+ */
+#if __INTEL_LLVM_COMPILER < 1000000L
+# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
+# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER    % 10)
+#else
+# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
+# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
+# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER     % 100)
+#endif
+#if defined(_MSC_VER)
+  /* _MSC_VER = VVRR */
+# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+#endif
+#if defined(__GNUC__)
+# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
+#elif defined(__GNUG__)
+# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
+#endif
+#if defined(__GNUC_MINOR__)
+# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
+#endif
+#if defined(__GNUC_PATCHLEVEL__)
+# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+#endif
+
+#elif defined(__PATHCC__)
+# define COMPILER_ID "PathScale"
+# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
+# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
+# if defined(__PATHCC_PATCHLEVEL__)
+#  define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
+# endif
+
+#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
+# define COMPILER_ID "Embarcadero"
+# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
+# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
+# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__     & 0xFFFF)
+
+#elif defined(__BORLANDC__)
+# define COMPILER_ID "Borland"
+  /* __BORLANDC__ = 0xVRR */
+# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
+# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
+
+#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
+# define COMPILER_ID "Watcom"
+   /* __WATCOMC__ = VVRR */
+# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
+# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
+# if (__WATCOMC__ % 10) > 0
+#  define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
+# endif
+
+#elif defined(__WATCOMC__)
+# define COMPILER_ID "OpenWatcom"
+   /* __WATCOMC__ = VVRP + 1100 */
+# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
+# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
+# if (__WATCOMC__ % 10) > 0
+#  define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
+# endif
+
+#elif defined(__SUNPRO_CC)
+# define COMPILER_ID "SunPro"
+# if __SUNPRO_CC >= 0x5100
+   /* __SUNPRO_CC = 0xVRRP */
+#  define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
+#  define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
+#  define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC    & 0xF)
+# else
+   /* __SUNPRO_CC = 0xVRP */
+#  define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
+#  define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
+#  define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC    & 0xF)
+# endif
+
+#elif defined(__HP_aCC)
+# define COMPILER_ID "HP"
+  /* __HP_aCC = VVRRPP */
+# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
+# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
+# define COMPILER_VERSION_PATCH DEC(__HP_aCC     % 100)
+
+#elif defined(__DECCXX)
+# define COMPILER_ID "Compaq"
+  /* __DECCXX_VER = VVRRTPPPP */
+# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
+# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000  % 100)
+# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER         % 10000)
+
+#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
+# define COMPILER_ID "zOS"
+  /* __IBMCPP__ = VRP */
+# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
+# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__IBMCPP__    % 10)
+
+#elif defined(__open_xl__) && defined(__clang__)
+# define COMPILER_ID "IBMClang"
+# define COMPILER_VERSION_MAJOR DEC(__open_xl_version__)
+# define COMPILER_VERSION_MINOR DEC(__open_xl_release__)
+# define COMPILER_VERSION_PATCH DEC(__open_xl_modification__)
+# define COMPILER_VERSION_TWEAK DEC(__open_xl_ptf_fix_level__)
+
+
+#elif defined(__ibmxl__) && defined(__clang__)
+# define COMPILER_ID "XLClang"
+# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
+# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
+# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
+# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
+
+
+#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
+# define COMPILER_ID "XL"
+  /* __IBMCPP__ = VRP */
+# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
+# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__IBMCPP__    % 10)
+
+#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
+# define COMPILER_ID "VisualAge"
+  /* __IBMCPP__ = VRP */
+# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
+# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__IBMCPP__    % 10)
+
+#elif defined(__NVCOMPILER)
+# define COMPILER_ID "NVHPC"
+# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
+# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
+# if defined(__NVCOMPILER_PATCHLEVEL__)
+#  define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
+# endif
+
+#elif defined(__PGI)
+# define COMPILER_ID "PGI"
+# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
+# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
+# if defined(__PGIC_PATCHLEVEL__)
+#  define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
+# endif
+
+#elif defined(__clang__) && defined(__cray__)
+# define COMPILER_ID "CrayClang"
+# define COMPILER_VERSION_MAJOR DEC(__cray_major__)
+# define COMPILER_VERSION_MINOR DEC(__cray_minor__)
+# define COMPILER_VERSION_PATCH DEC(__cray_patchlevel__)
+# define COMPILER_VERSION_INTERNAL_STR __clang_version__
+
+
+#elif defined(_CRAYC)
+# define COMPILER_ID "Cray"
+# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
+# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
+
+#elif defined(__TI_COMPILER_VERSION__)
+# define COMPILER_ID "TI"
+  /* __TI_COMPILER_VERSION__ = VVVRRRPPP */
+# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
+# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000   % 1000)
+# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__        % 1000)
+
+#elif defined(__CLANG_FUJITSU)
+# define COMPILER_ID "FujitsuClang"
+# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
+# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
+# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
+# define COMPILER_VERSION_INTERNAL_STR __clang_version__
+
+
+#elif defined(__FUJITSU)
+# define COMPILER_ID "Fujitsu"
+# if defined(__FCC_version__)
+#   define COMPILER_VERSION __FCC_version__
+# elif defined(__FCC_major__)
+#   define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
+#   define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
+#   define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
+# endif
+# if defined(__fcc_version)
+#   define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
+# elif defined(__FCC_VERSION)
+#   define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
+# endif
+
+
+#elif defined(__ghs__)
+# define COMPILER_ID "GHS"
+/* __GHS_VERSION_NUMBER = VVVVRP */
+# ifdef __GHS_VERSION_NUMBER
+# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
+# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
+# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER      % 10)
+# endif
+
+#elif defined(__TASKING__)
+# define COMPILER_ID "Tasking"
+  # define COMPILER_VERSION_MAJOR DEC(__VERSION__/1000)
+  # define COMPILER_VERSION_MINOR DEC(__VERSION__ % 100)
+# define COMPILER_VERSION_INTERNAL DEC(__VERSION__)
+
+#elif defined(__ORANGEC__)
+# define COMPILER_ID "OrangeC"
+# define COMPILER_VERSION_MAJOR DEC(__ORANGEC_MAJOR__)
+# define COMPILER_VERSION_MINOR DEC(__ORANGEC_MINOR__)
+# define COMPILER_VERSION_PATCH DEC(__ORANGEC_PATCHLEVEL__)
+
+#elif defined(__SCO_VERSION__)
+# define COMPILER_ID "SCO"
+
+#elif defined(__ARMCC_VERSION) && !defined(__clang__)
+# define COMPILER_ID "ARMCC"
+#if __ARMCC_VERSION >= 1000000
+  /* __ARMCC_VERSION = VRRPPPP */
+  # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
+  # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
+  # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION     % 10000)
+#else
+  /* __ARMCC_VERSION = VRPPPP */
+  # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
+  # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
+  # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION    % 10000)
+#endif
+
+
+#elif defined(__clang__) && defined(__apple_build_version__)
+# define COMPILER_ID "AppleClang"
+# if defined(_MSC_VER)
+#  define SIMULATE_ID "MSVC"
+# endif
+# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
+# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
+# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
+# if defined(_MSC_VER)
+   /* _MSC_VER = VVRR */
+#  define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+#  define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+# endif
+# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
+
+#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION)
+# define COMPILER_ID "ARMClang"
+  # define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
+  # define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
+  # define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION/100   % 100)
+# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
+
+#elif defined(__clang__) && defined(__ti__)
+# define COMPILER_ID "TIClang"
+  # define COMPILER_VERSION_MAJOR DEC(__ti_major__)
+  # define COMPILER_VERSION_MINOR DEC(__ti_minor__)
+  # define COMPILER_VERSION_PATCH DEC(__ti_patchlevel__)
+# define COMPILER_VERSION_INTERNAL DEC(__ti_version__)
+
+#elif defined(__clang__)
+# define COMPILER_ID "Clang"
+# if defined(_MSC_VER)
+#  define SIMULATE_ID "MSVC"
+# endif
+# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
+# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
+# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
+# if defined(_MSC_VER)
+   /* _MSC_VER = VVRR */
+#  define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
+#  define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
+# endif
+
+#elif defined(__LCC__) && (defined(__GNUC__) || defined(__GNUG__) || defined(__MCST__))
+# define COMPILER_ID "LCC"
+# define COMPILER_VERSION_MAJOR DEC(__LCC__ / 100)
+# define COMPILER_VERSION_MINOR DEC(__LCC__ % 100)
+# if defined(__LCC_MINOR__)
+#  define COMPILER_VERSION_PATCH DEC(__LCC_MINOR__)
+# endif
+# if defined(__GNUC__) && defined(__GNUC_MINOR__)
+#  define SIMULATE_ID "GNU"
+#  define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
+#  define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
+#  if defined(__GNUC_PATCHLEVEL__)
+#   define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+#  endif
+# endif
+
+#elif defined(__GNUC__) || defined(__GNUG__)
+# define COMPILER_ID "GNU"
+# if defined(__GNUC__)
+#  define COMPILER_VERSION_MAJOR DEC(__GNUC__)
+# else
+#  define COMPILER_VERSION_MAJOR DEC(__GNUG__)
+# endif
+# if defined(__GNUC_MINOR__)
+#  define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
+# endif
+# if defined(__GNUC_PATCHLEVEL__)
+#  define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
+# endif
+
+#elif defined(_MSC_VER)
+# define COMPILER_ID "MSVC"
+  /* _MSC_VER = VVRR */
+# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
+# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
+# if defined(_MSC_FULL_VER)
+#  if _MSC_VER >= 1400
+    /* _MSC_FULL_VER = VVRRPPPPP */
+#   define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
+#  else
+    /* _MSC_FULL_VER = VVRRPPPP */
+#   define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
+#  endif
+# endif
+# if defined(_MSC_BUILD)
+#  define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
+# endif
+
+#elif defined(_ADI_COMPILER)
+# define COMPILER_ID "ADSP"
+#if defined(__VERSIONNUM__)
+  /* __VERSIONNUM__ = 0xVVRRPPTT */
+#  define COMPILER_VERSION_MAJOR DEC(__VERSIONNUM__ >> 24 & 0xFF)
+#  define COMPILER_VERSION_MINOR DEC(__VERSIONNUM__ >> 16 & 0xFF)
+#  define COMPILER_VERSION_PATCH DEC(__VERSIONNUM__ >> 8 & 0xFF)
+#  define COMPILER_VERSION_TWEAK DEC(__VERSIONNUM__ & 0xFF)
+#endif
+
+#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
+# define COMPILER_ID "IAR"
+# if defined(__VER__) && defined(__ICCARM__)
+#  define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
+#  define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
+#  define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
+#  define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
+# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
+#  define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
+#  define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
+#  define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
+#  define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
+# endif
+
+
+/* These compilers are either not known or too old to define an
+  identification macro.  Try to identify the platform and guess that
+  it is the native compiler.  */
+#elif defined(__hpux) || defined(__hpua)
+# define COMPILER_ID "HP"
+
+#else /* unknown compiler */
+# define COMPILER_ID ""
+#endif
+
+/* Construct the string literal in pieces to prevent the source from
+   getting matched.  Store it in a pointer rather than an array
+   because some compilers will just produce instructions to fill the
+   array rather than assigning a pointer to a static array.  */
+char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
+#ifdef SIMULATE_ID
+char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
+#endif
+
+#ifdef __QNXNTO__
+char const* qnxnto = "INFO" ":" "qnxnto[]";
+#endif
+
+#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
+char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
+#endif
+
+#define STRINGIFY_HELPER(X) #X
+#define STRINGIFY(X) STRINGIFY_HELPER(X)
+
+/* Identify known platforms by name.  */
+#if defined(__linux) || defined(__linux__) || defined(linux)
+# define PLATFORM_ID "Linux"
+
+#elif defined(__MSYS__)
+# define PLATFORM_ID "MSYS"
+
+#elif defined(__CYGWIN__)
+# define PLATFORM_ID "Cygwin"
+
+#elif defined(__MINGW32__)
+# define PLATFORM_ID "MinGW"
+
+#elif defined(__APPLE__)
+# define PLATFORM_ID "Darwin"
+
+#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
+# define PLATFORM_ID "Windows"
+
+#elif defined(__FreeBSD__) || defined(__FreeBSD)
+# define PLATFORM_ID "FreeBSD"
+
+#elif defined(__NetBSD__) || defined(__NetBSD)
+# define PLATFORM_ID "NetBSD"
+
+#elif defined(__OpenBSD__) || defined(__OPENBSD)
+# define PLATFORM_ID "OpenBSD"
+
+#elif defined(__sun) || defined(sun)
+# define PLATFORM_ID "SunOS"
+
+#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
+# define PLATFORM_ID "AIX"
+
+#elif defined(__hpux) || defined(__hpux__)
+# define PLATFORM_ID "HP-UX"
+
+#elif defined(__HAIKU__)
+# define PLATFORM_ID "Haiku"
+
+#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
+# define PLATFORM_ID "BeOS"
+
+#elif defined(__QNX__) || defined(__QNXNTO__)
+# define PLATFORM_ID "QNX"
+
+#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
+# define PLATFORM_ID "Tru64"
+
+#elif defined(__riscos) || defined(__riscos__)
+# define PLATFORM_ID "RISCos"
+
+#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
+# define PLATFORM_ID "SINIX"
+
+#elif defined(__UNIX_SV__)
+# define PLATFORM_ID "UNIX_SV"
+
+#elif defined(__bsdos__)
+# define PLATFORM_ID "BSDOS"
+
+#elif defined(_MPRAS) || defined(MPRAS)
+# define PLATFORM_ID "MP-RAS"
+
+#elif defined(__osf) || defined(__osf__)
+# define PLATFORM_ID "OSF1"
+
+#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
+# define PLATFORM_ID "SCO_SV"
+
+#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
+# define PLATFORM_ID "ULTRIX"
+
+#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
+# define PLATFORM_ID "Xenix"
+
+#elif defined(__WATCOMC__)
+# if defined(__LINUX__)
+#  define PLATFORM_ID "Linux"
+
+# elif defined(__DOS__)
+#  define PLATFORM_ID "DOS"
+
+# elif defined(__OS2__)
+#  define PLATFORM_ID "OS2"
+
+# elif defined(__WINDOWS__)
+#  define PLATFORM_ID "Windows3x"
+
+# elif defined(__VXWORKS__)
+#  define PLATFORM_ID "VxWorks"
+
+# else /* unknown platform */
+#  define PLATFORM_ID
+# endif
+
+#elif defined(__INTEGRITY)
+# if defined(INT_178B)
+#  define PLATFORM_ID "Integrity178"
+
+# else /* regular Integrity */
+#  define PLATFORM_ID "Integrity"
+# endif
+
+# elif defined(_ADI_COMPILER)
+#  define PLATFORM_ID "ADSP"
+
+#else /* unknown platform */
+# define PLATFORM_ID
+
+#endif
+
+/* For windows compilers MSVC and Intel we can determine
+   the architecture of the compiler being used.  This is because
+   the compilers do not have flags that can change the architecture,
+   but rather depend on which compiler is being used
+*/
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+# elif defined(_M_ARM64EC)
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+
+# elif defined(_M_X64) || defined(_M_AMD64)
+#  define ARCHITECTURE_ID "x64"
+
+# elif defined(_M_IX86)
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+
+# elif defined(_M_ARM64)
+#  define ARCHITECTURE_ID "ARM64"
+
+# elif defined(_M_ARM)
+#  if _M_ARM == 4
+#   define ARCHITECTURE_ID "ARMV4I"
+#  elif _M_ARM == 5
+#   define ARCHITECTURE_ID "ARMV5I"
+#  else
+#   define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
+#  endif
+
+# elif defined(_M_MIPS)
+#  define ARCHITECTURE_ID "MIPS"
+
+# elif defined(_M_SH)
+#  define ARCHITECTURE_ID "SHx"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__WATCOMC__)
+# if defined(_M_I86)
+#  define ARCHITECTURE_ID "I86"
+
+# elif defined(_M_IX86)
+#  define ARCHITECTURE_ID "X86"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
+# if defined(__ICCARM__)
+#  define ARCHITECTURE_ID "ARM"
+
+# elif defined(__ICCRX__)
+#  define ARCHITECTURE_ID "RX"
+
+# elif defined(__ICCRH850__)
+#  define ARCHITECTURE_ID "RH850"
+
+# elif defined(__ICCRL78__)
+#  define ARCHITECTURE_ID "RL78"
+
+# elif defined(__ICCRISCV__)
+#  define ARCHITECTURE_ID "RISCV"
+
+# elif defined(__ICCAVR__)
+#  define ARCHITECTURE_ID "AVR"
+
+# elif defined(__ICC430__)
+#  define ARCHITECTURE_ID "MSP430"
+
+# elif defined(__ICCV850__)
+#  define ARCHITECTURE_ID "V850"
+
+# elif defined(__ICC8051__)
+#  define ARCHITECTURE_ID "8051"
+
+# elif defined(__ICCSTM8__)
+#  define ARCHITECTURE_ID "STM8"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__ghs__)
+# if defined(__PPC64__)
+#  define ARCHITECTURE_ID "PPC64"
+
+# elif defined(__ppc__)
+#  define ARCHITECTURE_ID "PPC"
+
+# elif defined(__ARM__)
+#  define ARCHITECTURE_ID "ARM"
+
+# elif defined(__x86_64__)
+#  define ARCHITECTURE_ID "x64"
+
+# elif defined(__i386__)
+#  define ARCHITECTURE_ID "X86"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__clang__) && defined(__ti__)
+# if defined(__ARM_ARCH)
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+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+#elif defined(__TI_COMPILER_VERSION__)
+# if defined(__TI_ARM__)
+#  define ARCHITECTURE_ID "ARM"
+
+# elif defined(__MSP430__)
+#  define ARCHITECTURE_ID "MSP430"
+
+# elif defined(__TMS320C28XX__)
+#  define ARCHITECTURE_ID "TMS320C28x"
+
+# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
+#  define ARCHITECTURE_ID "TMS320C6x"
+
+# else /* unknown architecture */
+#  define ARCHITECTURE_ID ""
+# endif
+
+# elif defined(__ADSPSHARC__)
+#  define ARCHITECTURE_ID "SHARC"
+
+# elif defined(__ADSPBLACKFIN__)
+#  define ARCHITECTURE_ID "Blackfin"
+
+#elif defined(__TASKING__)
+
+# if defined(__CTC__) || defined(__CPTC__)
+#  define ARCHITECTURE_ID "TriCore"
+
+# elif defined(__CMCS__)
+#  define ARCHITECTURE_ID "MCS"
+
+# elif defined(__CARM__)
+#  define ARCHITECTURE_ID "ARM"
+
+# elif defined(__CARC__)
+#  define ARCHITECTURE_ID "ARC"
+
+# elif defined(__C51__)
+#  define ARCHITECTURE_ID "8051"
+
+# elif defined(__CPCP__)
+#  define ARCHITECTURE_ID "PCP"
+
+# else
+#  define ARCHITECTURE_ID ""
+# endif
+
+#else
+#  define ARCHITECTURE_ID
+#endif
+
+/* Convert integer to decimal digit literals.  */
+#define DEC(n)                   \
+  ('0' + (((n) / 10000000)%10)), \
+  ('0' + (((n) / 1000000)%10)),  \
+  ('0' + (((n) / 100000)%10)),   \
+  ('0' + (((n) / 10000)%10)),    \
+  ('0' + (((n) / 1000)%10)),     \
+  ('0' + (((n) / 100)%10)),      \
+  ('0' + (((n) / 10)%10)),       \
+  ('0' +  ((n) % 10))
+
+/* Convert integer to hex digit literals.  */
+#define HEX(n)             \
+  ('0' + ((n)>>28 & 0xF)), \
+  ('0' + ((n)>>24 & 0xF)), \
+  ('0' + ((n)>>20 & 0xF)), \
+  ('0' + ((n)>>16 & 0xF)), \
+  ('0' + ((n)>>12 & 0xF)), \
+  ('0' + ((n)>>8  & 0xF)), \
+  ('0' + ((n)>>4  & 0xF)), \
+  ('0' + ((n)     & 0xF))
+
+/* Construct a string literal encoding the version number. */
+#ifdef COMPILER_VERSION
+char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
+
+/* Construct a string literal encoding the version number components. */
+#elif defined(COMPILER_VERSION_MAJOR)
+char const info_version[] = {
+  'I', 'N', 'F', 'O', ':',
+  'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
+  COMPILER_VERSION_MAJOR,
+# ifdef COMPILER_VERSION_MINOR
+  '.', COMPILER_VERSION_MINOR,
+#  ifdef COMPILER_VERSION_PATCH
+   '.', COMPILER_VERSION_PATCH,
+#   ifdef COMPILER_VERSION_TWEAK
+    '.', COMPILER_VERSION_TWEAK,
+#   endif
+#  endif
+# endif
+  ']','\0'};
+#endif
+
+/* Construct a string literal encoding the internal version number. */
+#ifdef COMPILER_VERSION_INTERNAL
+char const info_version_internal[] = {
+  'I', 'N', 'F', 'O', ':',
+  'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
+  'i','n','t','e','r','n','a','l','[',
+  COMPILER_VERSION_INTERNAL,']','\0'};
+#elif defined(COMPILER_VERSION_INTERNAL_STR)
+char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
+#endif
+
+/* Construct a string literal encoding the version number components. */
+#ifdef SIMULATE_VERSION_MAJOR
+char const info_simulate_version[] = {
+  'I', 'N', 'F', 'O', ':',
+  's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
+  SIMULATE_VERSION_MAJOR,
+# ifdef SIMULATE_VERSION_MINOR
+  '.', SIMULATE_VERSION_MINOR,
+#  ifdef SIMULATE_VERSION_PATCH
+   '.', SIMULATE_VERSION_PATCH,
+#   ifdef SIMULATE_VERSION_TWEAK
+    '.', SIMULATE_VERSION_TWEAK,
+#   endif
+#  endif
+# endif
+  ']','\0'};
+#endif
+
+/* Construct the string literal in pieces to prevent the source from
+   getting matched.  Store it in a pointer rather than an array
+   because some compilers will just produce instructions to fill the
+   array rather than assigning a pointer to a static array.  */
+char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
+char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
+
+
+
+#if defined(__INTEL_COMPILER) && defined(_MSVC_LANG) && _MSVC_LANG < 201403L
+#  if defined(__INTEL_CXX11_MODE__)
+#    if defined(__cpp_aggregate_nsdmi)
+#      define CXX_STD 201402L
+#    else
+#      define CXX_STD 201103L
+#    endif
+#  else
+#    define CXX_STD 199711L
+#  endif
+#elif defined(_MSC_VER) && defined(_MSVC_LANG)
+#  define CXX_STD _MSVC_LANG
+#else
+#  define CXX_STD __cplusplus
+#endif
+
+const char* info_language_standard_default = "INFO" ":" "standard_default["
+#if CXX_STD > 202002L
+  "23"
+#elif CXX_STD > 201703L
+  "20"
+#elif CXX_STD >= 201703L
+  "17"
+#elif CXX_STD >= 201402L
+  "14"
+#elif CXX_STD >= 201103L
+  "11"
+#else
+  "98"
+#endif
+"]";
+
+const char* info_language_extensions_default = "INFO" ":" "extensions_default["
+#if (defined(__clang__) || defined(__GNUC__) || defined(__xlC__) ||           \
+     defined(__TI_COMPILER_VERSION__)) &&                                     \
+  !defined(__STRICT_ANSI__)
+  "ON"
+#else
+  "OFF"
+#endif
+"]";
+
+/*--------------------------------------------------------------------------*/
+
+int main(int argc, char* argv[])
+{
+  int require = 0;
+  require += info_compiler[argc];
+  require += info_platform[argc];
+  require += info_arch[argc];
+#ifdef COMPILER_VERSION_MAJOR
+  require += info_version[argc];
+#endif
+#ifdef COMPILER_VERSION_INTERNAL
+  require += info_version_internal[argc];
+#endif
+#ifdef SIMULATE_ID
+  require += info_simulate[argc];
+#endif
+#ifdef SIMULATE_VERSION_MAJOR
+  require += info_simulate_version[argc];
+#endif
+#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
+  require += info_cray[argc];
+#endif
+  require += info_language_standard_default[argc];
+  require += info_language_extensions_default[argc];
+  (void)argv;
+  return require;
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+
+#############################################
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+
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+
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+  DESC = Running tests...
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+
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+
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+  DESC = Running CMake to regenerate build system...
+  pool = console
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+build test/lib/gtest/googlemock/rebuild_cache: phony test/lib/gtest/googlemock/CMakeFiles/rebuild_cache.util
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+
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+build test/lib/gtest/googlemock/CMakeFiles/install/local.util: CUSTOM_COMMAND test/lib/gtest/googlemock/all
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+# =============================================================================
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+
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+
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+
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+
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+
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+
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+build test/lib/gtest/googletest/CMakeFiles/install.util: CUSTOM_COMMAND test/lib/gtest/googletest/all
+  COMMAND = cd /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest && /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/bin/cmake -P cmake_install.cmake
+  DESC = Install the project...
+  pool = console
+  restat = 1
+
+build test/lib/gtest/googletest/install: phony test/lib/gtest/googletest/CMakeFiles/install.util
+
+
+#############################################
+# Utility command for install/local
+
+build test/lib/gtest/googletest/CMakeFiles/install/local.util: CUSTOM_COMMAND test/lib/gtest/googletest/all
+  COMMAND = cd /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest && /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/bin/cmake -DCMAKE_INSTALL_LOCAL_ONLY=1 -P cmake_install.cmake
+  DESC = Installing only the local directory...
+  pool = console
+  restat = 1
+
+build test/lib/gtest/googletest/install/local: phony test/lib/gtest/googletest/CMakeFiles/install/local.util
+
+
+#############################################
+# Utility command for install/strip
+
+build test/lib/gtest/googletest/CMakeFiles/install/strip.util: CUSTOM_COMMAND test/lib/gtest/googletest/all
+  COMMAND = cd /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest && /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/bin/cmake -DCMAKE_INSTALL_DO_STRIP=1 -P cmake_install.cmake
+  DESC = Installing the project stripped...
+  pool = console
+  restat = 1
+
+build test/lib/gtest/googletest/install/strip: phony test/lib/gtest/googletest/CMakeFiles/install/strip.util
+
+# =============================================================================
+# Target aliases.
+
+build HPModel: phony src/libHPModel.a
+
+build OpenGLStuff: phony opengl/libOpenGLStuff.a
+
+build glad: phony opengl/libglad.a
+
+build gmock: phony lib/libgmock.a
+
+build gmock_main: phony lib/libgmock_main.a
+
+build gtest: phony lib/libgtest.a
+
+build gtest_main: phony lib/libgtest_main.a
+
+build imgui: phony opengl/libimgui.a
+
+build libHPModel.a: phony src/libHPModel.a
+
+build libOpenGLStuff.a: phony opengl/libOpenGLStuff.a
+
+build libglad.a: phony opengl/libglad.a
+
+build libgmock.a: phony lib/libgmock.a
+
+build libgmock_main.a: phony lib/libgmock_main.a
+
+build libgtest.a: phony lib/libgtest.a
+
+build libgtest_main.a: phony lib/libgtest_main.a
+
+build libimgui.a: phony opengl/libimgui.a
+
+build opengl_example_run: phony opengl/opengl_example_run
+
+build test_run: phony test/test_run
+
+# =============================================================================
+# Folder targets.
+
+# =============================================================================
+
+#############################################
+# Folder: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release
+
+build all: phony main_run src/all opengl/all test/all
+
+# =============================================================================
+
+#############################################
+# Folder: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/opengl
+
+build opengl/all: phony opengl/libglad.a opengl/libimgui.a opengl/libOpenGLStuff.a opengl/opengl_example_run
+
+# =============================================================================
+
+#############################################
+# Folder: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/src
+
+build src/all: phony src/libHPModel.a
+
+# =============================================================================
+
+#############################################
+# Folder: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test
+
+build test/all: phony test/test_run test/lib/gtest/all
+
+# =============================================================================
+
+#############################################
+# Folder: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest
+
+build test/lib/gtest/all: phony test/lib/gtest/googlemock/all
+
+# =============================================================================
+
+#############################################
+# Folder: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googlemock
+
+build test/lib/gtest/googlemock/all: phony lib/libgmock.a lib/libgmock_main.a test/lib/gtest/googletest/all
+
+# =============================================================================
+
+#############################################
+# Folder: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest
+
+build test/lib/gtest/googletest/all: phony lib/libgtest.a lib/libgtest_main.a
+
+# =============================================================================
+# Built-in targets
+
+
+#############################################
+# Re-run CMake if any of its inputs changed.
+
+build build.ninja: RERUN_CMAKE | /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/BasicConfigVersion-AnyNewerVersion.cmake.in /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCCompiler.cmake.in /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCCompilerABI.c /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCInformation.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCXXCompiler.cmake.in /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCXXCompilerABI.cpp /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCXXInformation.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCommonLanguageInclude.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCompilerIdDetection.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDependentOption.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDetermineCCompiler.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDetermineCXXCompiler.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDetermineCompileFeatures.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDetermineCompiler.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDetermineCompilerABI.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDetermineCompilerId.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeDetermineSystem.cmake 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+  pool = console
+
+
+#############################################
+# A missing CMake input file is not an error.
+
+build /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/BasicConfigVersion-AnyNewerVersion.cmake.in /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCCompiler.cmake.in /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCCompilerABI.c /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCInformation.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCXXCompiler.cmake.in /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCXXCompilerABI.cpp /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCXXInformation.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCommonLanguageInclude.cmake /Applications/CLion.app/Contents/bin/cmake/mac/aarch64/share/cmake-3.29/Modules/CMakeCompilerIdDetection.cmake 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+
+
+#############################################
+# Clean all the built files.
+
+build clean: CLEAN
+
+
+#############################################
+# Print all primary targets available.
+
+build help: HELP
+
+
+#############################################
+# Make the all target the default.
+
+default all
diff --git a/cmake-build-release/cmake_install.cmake b/cmake-build-release/cmake_install.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..a97549c4dddb88f43e014bed8269f67f83d0f2d9
--- /dev/null
+++ b/cmake-build-release/cmake_install.cmake
@@ -0,0 +1,64 @@
+# Install script for directory: /Users/adamwahab/Desktop/project-in-bioinformatics
+
+# Set the install prefix
+if(NOT DEFINED CMAKE_INSTALL_PREFIX)
+  set(CMAKE_INSTALL_PREFIX "/usr/local")
+endif()
+string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+
+# Set the install configuration name.
+if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
+  if(BUILD_TYPE)
+    string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
+           CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
+  else()
+    set(CMAKE_INSTALL_CONFIG_NAME "Release")
+  endif()
+  message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
+endif()
+
+# Set the component getting installed.
+if(NOT CMAKE_INSTALL_COMPONENT)
+  if(COMPONENT)
+    message(STATUS "Install component: \"${COMPONENT}\"")
+    set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
+  else()
+    set(CMAKE_INSTALL_COMPONENT)
+  endif()
+endif()
+
+# Is this installation the result of a crosscompile?
+if(NOT DEFINED CMAKE_CROSSCOMPILING)
+  set(CMAKE_CROSSCOMPILING "FALSE")
+endif()
+
+# Set default install directory permissions.
+if(NOT DEFINED CMAKE_OBJDUMP)
+  set(CMAKE_OBJDUMP "/Library/Developer/CommandLineTools/usr/bin/objdump")
+endif()
+
+if(NOT CMAKE_INSTALL_LOCAL_ONLY)
+  # Include the install script for the subdirectory.
+  include("/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/src/cmake_install.cmake")
+endif()
+
+if(NOT CMAKE_INSTALL_LOCAL_ONLY)
+  # Include the install script for the subdirectory.
+  include("/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/opengl/cmake_install.cmake")
+endif()
+
+if(NOT CMAKE_INSTALL_LOCAL_ONLY)
+  # Include the install script for the subdirectory.
+  include("/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/cmake_install.cmake")
+endif()
+
+if(CMAKE_INSTALL_COMPONENT)
+  set(CMAKE_INSTALL_MANIFEST "install_manifest_${CMAKE_INSTALL_COMPONENT}.txt")
+else()
+  set(CMAKE_INSTALL_MANIFEST "install_manifest.txt")
+endif()
+
+string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT
+       "${CMAKE_INSTALL_MANIFEST_FILES}")
+file(WRITE "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/${CMAKE_INSTALL_MANIFEST}"
+     "${CMAKE_INSTALL_MANIFEST_CONTENT}")
diff --git a/cmake-build-release/main_run b/cmake-build-release/main_run
new file mode 100755
index 0000000000000000000000000000000000000000..48fda4049186f25a7ab33581c168a4c14a0dbdc4
Binary files /dev/null and b/cmake-build-release/main_run differ
diff --git a/cmake-build-release/opengl/CTestTestfile.cmake b/cmake-build-release/opengl/CTestTestfile.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..6da399647a612e69ffee24085fc47517dac1c733
--- /dev/null
+++ b/cmake-build-release/opengl/CTestTestfile.cmake
@@ -0,0 +1,6 @@
+# CMake generated Testfile for 
+# Source directory: /Users/adamwahab/Desktop/project-in-bioinformatics/opengl
+# Build directory: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/opengl
+# 
+# This file includes the relevant testing commands required for 
+# testing this directory and lists subdirectories to be tested as well.
diff --git a/cmake-build-release/opengl/cmake_install.cmake b/cmake-build-release/opengl/cmake_install.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..ba2387e0b256a279e7bda80076b7cb614f842130
--- /dev/null
+++ b/cmake-build-release/opengl/cmake_install.cmake
@@ -0,0 +1,39 @@
+# Install script for directory: /Users/adamwahab/Desktop/project-in-bioinformatics/opengl
+
+# Set the install prefix
+if(NOT DEFINED CMAKE_INSTALL_PREFIX)
+  set(CMAKE_INSTALL_PREFIX "/usr/local")
+endif()
+string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+
+# Set the install configuration name.
+if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
+  if(BUILD_TYPE)
+    string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
+           CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
+  else()
+    set(CMAKE_INSTALL_CONFIG_NAME "Release")
+  endif()
+  message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
+endif()
+
+# Set the component getting installed.
+if(NOT CMAKE_INSTALL_COMPONENT)
+  if(COMPONENT)
+    message(STATUS "Install component: \"${COMPONENT}\"")
+    set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
+  else()
+    set(CMAKE_INSTALL_COMPONENT)
+  endif()
+endif()
+
+# Is this installation the result of a crosscompile?
+if(NOT DEFINED CMAKE_CROSSCOMPILING)
+  set(CMAKE_CROSSCOMPILING "FALSE")
+endif()
+
+# Set default install directory permissions.
+if(NOT DEFINED CMAKE_OBJDUMP)
+  set(CMAKE_OBJDUMP "/Library/Developer/CommandLineTools/usr/bin/objdump")
+endif()
+
diff --git a/cmake-build-release/opengl/opengl_example_run b/cmake-build-release/opengl/opengl_example_run
new file mode 100755
index 0000000000000000000000000000000000000000..348cdf702ad5a1ef35ce79744c229c10a52eed37
Binary files /dev/null and b/cmake-build-release/opengl/opengl_example_run differ
diff --git a/cmake-build-release/src/CTestTestfile.cmake b/cmake-build-release/src/CTestTestfile.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..19b677b31fb1b59dece9223e000d32ea40ebcc23
--- /dev/null
+++ b/cmake-build-release/src/CTestTestfile.cmake
@@ -0,0 +1,6 @@
+# CMake generated Testfile for 
+# Source directory: /Users/adamwahab/Desktop/project-in-bioinformatics/src
+# Build directory: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/src
+# 
+# This file includes the relevant testing commands required for 
+# testing this directory and lists subdirectories to be tested as well.
diff --git a/cmake-build-release/src/cmake_install.cmake b/cmake-build-release/src/cmake_install.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..d12b15593a61fd1b625fe9a0e18c24569b72f887
--- /dev/null
+++ b/cmake-build-release/src/cmake_install.cmake
@@ -0,0 +1,39 @@
+# Install script for directory: /Users/adamwahab/Desktop/project-in-bioinformatics/src
+
+# Set the install prefix
+if(NOT DEFINED CMAKE_INSTALL_PREFIX)
+  set(CMAKE_INSTALL_PREFIX "/usr/local")
+endif()
+string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+
+# Set the install configuration name.
+if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
+  if(BUILD_TYPE)
+    string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
+           CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
+  else()
+    set(CMAKE_INSTALL_CONFIG_NAME "Release")
+  endif()
+  message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
+endif()
+
+# Set the component getting installed.
+if(NOT CMAKE_INSTALL_COMPONENT)
+  if(COMPONENT)
+    message(STATUS "Install component: \"${COMPONENT}\"")
+    set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
+  else()
+    set(CMAKE_INSTALL_COMPONENT)
+  endif()
+endif()
+
+# Is this installation the result of a crosscompile?
+if(NOT DEFINED CMAKE_CROSSCOMPILING)
+  set(CMAKE_CROSSCOMPILING "FALSE")
+endif()
+
+# Set default install directory permissions.
+if(NOT DEFINED CMAKE_OBJDUMP)
+  set(CMAKE_OBJDUMP "/Library/Developer/CommandLineTools/usr/bin/objdump")
+endif()
+
diff --git a/cmake-build-release/test/CTestTestfile.cmake b/cmake-build-release/test/CTestTestfile.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..0bccc3c72f2bd4d96b049c82613ff8cbd80ee454
--- /dev/null
+++ b/cmake-build-release/test/CTestTestfile.cmake
@@ -0,0 +1,7 @@
+# CMake generated Testfile for 
+# Source directory: /Users/adamwahab/Desktop/project-in-bioinformatics/test
+# Build directory: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test
+# 
+# This file includes the relevant testing commands required for 
+# testing this directory and lists subdirectories to be tested as well.
+subdirs("lib/gtest")
diff --git a/cmake-build-release/test/cmake_install.cmake b/cmake-build-release/test/cmake_install.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..e15b64044a06a1f61b3d40f719ab2dc5555b1f26
--- /dev/null
+++ b/cmake-build-release/test/cmake_install.cmake
@@ -0,0 +1,44 @@
+# Install script for directory: /Users/adamwahab/Desktop/project-in-bioinformatics/test
+
+# Set the install prefix
+if(NOT DEFINED CMAKE_INSTALL_PREFIX)
+  set(CMAKE_INSTALL_PREFIX "/usr/local")
+endif()
+string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+
+# Set the install configuration name.
+if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
+  if(BUILD_TYPE)
+    string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
+           CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
+  else()
+    set(CMAKE_INSTALL_CONFIG_NAME "Release")
+  endif()
+  message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
+endif()
+
+# Set the component getting installed.
+if(NOT CMAKE_INSTALL_COMPONENT)
+  if(COMPONENT)
+    message(STATUS "Install component: \"${COMPONENT}\"")
+    set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
+  else()
+    set(CMAKE_INSTALL_COMPONENT)
+  endif()
+endif()
+
+# Is this installation the result of a crosscompile?
+if(NOT DEFINED CMAKE_CROSSCOMPILING)
+  set(CMAKE_CROSSCOMPILING "FALSE")
+endif()
+
+# Set default install directory permissions.
+if(NOT DEFINED CMAKE_OBJDUMP)
+  set(CMAKE_OBJDUMP "/Library/Developer/CommandLineTools/usr/bin/objdump")
+endif()
+
+if(NOT CMAKE_INSTALL_LOCAL_ONLY)
+  # Include the install script for the subdirectory.
+  include("/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/cmake_install.cmake")
+endif()
+
diff --git a/cmake-build-release/test/lib/gtest/CTestTestfile.cmake b/cmake-build-release/test/lib/gtest/CTestTestfile.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..a13c39719ac21635293acafac266625a4608cea8
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/CTestTestfile.cmake
@@ -0,0 +1,7 @@
+# CMake generated Testfile for 
+# Source directory: /Users/adamwahab/Desktop/project-in-bioinformatics/test/lib/gtest
+# Build directory: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest
+# 
+# This file includes the relevant testing commands required for 
+# testing this directory and lists subdirectories to be tested as well.
+subdirs("googlemock")
diff --git a/cmake-build-release/test/lib/gtest/cmake_install.cmake b/cmake-build-release/test/lib/gtest/cmake_install.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..08f0f1749ea9020e69512003f2a7ae05b6652e23
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/cmake_install.cmake
@@ -0,0 +1,45 @@
+# Install script for directory: /Users/adamwahab/Desktop/project-in-bioinformatics/test/lib/gtest
+
+# Set the install prefix
+if(NOT DEFINED CMAKE_INSTALL_PREFIX)
+  set(CMAKE_INSTALL_PREFIX "/usr/local")
+endif()
+string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+
+# Set the install configuration name.
+if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
+  if(BUILD_TYPE)
+    string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
+           CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
+  else()
+    set(CMAKE_INSTALL_CONFIG_NAME "Release")
+  endif()
+  message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
+endif()
+
+# Set the component getting installed.
+if(NOT CMAKE_INSTALL_COMPONENT)
+  if(COMPONENT)
+    message(STATUS "Install component: \"${COMPONENT}\"")
+    set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
+  else()
+    set(CMAKE_INSTALL_COMPONENT)
+  endif()
+endif()
+
+# Is this installation the result of a crosscompile?
+if(NOT DEFINED CMAKE_CROSSCOMPILING)
+  set(CMAKE_CROSSCOMPILING "FALSE")
+endif()
+
+# Set default install directory permissions.
+if(NOT DEFINED CMAKE_OBJDUMP)
+  set(CMAKE_OBJDUMP "/Library/Developer/CommandLineTools/usr/bin/objdump")
+endif()
+
+if(NOT CMAKE_INSTALL_LOCAL_ONLY)
+  # Include the install script for each subdirectory.
+  include("/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googlemock/cmake_install.cmake")
+
+endif()
+
diff --git a/cmake-build-release/test/lib/gtest/googlemock/CTestTestfile.cmake b/cmake-build-release/test/lib/gtest/googlemock/CTestTestfile.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..cfdb6732d489b0d6b264d8116c34ce418dfacbb1
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googlemock/CTestTestfile.cmake
@@ -0,0 +1,7 @@
+# CMake generated Testfile for 
+# Source directory: /Users/adamwahab/Desktop/project-in-bioinformatics/test/lib/gtest/googlemock
+# Build directory: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googlemock
+# 
+# This file includes the relevant testing commands required for 
+# testing this directory and lists subdirectories to be tested as well.
+subdirs("../googletest")
diff --git a/cmake-build-release/test/lib/gtest/googlemock/cmake_install.cmake b/cmake-build-release/test/lib/gtest/googlemock/cmake_install.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..486c68878110141ebcff3070ad8a2eca162e3336
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googlemock/cmake_install.cmake
@@ -0,0 +1,73 @@
+# Install script for directory: /Users/adamwahab/Desktop/project-in-bioinformatics/test/lib/gtest/googlemock
+
+# Set the install prefix
+if(NOT DEFINED CMAKE_INSTALL_PREFIX)
+  set(CMAKE_INSTALL_PREFIX "/usr/local")
+endif()
+string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+
+# Set the install configuration name.
+if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
+  if(BUILD_TYPE)
+    string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
+           CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
+  else()
+    set(CMAKE_INSTALL_CONFIG_NAME "Release")
+  endif()
+  message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
+endif()
+
+# Set the component getting installed.
+if(NOT CMAKE_INSTALL_COMPONENT)
+  if(COMPONENT)
+    message(STATUS "Install component: \"${COMPONENT}\"")
+    set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
+  else()
+    set(CMAKE_INSTALL_COMPONENT)
+  endif()
+endif()
+
+# Is this installation the result of a crosscompile?
+if(NOT DEFINED CMAKE_CROSSCOMPILING)
+  set(CMAKE_CROSSCOMPILING "FALSE")
+endif()
+
+# Set default install directory permissions.
+if(NOT DEFINED CMAKE_OBJDUMP)
+  set(CMAKE_OBJDUMP "/Library/Developer/CommandLineTools/usr/bin/objdump")
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gmock" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/include" TYPE DIRECTORY FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/test/lib/gtest/googlemock/include/")
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gmock" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib" TYPE STATIC_LIBRARY FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/lib/libgmock.a")
+  if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgmock.a" AND
+     NOT IS_SYMLINK "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgmock.a")
+    execute_process(COMMAND "/Library/Developer/CommandLineTools/usr/bin/ranlib" "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgmock.a")
+  endif()
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gmock" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib" TYPE STATIC_LIBRARY FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/lib/libgmock_main.a")
+  if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgmock_main.a" AND
+     NOT IS_SYMLINK "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgmock_main.a")
+    execute_process(COMMAND "/Library/Developer/CommandLineTools/usr/bin/ranlib" "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgmock_main.a")
+  endif()
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gmock" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/pkgconfig" TYPE FILE FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/generated/gmock.pc")
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gmock" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/pkgconfig" TYPE FILE FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/generated/gmock_main.pc")
+endif()
+
+if(NOT CMAKE_INSTALL_LOCAL_ONLY)
+  # Include the install script for each subdirectory.
+  include("/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/cmake_install.cmake")
+
+endif()
+
diff --git a/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets-release.cmake b/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets-release.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..5cfcc7ae2f498189b759273caa7fe5dee9f0898e
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets-release.cmake
@@ -0,0 +1,49 @@
+#----------------------------------------------------------------
+# Generated CMake target import file for configuration "Release".
+#----------------------------------------------------------------
+
+# Commands may need to know the format version.
+set(CMAKE_IMPORT_FILE_VERSION 1)
+
+# Import target "GTest::gtest" for configuration "Release"
+set_property(TARGET GTest::gtest APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
+set_target_properties(GTest::gtest PROPERTIES
+  IMPORTED_LINK_INTERFACE_LANGUAGES_RELEASE "CXX"
+  IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/libgtest.a"
+  )
+
+list(APPEND _cmake_import_check_targets GTest::gtest )
+list(APPEND _cmake_import_check_files_for_GTest::gtest "${_IMPORT_PREFIX}/lib/libgtest.a" )
+
+# Import target "GTest::gtest_main" for configuration "Release"
+set_property(TARGET GTest::gtest_main APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
+set_target_properties(GTest::gtest_main PROPERTIES
+  IMPORTED_LINK_INTERFACE_LANGUAGES_RELEASE "CXX"
+  IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/libgtest_main.a"
+  )
+
+list(APPEND _cmake_import_check_targets GTest::gtest_main )
+list(APPEND _cmake_import_check_files_for_GTest::gtest_main "${_IMPORT_PREFIX}/lib/libgtest_main.a" )
+
+# Import target "GTest::gmock" for configuration "Release"
+set_property(TARGET GTest::gmock APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
+set_target_properties(GTest::gmock PROPERTIES
+  IMPORTED_LINK_INTERFACE_LANGUAGES_RELEASE "CXX"
+  IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/libgmock.a"
+  )
+
+list(APPEND _cmake_import_check_targets GTest::gmock )
+list(APPEND _cmake_import_check_files_for_GTest::gmock "${_IMPORT_PREFIX}/lib/libgmock.a" )
+
+# Import target "GTest::gmock_main" for configuration "Release"
+set_property(TARGET GTest::gmock_main APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
+set_target_properties(GTest::gmock_main PROPERTIES
+  IMPORTED_LINK_INTERFACE_LANGUAGES_RELEASE "CXX"
+  IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/libgmock_main.a"
+  )
+
+list(APPEND _cmake_import_check_targets GTest::gmock_main )
+list(APPEND _cmake_import_check_files_for_GTest::gmock_main "${_IMPORT_PREFIX}/lib/libgmock_main.a" )
+
+# Commands beyond this point should not need to know the version.
+set(CMAKE_IMPORT_FILE_VERSION)
diff --git a/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets.cmake b/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..5461de68259bde7f56c24646dc47bc9a34d0bdae
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets.cmake
@@ -0,0 +1,139 @@
+# Generated by CMake
+
+if("${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}" LESS 2.8)
+   message(FATAL_ERROR "CMake >= 2.8.0 required")
+endif()
+if(CMAKE_VERSION VERSION_LESS "2.8.12")
+   message(FATAL_ERROR "CMake >= 2.8.12 required")
+endif()
+cmake_policy(PUSH)
+cmake_policy(VERSION 2.8.12...3.27)
+#----------------------------------------------------------------
+# Generated CMake target import file.
+#----------------------------------------------------------------
+
+# Commands may need to know the format version.
+set(CMAKE_IMPORT_FILE_VERSION 1)
+
+# Protect against multiple inclusion, which would fail when already imported targets are added once more.
+set(_cmake_targets_defined "")
+set(_cmake_targets_not_defined "")
+set(_cmake_expected_targets "")
+foreach(_cmake_expected_target IN ITEMS GTest::gtest GTest::gtest_main GTest::gmock GTest::gmock_main)
+  list(APPEND _cmake_expected_targets "${_cmake_expected_target}")
+  if(TARGET "${_cmake_expected_target}")
+    list(APPEND _cmake_targets_defined "${_cmake_expected_target}")
+  else()
+    list(APPEND _cmake_targets_not_defined "${_cmake_expected_target}")
+  endif()
+endforeach()
+unset(_cmake_expected_target)
+if(_cmake_targets_defined STREQUAL _cmake_expected_targets)
+  unset(_cmake_targets_defined)
+  unset(_cmake_targets_not_defined)
+  unset(_cmake_expected_targets)
+  unset(CMAKE_IMPORT_FILE_VERSION)
+  cmake_policy(POP)
+  return()
+endif()
+if(NOT _cmake_targets_defined STREQUAL "")
+  string(REPLACE ";" ", " _cmake_targets_defined_text "${_cmake_targets_defined}")
+  string(REPLACE ";" ", " _cmake_targets_not_defined_text "${_cmake_targets_not_defined}")
+  message(FATAL_ERROR "Some (but not all) targets in this export set were already defined.\nTargets Defined: ${_cmake_targets_defined_text}\nTargets not yet defined: ${_cmake_targets_not_defined_text}\n")
+endif()
+unset(_cmake_targets_defined)
+unset(_cmake_targets_not_defined)
+unset(_cmake_expected_targets)
+
+
+# Compute the installation prefix relative to this file.
+get_filename_component(_IMPORT_PREFIX "${CMAKE_CURRENT_LIST_FILE}" PATH)
+get_filename_component(_IMPORT_PREFIX "${_IMPORT_PREFIX}" PATH)
+get_filename_component(_IMPORT_PREFIX "${_IMPORT_PREFIX}" PATH)
+get_filename_component(_IMPORT_PREFIX "${_IMPORT_PREFIX}" PATH)
+if(_IMPORT_PREFIX STREQUAL "/")
+  set(_IMPORT_PREFIX "")
+endif()
+
+# Create imported target GTest::gtest
+add_library(GTest::gtest STATIC IMPORTED)
+
+set_target_properties(GTest::gtest PROPERTIES
+  INTERFACE_COMPILE_FEATURES "cxx_std_14"
+  INTERFACE_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include"
+  INTERFACE_LINK_LIBRARIES "Threads::Threads"
+  INTERFACE_SYSTEM_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include"
+)
+
+# Create imported target GTest::gtest_main
+add_library(GTest::gtest_main STATIC IMPORTED)
+
+set_target_properties(GTest::gtest_main PROPERTIES
+  INTERFACE_COMPILE_FEATURES "cxx_std_14"
+  INTERFACE_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include"
+  INTERFACE_LINK_LIBRARIES "Threads::Threads;GTest::gtest"
+  INTERFACE_SYSTEM_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include"
+)
+
+# Create imported target GTest::gmock
+add_library(GTest::gmock STATIC IMPORTED)
+
+set_target_properties(GTest::gmock PROPERTIES
+  INTERFACE_COMPILE_FEATURES "cxx_std_14"
+  INTERFACE_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include"
+  INTERFACE_LINK_LIBRARIES "Threads::Threads;GTest::gtest"
+  INTERFACE_SYSTEM_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include"
+)
+
+# Create imported target GTest::gmock_main
+add_library(GTest::gmock_main STATIC IMPORTED)
+
+set_target_properties(GTest::gmock_main PROPERTIES
+  INTERFACE_COMPILE_FEATURES "cxx_std_14"
+  INTERFACE_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include"
+  INTERFACE_LINK_LIBRARIES "Threads::Threads;GTest::gmock"
+  INTERFACE_SYSTEM_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include"
+)
+
+# Load information for each installed configuration.
+file(GLOB _cmake_config_files "${CMAKE_CURRENT_LIST_DIR}/GTestTargets-*.cmake")
+foreach(_cmake_config_file IN LISTS _cmake_config_files)
+  include("${_cmake_config_file}")
+endforeach()
+unset(_cmake_config_file)
+unset(_cmake_config_files)
+
+# Cleanup temporary variables.
+set(_IMPORT_PREFIX)
+
+# Loop over all imported files and verify that they actually exist
+foreach(_cmake_target IN LISTS _cmake_import_check_targets)
+  if(CMAKE_VERSION VERSION_LESS "3.28"
+      OR NOT DEFINED _cmake_import_check_xcframework_for_${_cmake_target}
+      OR NOT IS_DIRECTORY "${_cmake_import_check_xcframework_for_${_cmake_target}}")
+    foreach(_cmake_file IN LISTS "_cmake_import_check_files_for_${_cmake_target}")
+      if(NOT EXISTS "${_cmake_file}")
+        message(FATAL_ERROR "The imported target \"${_cmake_target}\" references the file
+   \"${_cmake_file}\"
+but this file does not exist.  Possible reasons include:
+* The file was deleted, renamed, or moved to another location.
+* An install or uninstall procedure did not complete successfully.
+* The installation package was faulty and contained
+   \"${CMAKE_CURRENT_LIST_FILE}\"
+but not all the files it references.
+")
+      endif()
+    endforeach()
+  endif()
+  unset(_cmake_file)
+  unset("_cmake_import_check_files_for_${_cmake_target}")
+endforeach()
+unset(_cmake_target)
+unset(_cmake_import_check_targets)
+
+# This file does not depend on other imported targets which have
+# been exported from the same project but in a separate export set.
+
+# Commands beyond this point should not need to know the version.
+set(CMAKE_IMPORT_FILE_VERSION)
+cmake_policy(POP)
diff --git a/cmake-build-release/test/lib/gtest/googletest/CTestTestfile.cmake b/cmake-build-release/test/lib/gtest/googletest/CTestTestfile.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..2039802a4fbfdfe6ef4ce098e5c1caaa58cd7742
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/CTestTestfile.cmake
@@ -0,0 +1,6 @@
+# CMake generated Testfile for 
+# Source directory: /Users/adamwahab/Desktop/project-in-bioinformatics/test/lib/gtest/googletest
+# Build directory: /Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest
+# 
+# This file includes the relevant testing commands required for 
+# testing this directory and lists subdirectories to be tested as well.
diff --git a/cmake-build-release/test/lib/gtest/googletest/cmake_install.cmake b/cmake-build-release/test/lib/gtest/googletest/cmake_install.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..41c1226d18375c56ca9a136dee490a948fbb75a9
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/cmake_install.cmake
@@ -0,0 +1,97 @@
+# Install script for directory: /Users/adamwahab/Desktop/project-in-bioinformatics/test/lib/gtest/googletest
+
+# Set the install prefix
+if(NOT DEFINED CMAKE_INSTALL_PREFIX)
+  set(CMAKE_INSTALL_PREFIX "/usr/local")
+endif()
+string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
+
+# Set the install configuration name.
+if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
+  if(BUILD_TYPE)
+    string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
+           CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
+  else()
+    set(CMAKE_INSTALL_CONFIG_NAME "Release")
+  endif()
+  message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
+endif()
+
+# Set the component getting installed.
+if(NOT CMAKE_INSTALL_COMPONENT)
+  if(COMPONENT)
+    message(STATUS "Install component: \"${COMPONENT}\"")
+    set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
+  else()
+    set(CMAKE_INSTALL_COMPONENT)
+  endif()
+endif()
+
+# Is this installation the result of a crosscompile?
+if(NOT DEFINED CMAKE_CROSSCOMPILING)
+  set(CMAKE_CROSSCOMPILING "FALSE")
+endif()
+
+# Set default install directory permissions.
+if(NOT DEFINED CMAKE_OBJDUMP)
+  set(CMAKE_OBJDUMP "/Library/Developer/CommandLineTools/usr/bin/objdump")
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gtest" OR NOT CMAKE_INSTALL_COMPONENT)
+  if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/cmake/GTest/GTestTargets.cmake")
+    file(DIFFERENT _cmake_export_file_changed FILES
+         "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/cmake/GTest/GTestTargets.cmake"
+         "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets.cmake")
+    if(_cmake_export_file_changed)
+      file(GLOB _cmake_old_config_files "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/cmake/GTest/GTestTargets-*.cmake")
+      if(_cmake_old_config_files)
+        string(REPLACE ";" ", " _cmake_old_config_files_text "${_cmake_old_config_files}")
+        message(STATUS "Old export file \"$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/cmake/GTest/GTestTargets.cmake\" will be replaced.  Removing files [${_cmake_old_config_files_text}].")
+        unset(_cmake_old_config_files_text)
+        file(REMOVE ${_cmake_old_config_files})
+      endif()
+      unset(_cmake_old_config_files)
+    endif()
+    unset(_cmake_export_file_changed)
+  endif()
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/cmake/GTest" TYPE FILE FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets.cmake")
+  if(CMAKE_INSTALL_CONFIG_NAME MATCHES "^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$")
+    file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/cmake/GTest" TYPE FILE FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/CMakeFiles/Export/0c08b8e77dd885bfe55a19a9659d9fc1/GTestTargets-release.cmake")
+  endif()
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gtest" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/cmake/GTest" TYPE FILE FILES
+    "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/generated/GTestConfigVersion.cmake"
+    "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/generated/GTestConfig.cmake"
+    )
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gtest" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/include" TYPE DIRECTORY FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/test/lib/gtest/googletest/include/")
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gtest" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib" TYPE STATIC_LIBRARY FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/lib/libgtest.a")
+  if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgtest.a" AND
+     NOT IS_SYMLINK "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgtest.a")
+    execute_process(COMMAND "/Library/Developer/CommandLineTools/usr/bin/ranlib" "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgtest.a")
+  endif()
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gtest" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib" TYPE STATIC_LIBRARY FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/lib/libgtest_main.a")
+  if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgtest_main.a" AND
+     NOT IS_SYMLINK "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgtest_main.a")
+    execute_process(COMMAND "/Library/Developer/CommandLineTools/usr/bin/ranlib" "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/libgtest_main.a")
+  endif()
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gtest" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/pkgconfig" TYPE FILE FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/generated/gtest.pc")
+endif()
+
+if(CMAKE_INSTALL_COMPONENT STREQUAL "gtest" OR NOT CMAKE_INSTALL_COMPONENT)
+  file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/pkgconfig" TYPE FILE FILES "/Users/adamwahab/Desktop/project-in-bioinformatics/cmake-build-release/test/lib/gtest/googletest/generated/gtest_main.pc")
+endif()
+
diff --git a/cmake-build-release/test/lib/gtest/googletest/generated/GTestConfig.cmake b/cmake-build-release/test/lib/gtest/googletest/generated/GTestConfig.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..9ab9a5efcf1356ead659abe00ddbe19f24bb7ff2
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/generated/GTestConfig.cmake
@@ -0,0 +1,37 @@
+
+####### Expanded from @PACKAGE_INIT@ by configure_package_config_file() #######
+####### Any changes to this file will be overwritten by the next CMake run ####
+####### The input file was Config.cmake.in                            ########
+
+get_filename_component(PACKAGE_PREFIX_DIR "${CMAKE_CURRENT_LIST_DIR}/../../../" ABSOLUTE)
+
+macro(set_and_check _var _file)
+  set(${_var} "${_file}")
+  if(NOT EXISTS "${_file}")
+    message(FATAL_ERROR "File or directory ${_file} referenced by variable ${_var} does not exist !")
+  endif()
+endmacro()
+
+macro(check_required_components _NAME)
+  foreach(comp ${${_NAME}_FIND_COMPONENTS})
+    if(NOT ${_NAME}_${comp}_FOUND)
+      if(${_NAME}_FIND_REQUIRED_${comp})
+        set(${_NAME}_FOUND FALSE)
+      endif()
+    endif()
+  endforeach()
+endmacro()
+
+####################################################################################
+include(CMakeFindDependencyMacro)
+if (ON)
+  set(THREADS_PREFER_PTHREAD_FLAG )
+  find_dependency(Threads)
+endif()
+if (OFF)
+  find_dependency(absl)
+  find_dependency(re2)
+endif()
+
+include("${CMAKE_CURRENT_LIST_DIR}/GTestTargets.cmake")
+check_required_components("")
diff --git a/cmake-build-release/test/lib/gtest/googletest/generated/GTestConfigVersion.cmake b/cmake-build-release/test/lib/gtest/googletest/generated/GTestConfigVersion.cmake
new file mode 100644
index 0000000000000000000000000000000000000000..9ffbe7e162529dfa2021d83e2e4a446ffefe9bcc
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/generated/GTestConfigVersion.cmake
@@ -0,0 +1,43 @@
+# This is a basic version file for the Config-mode of find_package().
+# It is used by write_basic_package_version_file() as input file for configure_file()
+# to create a version-file which can be installed along a config.cmake file.
+#
+# The created file sets PACKAGE_VERSION_EXACT if the current version string and
+# the requested version string are exactly the same and it sets
+# PACKAGE_VERSION_COMPATIBLE if the current version is >= requested version.
+# The variable CVF_VERSION must be set before calling configure_file().
+
+set(PACKAGE_VERSION "1.15.2")
+
+if (PACKAGE_FIND_VERSION_RANGE)
+  # Package version must be in the requested version range
+  if ((PACKAGE_FIND_VERSION_RANGE_MIN STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION_MIN)
+      OR ((PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_GREATER PACKAGE_FIND_VERSION_MAX)
+        OR (PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "EXCLUDE" AND PACKAGE_VERSION VERSION_GREATER_EQUAL PACKAGE_FIND_VERSION_MAX)))
+    set(PACKAGE_VERSION_COMPATIBLE FALSE)
+  else()
+    set(PACKAGE_VERSION_COMPATIBLE TRUE)
+  endif()
+else()
+  if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION)
+    set(PACKAGE_VERSION_COMPATIBLE FALSE)
+  else()
+    set(PACKAGE_VERSION_COMPATIBLE TRUE)
+    if(PACKAGE_FIND_VERSION STREQUAL PACKAGE_VERSION)
+      set(PACKAGE_VERSION_EXACT TRUE)
+    endif()
+  endif()
+endif()
+
+
+# if the installed or the using project don't have CMAKE_SIZEOF_VOID_P set, ignore it:
+if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "" OR "8" STREQUAL "")
+  return()
+endif()
+
+# check that the installed version has the same 32/64bit-ness as the one which is currently searching:
+if(NOT CMAKE_SIZEOF_VOID_P STREQUAL "8")
+  math(EXPR installedBits "8 * 8")
+  set(PACKAGE_VERSION "${PACKAGE_VERSION} (${installedBits}bit)")
+  set(PACKAGE_VERSION_UNSUITABLE TRUE)
+endif()
diff --git a/cmake-build-release/test/lib/gtest/googletest/generated/gmock.pc b/cmake-build-release/test/lib/gtest/googletest/generated/gmock.pc
new file mode 100644
index 0000000000000000000000000000000000000000..2a94252d8fb62e66ee07c3daa4214a2d93c4eae1
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/generated/gmock.pc
@@ -0,0 +1,10 @@
+libdir=/usr/local/lib
+includedir=/usr/local/include
+
+Name: gmock
+Description: GoogleMock (without main() function)
+Version: 1.15.2
+URL: https://github.com/google/googletest
+Requires: gtest = 1.15.2
+Libs: -L${libdir} -lgmock 
+Cflags: -I${includedir} -DGTEST_HAS_PTHREAD=1
diff --git a/cmake-build-release/test/lib/gtest/googletest/generated/gmock_main.pc b/cmake-build-release/test/lib/gtest/googletest/generated/gmock_main.pc
new file mode 100644
index 0000000000000000000000000000000000000000..6953642dc09e13d69fc4a8098ea3725f5e8c280b
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/generated/gmock_main.pc
@@ -0,0 +1,10 @@
+libdir=/usr/local/lib
+includedir=/usr/local/include
+
+Name: gmock_main
+Description: GoogleMock (with main() function)
+Version: 1.15.2
+URL: https://github.com/google/googletest
+Requires: gmock = 1.15.2
+Libs: -L${libdir} -lgmock_main 
+Cflags: -I${includedir} -DGTEST_HAS_PTHREAD=1
diff --git a/cmake-build-release/test/lib/gtest/googletest/generated/gtest.pc b/cmake-build-release/test/lib/gtest/googletest/generated/gtest.pc
new file mode 100644
index 0000000000000000000000000000000000000000..7d36793aee7abeb36d9f359ffac59b7098724c62
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/generated/gtest.pc
@@ -0,0 +1,9 @@
+libdir=/usr/local/lib
+includedir=/usr/local/include
+
+Name: gtest
+Description: GoogleTest (without main() function)
+Version: 1.15.2
+URL: https://github.com/google/googletest
+Libs: -L${libdir} -lgtest 
+Cflags: -I${includedir} -DGTEST_HAS_PTHREAD=1
diff --git a/cmake-build-release/test/lib/gtest/googletest/generated/gtest_main.pc b/cmake-build-release/test/lib/gtest/googletest/generated/gtest_main.pc
new file mode 100644
index 0000000000000000000000000000000000000000..0b3591590d7e77e87be04908cacf2836418d2b31
--- /dev/null
+++ b/cmake-build-release/test/lib/gtest/googletest/generated/gtest_main.pc
@@ -0,0 +1,10 @@
+libdir=/usr/local/lib
+includedir=/usr/local/include
+
+Name: gtest_main
+Description: GoogleTest (with main() function)
+Version: 1.15.2
+URL: https://github.com/google/googletest
+Requires: gtest = 1.15.2
+Libs: -L${libdir} -lgtest_main 
+Cflags: -I${includedir} -DGTEST_HAS_PTHREAD=1
diff --git a/cmake-build-release/test/test_run b/cmake-build-release/test/test_run
new file mode 100755
index 0000000000000000000000000000000000000000..1ad642d1020530faa987298152ff5a70b520d42e
Binary files /dev/null and b/cmake-build-release/test/test_run differ
diff --git a/opengl/CMakeLists.txt b/opengl/CMakeLists.txt
new file mode 100644
index 0000000000000000000000000000000000000000..8abfd1be50e9b833682f82b8ec9e5ac63f947602
--- /dev/null
+++ b/opengl/CMakeLists.txt
@@ -0,0 +1,65 @@
+# opengl/CMakeLists.txt
+
+set(CMAKE_CXX_STANDARD 23)
+
+# Find OpenGL package
+find_package(OpenGL REQUIRED)
+
+# Find GLFW package
+find_package(glfw3 3.3 REQUIRED)
+
+# Debugging: Print GLFW variables
+message(STATUS "GLFW_INCLUDE_DIRS: ${GLFW_INCLUDE_DIRS}")
+message(STATUS "GLFW_LIBRARIES: ${GLFW_LIBRARIES}")
+
+# Add GLAD source file as a library
+add_library(glad STATIC glad.c)
+
+# Include GLAD headers for the glad library
+target_include_directories(glad PUBLIC ${CMAKE_SOURCE_DIR}/third_party/glad/include)
+
+# Add ImGui source files, including imgui_tables.cpp
+add_library(imgui STATIC
+        ${CMAKE_SOURCE_DIR}/third_party/imgui/imgui.cpp
+        ${CMAKE_SOURCE_DIR}/third_party/imgui/imgui_draw.cpp
+        ${CMAKE_SOURCE_DIR}/third_party/imgui/imgui_widgets.cpp
+        ${CMAKE_SOURCE_DIR}/third_party/imgui/imgui_tables.cpp    # Include this file
+        ${CMAKE_SOURCE_DIR}/third_party/imgui/backends/imgui_impl_glfw.cpp
+        ${CMAKE_SOURCE_DIR}/third_party/imgui/backends/imgui_impl_opengl3.cpp
+)
+
+# Include directories for ImGui
+target_include_directories(imgui PUBLIC
+        ${CMAKE_SOURCE_DIR}/third_party/imgui
+        ${CMAKE_SOURCE_DIR}/third_party/imgui/backends
+        ${GLFW_INCLUDE_DIRS}
+)
+
+# Link ImGui to GLFW
+target_link_libraries(imgui PUBLIC glfw)
+
+# Add your OpenGL source files
+add_library(OpenGLStuff opengl_visualization.cpp)
+
+# Include directories for OpenGLStuff
+target_include_directories(OpenGLStuff PUBLIC
+        ${CMAKE_SOURCE_DIR}/third_party/glm
+        ${CMAKE_SOURCE_DIR}/third_party/glad/include
+        ${GLFW_INCLUDE_DIRS}
+)
+
+# Link OpenGLStuff to OpenGL, GLFW, GLAD, ImGui
+target_link_libraries(OpenGLStuff PUBLIC OpenGL::GL glfw glad imgui)
+
+# Create an executable for the OpenGL example
+add_executable(opengl_example_run opengl_visualization.cpp)
+
+# Include directories for the executable
+target_include_directories(opengl_example_run PUBLIC
+        ${CMAKE_SOURCE_DIR}/third_party/glm
+        ${CMAKE_SOURCE_DIR}/third_party/glad/include
+        ${GLFW_INCLUDE_DIRS}
+)
+
+# Link OpenGL, GLFW, ImGui, GLAD libraries to the executable
+target_link_libraries(opengl_example_run PUBLIC OpenGL::GL glfw glad imgui)
\ No newline at end of file
diff --git a/opengl/glad.c b/opengl/glad.c
new file mode 100644
index 0000000000000000000000000000000000000000..b8cd75b13f95e92286efa69c853ee04a9b609942
--- /dev/null
+++ b/opengl/glad.c
@@ -0,0 +1,1139 @@
+/*
+
+    OpenGL loader generated by glad 0.1.36 on Mon Sep 16 11:36:38 2024.
+
+    Language/Generator: C/C++
+    Specification: gl
+    APIs: gl=3.3
+    Profile: core
+    Extensions:
+
+    Loader: True
+    Local files: False
+    Omit khrplatform: False
+    Reproducible: False
+
+    Commandline:
+        --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --extensions=""
+    Online:
+        https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D3.3
+*/
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <glad/glad.h>
+
+static void* get_proc(const char *namez);
+
+#if defined(_WIN32) || defined(__CYGWIN__)
+#ifndef _WINDOWS_
+#undef APIENTRY
+#endif
+#include <windows.h>
+static HMODULE libGL;
+
+typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*);
+static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
+
+#ifdef _MSC_VER
+#ifdef __has_include
+  #if __has_include(<winapifamily.h>)
+    #define HAVE_WINAPIFAMILY 1
+  #endif
+#elif _MSC_VER >= 1700 && !_USING_V110_SDK71_
+  #define HAVE_WINAPIFAMILY 1
+#endif
+#endif
+
+#ifdef HAVE_WINAPIFAMILY
+  #include <winapifamily.h>
+  #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
+    #define IS_UWP 1
+  #endif
+#endif
+
+static
+int open_gl(void) {
+#ifndef IS_UWP
+    libGL = LoadLibraryW(L"opengl32.dll");
+    if(libGL != NULL) {
+        void (* tmp)(void);
+        tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress");
+        gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp;
+        return gladGetProcAddressPtr != NULL;
+    }
+#endif
+
+    return 0;
+}
+
+static
+void close_gl(void) {
+    if(libGL != NULL) {
+        FreeLibrary((HMODULE) libGL);
+        libGL = NULL;
+    }
+}
+#else
+#include <dlfcn.h>
+static void* libGL;
+
+#if !defined(__APPLE__) && !defined(__HAIKU__)
+typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*);
+static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
+#endif
+
+static
+int open_gl(void) {
+#ifdef __APPLE__
+    static const char *NAMES[] = {
+        "../Frameworks/OpenGL.framework/OpenGL",
+        "/Library/Frameworks/OpenGL.framework/OpenGL",
+        "/System/Library/Frameworks/OpenGL.framework/OpenGL",
+        "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL"
+    };
+#else
+    static const char *NAMES[] = {"libGL.so.1", "libGL.so"};
+#endif
+
+    unsigned int index = 0;
+    for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) {
+        libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL);
+
+        if(libGL != NULL) {
+#if defined(__APPLE__) || defined(__HAIKU__)
+            return 1;
+#else
+            gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL,
+                "glXGetProcAddressARB");
+            return gladGetProcAddressPtr != NULL;
+#endif
+        }
+    }
+
+    return 0;
+}
+
+static
+void close_gl(void) {
+    if(libGL != NULL) {
+        dlclose(libGL);
+        libGL = NULL;
+    }
+}
+#endif
+
+static
+void* get_proc(const char *namez) {
+    void* result = NULL;
+    if(libGL == NULL) return NULL;
+
+#if !defined(__APPLE__) && !defined(__HAIKU__)
+    if(gladGetProcAddressPtr != NULL) {
+        result = gladGetProcAddressPtr(namez);
+    }
+#endif
+    if(result == NULL) {
+#if defined(_WIN32) || defined(__CYGWIN__)
+        result = (void*)GetProcAddress((HMODULE) libGL, namez);
+#else
+        result = dlsym(libGL, namez);
+#endif
+    }
+
+    return result;
+}
+
+int gladLoadGL(void) {
+    int status = 0;
+
+    if(open_gl()) {
+        status = gladLoadGLLoader(&get_proc);
+        close_gl();
+    }
+
+    return status;
+}
+
+struct gladGLversionStruct GLVersion = { 0, 0 };
+
+#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0)
+#define _GLAD_IS_SOME_NEW_VERSION 1
+#endif
+
+static int max_loaded_major;
+static int max_loaded_minor;
+
+static const char *exts = NULL;
+static int num_exts_i = 0;
+static char **exts_i = NULL;
+
+static int get_exts(void) {
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+    if(max_loaded_major < 3) {
+#endif
+        exts = (const char *)glGetString(GL_EXTENSIONS);
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+    } else {
+        int index;
+
+        num_exts_i = 0;
+        glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i);
+        if (num_exts_i > 0) {
+            exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i));
+        }
+
+        if (exts_i == NULL) {
+            return 0;
+        }
+
+        for(index = 0; index < num_exts_i; index++) {
+            const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index);
+            size_t len = strlen(gl_str_tmp);
+
+            char *local_str = (char*)malloc((len+1) * sizeof(char));
+            if(local_str != NULL) {
+                memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char));
+            }
+            exts_i[index] = local_str;
+        }
+    }
+#endif
+    return 1;
+}
+
+static void free_exts(void) {
+    if (exts_i != NULL) {
+        int index;
+        for(index = 0; index < num_exts_i; index++) {
+            free((char *)exts_i[index]);
+        }
+        free((void *)exts_i);
+        exts_i = NULL;
+    }
+}
+
+static int has_ext(const char *ext) {
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+    if(max_loaded_major < 3) {
+#endif
+        const char *extensions;
+        const char *loc;
+        const char *terminator;
+        extensions = exts;
+        if(extensions == NULL || ext == NULL) {
+            return 0;
+        }
+
+        while(1) {
+            loc = strstr(extensions, ext);
+            if(loc == NULL) {
+                return 0;
+            }
+
+            terminator = loc + strlen(ext);
+            if((loc == extensions || *(loc - 1) == ' ') &&
+                (*terminator == ' ' || *terminator == '\0')) {
+                return 1;
+            }
+            extensions = terminator;
+        }
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+    } else {
+        int index;
+        if(exts_i == NULL) return 0;
+        for(index = 0; index < num_exts_i; index++) {
+            const char *e = exts_i[index];
+
+            if(exts_i[index] != NULL && strcmp(e, ext) == 0) {
+                return 1;
+            }
+        }
+    }
+#endif
+
+    return 0;
+}
+int GLAD_GL_VERSION_1_0 = 0;
+int GLAD_GL_VERSION_1_1 = 0;
+int GLAD_GL_VERSION_1_2 = 0;
+int GLAD_GL_VERSION_1_3 = 0;
+int GLAD_GL_VERSION_1_4 = 0;
+int GLAD_GL_VERSION_1_5 = 0;
+int GLAD_GL_VERSION_2_0 = 0;
+int GLAD_GL_VERSION_2_1 = 0;
+int GLAD_GL_VERSION_3_0 = 0;
+int GLAD_GL_VERSION_3_1 = 0;
+int GLAD_GL_VERSION_3_2 = 0;
+int GLAD_GL_VERSION_3_3 = 0;
+PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL;
+PFNGLATTACHSHADERPROC glad_glAttachShader = NULL;
+PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL;
+PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL;
+PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL;
+PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL;
+PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL;
+PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL;
+PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL;
+PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL;
+PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL;
+PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL;
+PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL;
+PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL;
+PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL;
+PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL;
+PFNGLBLENDCOLORPROC glad_glBlendColor = NULL;
+PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL;
+PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL;
+PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL;
+PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL;
+PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL;
+PFNGLBUFFERDATAPROC glad_glBufferData = NULL;
+PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL;
+PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL;
+PFNGLCLAMPCOLORPROC glad_glClampColor = NULL;
+PFNGLCLEARPROC glad_glClear = NULL;
+PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL;
+PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL;
+PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL;
+PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL;
+PFNGLCLEARCOLORPROC glad_glClearColor = NULL;
+PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL;
+PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL;
+PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL;
+PFNGLCOLORMASKPROC glad_glColorMask = NULL;
+PFNGLCOLORMASKIPROC glad_glColorMaski = NULL;
+PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL;
+PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL;
+PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL;
+PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL;
+PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL;
+PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL;
+PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL;
+PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL;
+PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL;
+PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL;
+PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL;
+PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL;
+PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL;
+PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL;
+PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL;
+PFNGLCREATESHADERPROC glad_glCreateShader = NULL;
+PFNGLCULLFACEPROC glad_glCullFace = NULL;
+PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL;
+PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL;
+PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL;
+PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL;
+PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL;
+PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL;
+PFNGLDELETESHADERPROC glad_glDeleteShader = NULL;
+PFNGLDELETESYNCPROC glad_glDeleteSync = NULL;
+PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL;
+PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL;
+PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL;
+PFNGLDEPTHMASKPROC glad_glDepthMask = NULL;
+PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL;
+PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
+PFNGLDISABLEPROC glad_glDisable = NULL;
+PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL;
+PFNGLDISABLEIPROC glad_glDisablei = NULL;
+PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL;
+PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL;
+PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL;
+PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL;
+PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL;
+PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL;
+PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL;
+PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL;
+PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL;
+PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL;
+PFNGLENABLEPROC glad_glEnable = NULL;
+PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL;
+PFNGLENABLEIPROC glad_glEnablei = NULL;
+PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL;
+PFNGLENDQUERYPROC glad_glEndQuery = NULL;
+PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL;
+PFNGLFENCESYNCPROC glad_glFenceSync = NULL;
+PFNGLFINISHPROC glad_glFinish = NULL;
+PFNGLFLUSHPROC glad_glFlush = NULL;
+PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL;
+PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL;
+PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL;
+PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL;
+PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL;
+PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL;
+PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL;
+PFNGLFRONTFACEPROC glad_glFrontFace = NULL;
+PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL;
+PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL;
+PFNGLGENQUERIESPROC glad_glGenQueries = NULL;
+PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL;
+PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL;
+PFNGLGENTEXTURESPROC glad_glGenTextures = NULL;
+PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL;
+PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL;
+PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL;
+PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL;
+PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL;
+PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL;
+PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL;
+PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL;
+PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL;
+PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL;
+PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL;
+PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL;
+PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL;
+PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL;
+PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL;
+PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL;
+PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL;
+PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL;
+PFNGLGETERRORPROC glad_glGetError = NULL;
+PFNGLGETFLOATVPROC glad_glGetFloatv = NULL;
+PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL;
+PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL;
+PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL;
+PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL;
+PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL;
+PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL;
+PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL;
+PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL;
+PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL;
+PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL;
+PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL;
+PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL;
+PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL;
+PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL;
+PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL;
+PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL;
+PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL;
+PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL;
+PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL;
+PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL;
+PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL;
+PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL;
+PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL;
+PFNGLGETSTRINGPROC glad_glGetString = NULL;
+PFNGLGETSTRINGIPROC glad_glGetStringi = NULL;
+PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL;
+PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL;
+PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL;
+PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL;
+PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL;
+PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL;
+PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL;
+PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL;
+PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL;
+PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL;
+PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL;
+PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL;
+PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL;
+PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL;
+PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL;
+PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL;
+PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL;
+PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL;
+PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL;
+PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL;
+PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL;
+PFNGLHINTPROC glad_glHint = NULL;
+PFNGLISBUFFERPROC glad_glIsBuffer = NULL;
+PFNGLISENABLEDPROC glad_glIsEnabled = NULL;
+PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL;
+PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL;
+PFNGLISPROGRAMPROC glad_glIsProgram = NULL;
+PFNGLISQUERYPROC glad_glIsQuery = NULL;
+PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL;
+PFNGLISSAMPLERPROC glad_glIsSampler = NULL;
+PFNGLISSHADERPROC glad_glIsShader = NULL;
+PFNGLISSYNCPROC glad_glIsSync = NULL;
+PFNGLISTEXTUREPROC glad_glIsTexture = NULL;
+PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL;
+PFNGLLINEWIDTHPROC glad_glLineWidth = NULL;
+PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL;
+PFNGLLOGICOPPROC glad_glLogicOp = NULL;
+PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL;
+PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL;
+PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL;
+PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL;
+PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL;
+PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL;
+PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL;
+PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL;
+PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL;
+PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL;
+PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL;
+PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL;
+PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL;
+PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL;
+PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL;
+PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL;
+PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL;
+PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL;
+PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL;
+PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL;
+PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL;
+PFNGLPOINTSIZEPROC glad_glPointSize = NULL;
+PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL;
+PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL;
+PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL;
+PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL;
+PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL;
+PFNGLREADBUFFERPROC glad_glReadBuffer = NULL;
+PFNGLREADPIXELSPROC glad_glReadPixels = NULL;
+PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL;
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL;
+PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL;
+PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL;
+PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL;
+PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL;
+PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL;
+PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL;
+PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL;
+PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL;
+PFNGLSCISSORPROC glad_glScissor = NULL;
+PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL;
+PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL;
+PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL;
+PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL;
+PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL;
+PFNGLSTENCILMASKPROC glad_glStencilMask = NULL;
+PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL;
+PFNGLSTENCILOPPROC glad_glStencilOp = NULL;
+PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL;
+PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL;
+PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL;
+PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL;
+PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL;
+PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL;
+PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL;
+PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL;
+PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL;
+PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL;
+PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL;
+PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL;
+PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL;
+PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL;
+PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL;
+PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL;
+PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL;
+PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL;
+PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL;
+PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL;
+PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL;
+PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL;
+PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL;
+PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL;
+PFNGLUNIFORM1FPROC glad_glUniform1f = NULL;
+PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL;
+PFNGLUNIFORM1IPROC glad_glUniform1i = NULL;
+PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL;
+PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL;
+PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL;
+PFNGLUNIFORM2FPROC glad_glUniform2f = NULL;
+PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL;
+PFNGLUNIFORM2IPROC glad_glUniform2i = NULL;
+PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL;
+PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL;
+PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL;
+PFNGLUNIFORM3FPROC glad_glUniform3f = NULL;
+PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL;
+PFNGLUNIFORM3IPROC glad_glUniform3i = NULL;
+PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL;
+PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL;
+PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL;
+PFNGLUNIFORM4FPROC glad_glUniform4f = NULL;
+PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL;
+PFNGLUNIFORM4IPROC glad_glUniform4i = NULL;
+PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL;
+PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL;
+PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL;
+PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL;
+PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL;
+PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL;
+PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL;
+PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL;
+PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL;
+PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL;
+PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL;
+PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL;
+PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL;
+PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL;
+PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL;
+PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL;
+PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL;
+PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL;
+PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL;
+PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL;
+PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL;
+PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL;
+PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL;
+PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL;
+PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL;
+PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL;
+PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL;
+PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL;
+PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL;
+PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL;
+PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL;
+PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL;
+PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL;
+PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL;
+PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL;
+PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL;
+PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL;
+PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL;
+PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL;
+PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL;
+PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL;
+PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL;
+PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL;
+PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL;
+PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL;
+PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL;
+PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL;
+PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL;
+PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL;
+PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL;
+PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL;
+PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL;
+PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL;
+PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL;
+PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL;
+PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL;
+PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL;
+PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL;
+PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL;
+PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL;
+PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL;
+PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL;
+PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL;
+PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL;
+PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL;
+PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL;
+PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL;
+PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL;
+PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL;
+PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL;
+PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL;
+PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL;
+PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL;
+PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL;
+PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL;
+PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL;
+PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL;
+PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL;
+PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL;
+PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL;
+PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL;
+PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL;
+PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL;
+PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL;
+PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL;
+PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL;
+PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL;
+PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL;
+PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL;
+PFNGLVIEWPORTPROC glad_glViewport = NULL;
+PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
+static void load_GL_VERSION_1_0(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_1_0) return;
+	glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
+	glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
+	glad_glHint = (PFNGLHINTPROC)load("glHint");
+	glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
+	glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize");
+	glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode");
+	glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
+	glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
+	glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
+	glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
+	glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
+	glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D");
+	glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
+	glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer");
+	glad_glClear = (PFNGLCLEARPROC)load("glClear");
+	glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
+	glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
+	glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth");
+	glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
+	glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
+	glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
+	glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
+	glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
+	glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
+	glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
+	glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
+	glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp");
+	glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
+	glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
+	glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
+	glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref");
+	glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
+	glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
+	glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
+	glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
+	glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev");
+	glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
+	glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
+	glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
+	glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+	glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage");
+	glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
+	glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
+	glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
+	glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
+	glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
+	glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange");
+	glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
+}
+static void load_GL_VERSION_1_1(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_1_1) return;
+	glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
+	glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
+	glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
+	glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D");
+	glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
+	glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D");
+	glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
+	glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D");
+	glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
+	glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
+	glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
+	glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
+	glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
+}
+static void load_GL_VERSION_1_2(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_1_2) return;
+	glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
+	glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
+	glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
+	glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
+}
+static void load_GL_VERSION_1_3(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_1_3) return;
+	glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
+	glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
+	glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
+	glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
+	glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D");
+	glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
+	glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
+	glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D");
+	glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage");
+}
+static void load_GL_VERSION_1_4(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_1_4) return;
+	glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
+	glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays");
+	glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements");
+	glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf");
+	glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv");
+	glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri");
+	glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv");
+	glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
+	glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
+}
+static void load_GL_VERSION_1_5(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_1_5) return;
+	glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries");
+	glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries");
+	glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery");
+	glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery");
+	glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery");
+	glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv");
+	glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv");
+	glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
+	glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
+	glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
+	glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
+	glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
+	glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
+	glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
+	glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData");
+	glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer");
+	glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
+	glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
+	glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
+}
+static void load_GL_VERSION_2_0(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_2_0) return;
+	glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
+	glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
+	glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
+	glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
+	glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
+	glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
+	glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
+	glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
+	glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
+	glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
+	glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
+	glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
+	glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
+	glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
+	glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
+	glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
+	glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
+	glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
+	glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
+	glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
+	glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
+	glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
+	glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
+	glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
+	glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
+	glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
+	glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
+	glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv");
+	glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
+	glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
+	glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
+	glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
+	glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
+	glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
+	glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
+	glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
+	glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
+	glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
+	glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
+	glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
+	glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
+	glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
+	glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
+	glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
+	glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
+	glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
+	glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
+	glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
+	glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
+	glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
+	glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
+	glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
+	glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
+	glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
+	glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
+	glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
+	glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d");
+	glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv");
+	glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
+	glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
+	glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s");
+	glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv");
+	glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d");
+	glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv");
+	glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
+	glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
+	glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s");
+	glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv");
+	glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d");
+	glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv");
+	glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
+	glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
+	glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s");
+	glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv");
+	glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv");
+	glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv");
+	glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv");
+	glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub");
+	glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv");
+	glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv");
+	glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv");
+	glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv");
+	glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d");
+	glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv");
+	glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
+	glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
+	glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv");
+	glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s");
+	glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv");
+	glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv");
+	glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv");
+	glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv");
+	glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
+}
+static void load_GL_VERSION_2_1(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_2_1) return;
+	glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv");
+	glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv");
+	glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv");
+	glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv");
+	glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv");
+	glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv");
+}
+static void load_GL_VERSION_3_0(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_3_0) return;
+	glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski");
+	glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
+	glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
+	glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei");
+	glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei");
+	glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi");
+	glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback");
+	glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback");
+	glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
+	glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
+	glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings");
+	glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying");
+	glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor");
+	glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender");
+	glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender");
+	glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
+	glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
+	glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
+	glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i");
+	glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i");
+	glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i");
+	glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
+	glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui");
+	glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui");
+	glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui");
+	glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
+	glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv");
+	glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv");
+	glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv");
+	glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
+	glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv");
+	glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv");
+	glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv");
+	glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
+	glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv");
+	glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv");
+	glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv");
+	glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv");
+	glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
+	glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation");
+	glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation");
+	glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui");
+	glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui");
+	glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui");
+	glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui");
+	glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv");
+	glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv");
+	glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv");
+	glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv");
+	glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv");
+	glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv");
+	glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv");
+	glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv");
+	glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv");
+	glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv");
+	glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv");
+	glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi");
+	glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi");
+	glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
+	glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
+	glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
+	glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
+	glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
+	glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
+	glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
+	glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
+	glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
+	glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
+	glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
+	glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D");
+	glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
+	glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D");
+	glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
+	glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
+	glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
+	glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer");
+	glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
+	glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
+	glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange");
+	glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange");
+	glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray");
+	glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays");
+	glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays");
+	glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray");
+}
+static void load_GL_VERSION_3_1(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_3_1) return;
+	glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
+	glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
+	glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer");
+	glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex");
+	glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
+	glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
+	glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
+	glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName");
+	glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
+	glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
+	glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
+	glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
+	glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
+	glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
+	glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
+}
+static void load_GL_VERSION_3_2(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_3_2) return;
+	glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex");
+	glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex");
+	glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex");
+	glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex");
+	glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex");
+	glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync");
+	glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync");
+	glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync");
+	glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync");
+	glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync");
+	glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v");
+	glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv");
+	glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v");
+	glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v");
+	glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture");
+	glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample");
+	glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample");
+	glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
+	glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
+}
+static void load_GL_VERSION_3_3(GLADloadproc load) {
+	if(!GLAD_GL_VERSION_3_3) return;
+	glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed");
+	glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex");
+	glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers");
+	glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers");
+	glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler");
+	glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler");
+	glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri");
+	glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv");
+	glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf");
+	glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv");
+	glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv");
+	glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv");
+	glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv");
+	glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv");
+	glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv");
+	glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv");
+	glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter");
+	glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v");
+	glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v");
+	glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor");
+	glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui");
+	glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv");
+	glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui");
+	glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv");
+	glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui");
+	glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv");
+	glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui");
+	glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv");
+	glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui");
+	glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv");
+	glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui");
+	glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv");
+	glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui");
+	glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv");
+	glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui");
+	glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv");
+	glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui");
+	glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv");
+	glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui");
+	glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv");
+	glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui");
+	glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv");
+	glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui");
+	glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv");
+	glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui");
+	glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv");
+	glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui");
+	glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv");
+	glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui");
+	glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv");
+	glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui");
+	glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv");
+	glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui");
+	glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv");
+	glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui");
+	glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv");
+	glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui");
+	glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv");
+}
+static int find_extensionsGL(void) {
+	if (!get_exts()) return 0;
+	(void)&has_ext;
+	free_exts();
+	return 1;
+}
+
+static void find_coreGL(void) {
+
+    /* Thank you @elmindreda
+     * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176
+     * https://github.com/glfw/glfw/blob/master/src/context.c#L36
+     */
+    int i, major, minor;
+
+    const char* version;
+    const char* prefixes[] = {
+        "OpenGL ES-CM ",
+        "OpenGL ES-CL ",
+        "OpenGL ES ",
+        NULL
+    };
+
+    version = (const char*) glGetString(GL_VERSION);
+    if (!version) return;
+
+    for (i = 0;  prefixes[i];  i++) {
+        const size_t length = strlen(prefixes[i]);
+        if (strncmp(version, prefixes[i], length) == 0) {
+            version += length;
+            break;
+        }
+    }
+
+/* PR #18 */
+#ifdef _MSC_VER
+    sscanf_s(version, "%d.%d", &major, &minor);
+#else
+    sscanf(version, "%d.%d", &major, &minor);
+#endif
+
+    GLVersion.major = major; GLVersion.minor = minor;
+    max_loaded_major = major; max_loaded_minor = minor;
+	GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1;
+	GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1;
+	GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1;
+	GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1;
+	GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1;
+	GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1;
+	GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
+	GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2;
+	GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
+	GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
+	GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
+	GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3;
+	if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 3)) {
+		max_loaded_major = 3;
+		max_loaded_minor = 3;
+	}
+}
+
+int gladLoadGLLoader(GLADloadproc load) {
+	GLVersion.major = 0; GLVersion.minor = 0;
+	glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+	if(glGetString == NULL) return 0;
+	if(glGetString(GL_VERSION) == NULL) return 0;
+	find_coreGL();
+	load_GL_VERSION_1_0(load);
+	load_GL_VERSION_1_1(load);
+	load_GL_VERSION_1_2(load);
+	load_GL_VERSION_1_3(load);
+	load_GL_VERSION_1_4(load);
+	load_GL_VERSION_1_5(load);
+	load_GL_VERSION_2_0(load);
+	load_GL_VERSION_2_1(load);
+	load_GL_VERSION_3_0(load);
+	load_GL_VERSION_3_1(load);
+	load_GL_VERSION_3_2(load);
+	load_GL_VERSION_3_3(load);
+
+	if (!find_extensionsGL()) return 0;
+	return GLVersion.major != 0 || GLVersion.minor != 0;
+}
\ No newline at end of file
diff --git a/opengl/opengl_visualization.cpp b/opengl/opengl_visualization.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..a2e38cdad17a199362c684ec884258875b7cc3fa
--- /dev/null
+++ b/opengl/opengl_visualization.cpp
@@ -0,0 +1,766 @@
+// main.cpp
+
+// Include necessary headers
+#include <glad/glad.h>
+#include <GLFW/glfw3.h>
+
+#include <glm/glm.hpp>              // For 3D math (like matrices)
+#include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtc/type_ptr.hpp>
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl3.h"
+
+#include <iostream>
+#include <vector>
+#include <map>
+#include <tuple>
+#include <string>
+
+// Screen dimensions
+unsigned int SCR_WIDTH = 1000;
+unsigned int SCR_HEIGHT = 800;
+
+// Sidebar dimensions
+const unsigned int SIDEBAR_WIDTH = 250;
+
+// Camera settings
+glm::vec3 cameraPos   = glm::vec3(0.0f, 0.0f,  20.0f);
+glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
+glm::vec3 cameraUp    = glm::vec3(0.0f, 1.0f,  0.0f);
+
+float yaw   = -90.0f; // Yaw is initialized to -90.0 degrees to point towards negative Z
+float pitch = 0.0f;
+
+float lastX = SCR_WIDTH / 2.0f;
+float lastY = SCR_HEIGHT / 2.0f;
+
+float fov = 45.0f;
+
+bool firstMouse = true;
+
+// Timing
+float deltaTime = 0.0f; // Time between current frame and last frame
+float lastFrame = 0.0f; // Time of last frame
+
+// Control Panel visibility
+bool showUI = true;
+
+// Function prototypes
+void framebuffer_size_callback(GLFWwindow* window, int width, int height);
+void processInput(GLFWwindow *window);
+
+void mouse_callback(GLFWwindow* window, double xpos, double ypos);
+void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
+
+unsigned int createShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource);
+
+// Sphere generation
+struct Sphere {
+    glm::vec3 position;
+    glm::vec3 color; // Gray or Red
+};
+
+void generateSphere(std::vector<float>& vertices, std::vector<unsigned int>& indices, float radius, unsigned int sectorCount, unsigned int stackCount);
+
+void updateLines(const std::map<std::tuple<int, int, int>, Sphere>& spheres,
+                std::vector<float>& lineVertices, unsigned int lineVBO);
+
+// Key callback for toggling UI
+void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
+
+// Function to update window title based on mode
+void updateWindowTitle(GLFWwindow* window, bool showUI);
+
+// Helper function to convert world coordinates to screen coordinates
+bool WorldToScreen(const glm::vec3& worldPos, const glm::mat4& view, const glm::mat4& projection, ImVec2& screenPos);
+
+// Entry point
+int main()
+{
+    // Initialize GLFW
+    if (!glfwInit())
+    {
+        std::cerr << "Failed to initialize GLFW" << std::endl;
+        return -1;
+    }
+
+    // Set GLFW context version (OpenGL 3.3 Core)
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+    // Create window
+    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "3D Spheres with Connections - UI Interaction Mode", NULL, NULL);
+    if (window == NULL)
+    {
+        std::cout << "Failed to create GLFW window" << std::endl;
+        glfwTerminate();
+        return -1;
+    }
+    glfwMakeContextCurrent(window);
+
+    // Set callbacks
+    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
+    // Mouse and scroll callbacks
+    glfwSetCursorPosCallback(window, mouse_callback);
+    glfwSetScrollCallback(window, scroll_callback);
+    // Key callback
+    glfwSetKeyCallback(window, key_callback);
+
+    // Initialize GLAD
+    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
+    {
+        std::cout << "Failed to initialize GLAD" << std::endl;
+        return -1;
+    }
+
+    // Enable depth testing
+    glEnable(GL_DEPTH_TEST);
+
+    // Build and compile shaders
+    const char* vertexShaderSource = R"(
+    #version 330 core
+    layout (location = 0) in vec3 aPos;   // Vertex position
+    layout (location = 1) in vec3 aNormal; // Vertex normal (not used)
+    layout (location = 2) in vec3 aColor; // Vertex color
+
+    out vec3 vertexColor;  // Output color to the fragment shader
+
+    uniform mat4 model;
+    uniform mat4 view;
+    uniform mat4 projection;
+
+    void main()
+    {
+        vertexColor = aColor;
+        gl_Position = projection * view * model * vec4(aPos, 1.0);
+    }
+    )";
+
+    const char* fragmentShaderSource = R"(
+    #version 330 core
+    in vec3 vertexColor;  // Color from the vertex shader
+    out vec4 FragColor;
+
+    void main()
+    {
+        FragColor = vec4(vertexColor, 1.0);
+    }
+    )";
+
+    unsigned int shaderProgram = createShaderProgram(vertexShaderSource, fragmentShaderSource);
+    if (shaderProgram == 0)
+    {
+        std::cerr << "Shader program creation failed!" << std::endl;
+        return -1;
+    }
+
+    // Generate sphere mesh
+    std::vector<float> sphereVertices;
+    std::vector<unsigned int> sphereIndices;
+    float sphereRadius = 0.3f;
+    unsigned int sectorCount = 36;
+    unsigned int stackCount = 18;
+    generateSphere(sphereVertices, sphereIndices, sphereRadius, sectorCount, stackCount);
+
+    // Set up VAO and VBO for sphere
+    unsigned int sphereVAO, sphereVBO, sphereEBO;
+
+    glGenVertexArrays(1, &sphereVAO);
+    glGenBuffers(1, &sphereVBO);
+    glGenBuffers(1, &sphereEBO);
+
+    glBindVertexArray(sphereVAO);
+
+    glBindBuffer(GL_ARRAY_BUFFER, sphereVBO);
+    glBufferData(GL_ARRAY_BUFFER, sphereVertices.size() * sizeof(float), &sphereVertices[0], GL_STATIC_DRAW);
+
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sphereEBO);
+    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphereIndices.size() * sizeof(unsigned int), &sphereIndices[0], GL_STATIC_DRAW);
+
+    // Position attribute
+    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)0);
+    glEnableVertexAttribArray(0);
+
+    // Normal attribute (not used)
+    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)(3 * sizeof(float)));
+    glEnableVertexAttribArray(1);
+
+    // Color attribute
+    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)(6 * sizeof(float)));
+    glEnableVertexAttribArray(2);
+
+    glBindVertexArray(0);
+
+    // Initialize empty spheres map
+    std::map<std::tuple<int, int, int>, Sphere> spheres;
+
+    // Initialize line vertices
+    std::vector<float> lineVertices;
+    unsigned int lineVAO, lineVBO;
+
+    glGenVertexArrays(1, &lineVAO);
+    glGenBuffers(1, &lineVBO);
+
+    glBindVertexArray(lineVAO);
+
+    glBindBuffer(GL_ARRAY_BUFFER, lineVBO);
+    glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
+
+    // Position attribute
+    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
+    glEnableVertexAttribArray(0);
+
+    // Color attribute
+    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
+    glEnableVertexAttribArray(2);
+
+    glBindVertexArray(0);
+
+    // ------------------- Adding Axes and Grid Points ---------------------
+
+    const float AXIS_LENGTH = 10.0f;
+
+    std::vector<float> axesVertices = {
+        // X-axis (Red)
+        -AXIS_LENGTH, 0.0f, 0.0f,  1.0f, 0.0f, 0.0f,
+         AXIS_LENGTH, 0.0f, 0.0f,  1.0f, 0.0f, 0.0f,
+        // Y-axis (Green)
+        0.0f, -AXIS_LENGTH, 0.0f,  0.0f, 1.0f, 0.0f,
+        0.0f,  AXIS_LENGTH, 0.0f,  0.0f, 1.0f, 0.0f,
+        // Z-axis (Blue)
+        0.0f, 0.0f, AXIS_LENGTH,   0.0f, 0.0f, 1.0f,
+        0.0f, 0.0f, -AXIS_LENGTH,  0.0f, 0.0f, 1.0f,
+    };
+
+    std::vector<float> gridPoints;
+    for (int i = -static_cast<int>(AXIS_LENGTH); i <= static_cast<int>(AXIS_LENGTH); ++i) {
+        // X-axis points
+        gridPoints.push_back(static_cast<float>(i)); gridPoints.push_back(0.0f); gridPoints.push_back(0.0f);
+        gridPoints.push_back(1.0f); gridPoints.push_back(1.0f); gridPoints.push_back(1.0f); // White color
+
+        // Y-axis points
+        gridPoints.push_back(0.0f); gridPoints.push_back(static_cast<float>(i)); gridPoints.push_back(0.0f);
+        gridPoints.push_back(1.0f); gridPoints.push_back(1.0f); gridPoints.push_back(1.0f);
+
+        // Z-axis points
+        gridPoints.push_back(0.0f); gridPoints.push_back(0.0f); gridPoints.push_back(static_cast<float>(i));
+        gridPoints.push_back(1.0f); gridPoints.push_back(1.0f); gridPoints.push_back(1.0f);
+    }
+
+    unsigned int axesVAO, axesVBO;
+    glGenVertexArrays(1, &axesVAO);
+    glGenBuffers(1, &axesVBO);
+
+    glBindVertexArray(axesVAO);
+    glBindBuffer(GL_ARRAY_BUFFER, axesVBO);
+    glBufferData(GL_ARRAY_BUFFER, axesVertices.size() * sizeof(float), axesVertices.data(), GL_STATIC_DRAW);
+    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
+    glEnableVertexAttribArray(0);
+    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
+    glEnableVertexAttribArray(2);
+    glBindVertexArray(0);
+
+    unsigned int gridVAO, gridVBO;
+    glGenVertexArrays(1, &gridVAO);
+    glGenBuffers(1, &gridVBO);
+
+    glBindVertexArray(gridVAO);
+    glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
+    glBufferData(GL_ARRAY_BUFFER, gridPoints.size() * sizeof(float), gridPoints.data(), GL_STATIC_DRAW);
+    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
+    glEnableVertexAttribArray(0);
+    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
+    glEnableVertexAttribArray(2);
+    glBindVertexArray(0);
+
+    // ------------------- Initialize ImGui ---------------------
+
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+
+    ImGui::StyleColorsLight();
+    ImGuiStyle& style = ImGui::GetStyle();
+    style.WindowRounding = 0.0f; // Remove window rounding
+    style.Colors[ImGuiCol_WindowBg] = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // White background
+
+    ImGui_ImplGlfw_InitForOpenGL(window, true);
+    ImGui_ImplOpenGL3_Init("#version 330");
+
+    if (showUI)
+    {
+        glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+    }
+    else
+    {
+        glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+    }
+
+    while (!glfwWindowShouldClose(window))
+    {
+        float currentFrame = glfwGetTime();
+        deltaTime = currentFrame - lastFrame;
+        lastFrame = currentFrame;
+
+        ImGui_ImplOpenGL3_NewFrame();
+        ImGui_ImplGlfw_NewFrame();
+        ImGui::NewFrame();
+
+        if (showUI)
+        {
+            if (glfwGetInputMode(window, GLFW_CURSOR) != GLFW_CURSOR_NORMAL)
+            {
+                glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+                firstMouse = true;
+            }
+        }
+        else
+        {
+            if (glfwGetInputMode(window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
+            {
+                glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+                firstMouse = true;
+            }
+            processInput(window);
+        }
+
+        if (showUI)
+        {
+            ImGui::SetNextWindowPos(ImVec2(0, 0));
+            ImGui::SetNextWindowSize(ImVec2(static_cast<float>(SIDEBAR_WIDTH), static_cast<float>(SCR_HEIGHT)));
+            ImGui::Begin("Control Panel", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
+
+            static int spherePos[3] = {0, 0, 0};
+            ImGui::InputInt("X Position", &spherePos[0]);
+            ImGui::InputInt("Y Position", &spherePos[1]);
+            ImGui::InputInt("Z Position", &spherePos[2]);
+
+            static bool highlight = false;
+            ImGui::Checkbox("h", &highlight);
+
+            if (ImGui::Button("Add Sphere"))
+            {
+                Sphere sphere;
+                // For some reason the z orientation is not correct, so we have to add an "minus" to the z coordinate.
+                sphere.position = glm::vec3(spherePos[0], spherePos[1], -spherePos[2]);
+
+                if (highlight)
+                    sphere.color = glm::vec3(1.0f, 0.0f, 0.0f);
+                else
+                    sphere.color = glm::vec3(0.5f, 0.5f, 0.5f);
+
+                spheres[std::make_tuple(spherePos[0], spherePos[1], spherePos[2])] = sphere;
+
+                updateLines(spheres, lineVertices, lineVBO);
+            }
+
+            ImGui::End();
+        }
+
+        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+        glUseProgram(shaderProgram);
+
+        glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
+        glm::mat4 projection = glm::perspective(glm::radians(fov), static_cast<float>(SCR_WIDTH) / static_cast<float>(SCR_HEIGHT), 0.1f, 100.0f);
+
+        unsigned int modelLoc = glGetUniformLocation(shaderProgram, "model");
+        unsigned int viewLoc  = glGetUniformLocation(shaderProgram, "view");
+        unsigned int projLoc  = glGetUniformLocation(shaderProgram, "projection");
+
+        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
+
+        // --- ADDED CODE START ---
+        // Render axis labels
+        ImDrawList* drawList = ImGui::GetBackgroundDrawList(); // Or ImGui::GetForegroundDrawList()
+
+        ImU32 textColor = IM_COL32(255, 255, 255, 255); // White color
+
+        ImVec2 screenPos;
+        if (WorldToScreen(glm::vec3(AXIS_LENGTH, 0.0f, 0.0f), view, projection, screenPos))
+        {
+            drawList->AddText(screenPos, textColor, "X+");
+        }
+        if (WorldToScreen(glm::vec3(-AXIS_LENGTH, 0.0f, 0.0f), view, projection, screenPos))
+        {
+            drawList->AddText(screenPos, textColor, "X-");
+        }
+        if (WorldToScreen(glm::vec3(0.0f, AXIS_LENGTH, 0.f), view, projection, screenPos))
+        {
+            drawList->AddText(screenPos, textColor, "Y+");
+        }
+        if (WorldToScreen(glm::vec3(0.0f, -AXIS_LENGTH, 0.0f), view, projection, screenPos))
+        {
+            drawList->AddText(screenPos, textColor, "Y-");
+        }
+        if (WorldToScreen(glm::vec3(0.0f, 0.0f, AXIS_LENGTH), view, projection, screenPos))
+        {
+            drawList->AddText(screenPos, textColor, "Z-");
+        }
+        if (WorldToScreen(glm::vec3(0.0f, 0.0f, -AXIS_LENGTH), view, projection, screenPos))
+        {
+            drawList->AddText(screenPos, textColor, "Z+");
+        }
+
+        glBindVertexArray(axesVAO);
+        glDrawArrays(GL_LINES, 0, 6);
+        glBindVertexArray(0);
+
+        glBindVertexArray(gridVAO);
+        glPointSize(5.0f);
+        glDrawArrays(GL_POINTS, 0, static_cast<unsigned int>(gridPoints.size() / 6));
+        glBindVertexArray(0);
+
+        glBindVertexArray(sphereVAO);
+        for (const auto& [key, sphere] : spheres)
+        {
+            glm::mat4 model = glm::mat4(1.0f);
+            model = glm::translate(model, sphere.position);
+
+            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+            // Set sphere color
+            glVertexAttrib3f(2, sphere.color.r, sphere.color.g, sphere.color.b);
+
+            glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(sphereIndices.size()), GL_UNSIGNED_INT, 0);
+        }
+        glBindVertexArray(0);
+
+        glLineWidth(3.0f);
+        glBindVertexArray(lineVAO);
+        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(glm::mat4(1.0f)));
+        glDrawArrays(GL_LINES, 0, static_cast<unsigned int>(lineVertices.size() / 6));
+        glBindVertexArray(0);
+        glLineWidth(1.0f);
+
+        updateWindowTitle(window, showUI);
+
+        ImGui::Render();
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+        glfwSwapBuffers(window);
+        glfwPollEvents();
+    }
+
+    glDeleteVertexArrays(1, &sphereVAO);
+    glDeleteBuffers(1, &sphereVBO);
+    glDeleteBuffers(1, &sphereEBO);
+
+    glDeleteVertexArrays(1, &lineVAO);
+    glDeleteBuffers(1, &lineVBO);
+
+    glDeleteVertexArrays(1, &axesVAO);
+    glDeleteBuffers(1, &axesVBO);
+
+    glDeleteVertexArrays(1, &gridVAO);
+    glDeleteBuffers(1, &gridVBO);
+
+    glDeleteProgram(shaderProgram);
+
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplGlfw_Shutdown();
+    ImGui::DestroyContext();
+
+    glfwTerminate();
+
+    return 0;
+}
+
+void generateSphere(std::vector<float>& vertices, std::vector<unsigned int>& indices, float radius, unsigned int sectorCount, unsigned int stackCount)
+{
+    float x, y, z, xy;
+    float nx, ny, nz, lengthInv = 1.0f / radius;
+
+    float sectorStep = 2 * glm::pi<float>() / sectorCount;
+    float stackStep = glm::pi<float>() / stackCount;
+    float sectorAngle, stackAngle;
+
+    for(unsigned int i = 0; i <= stackCount; ++i)
+    {
+        stackAngle = glm::pi<float>() / 2 - i * stackStep;
+        xy = radius * cosf(stackAngle);
+        z = radius * sinf(stackAngle);
+
+        for(unsigned int j = 0; j <= sectorCount; ++j)
+        {
+            sectorAngle = j * sectorStep;
+
+            x = xy * cosf(sectorAngle);
+            y = xy * sinf(sectorAngle);
+
+            nx = x * lengthInv;
+            ny = y * lengthInv;
+            nz = z * lengthInv;
+
+            float r = 1.0f, g = 1.0f, b = 1.0f;
+
+            vertices.push_back(x);
+            vertices.push_back(y);
+            vertices.push_back(z);
+
+            vertices.push_back(nx);
+            vertices.push_back(ny);
+            vertices.push_back(nz);
+
+            vertices.push_back(r);
+            vertices.push_back(g);
+            vertices.push_back(b);
+        }
+    }
+
+    unsigned int k1, k2;
+    for(unsigned int i = 0; i < stackCount; ++i)
+    {
+        k1 = i * (sectorCount + 1);
+        k2 = k1 + sectorCount + 1;
+
+        for(unsigned int j = 0; j < sectorCount; ++j, ++k1, ++k2)
+        {
+            if(i != 0)
+            {
+                indices.push_back(k1);
+                indices.push_back(k2);
+                indices.push_back(k1 + 1);
+            }
+
+            if(i != (stackCount-1))
+            {
+                indices.push_back(k1 + 1);
+                indices.push_back(k2);
+                indices.push_back(k2 + 1);
+            }
+        }
+    }
+}
+
+void updateLines(const std::map<std::tuple<int, int, int>, Sphere>& spheres,
+                std::vector<float>& lineVertices, unsigned int lineVBO)
+{
+    lineVertices.clear();
+
+    for (const auto& [key, sphere] : spheres)
+    {
+        int x = std::get<0>(key);
+        int y = std::get<1>(key);
+        int z = std::get<2>(key);
+
+        for (int dx = -1; dx <= 1; ++dx)
+        {
+            for (int dy = -1; dy <= 1; ++dy)
+            {
+                for (int dz = -1; dz <= 1; ++dz)
+                {
+                    if ((abs(dx) + abs(dy) + abs(dz)) != 1)
+                        continue;
+
+                    int nx = x + dx;
+                    int ny = y + dy;
+                    int nz = z + dz;
+
+                    auto neighborKey = std::make_tuple(nx, ny, nz);
+                    if (spheres.find(neighborKey) != spheres.end())
+                    {
+                        if (key < neighborKey)
+                        {
+                            glm::vec3 neighborPos = spheres.at(neighborKey).position;
+
+                            lineVertices.insert(lineVertices.end(), {
+                                sphere.position.x, sphere.position.y, sphere.position.z, 0.5f, 0.5f, 0.5f,
+                                neighborPos.x, neighborPos.y, neighborPos.z, 0.5f, 0.5f, 0.5f
+                            });
+                        }
+                    }
+                }
+            }
+        }
+    }
+
+    glBindBuffer(GL_ARRAY_BUFFER, lineVBO);
+    glBufferData(GL_ARRAY_BUFFER, lineVertices.size() * sizeof(float), &lineVertices[0], GL_DYNAMIC_DRAW);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void processInput(GLFWwindow *window)
+{
+    float cameraSpeed = 10.0f * deltaTime;
+
+    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
+        cameraPos += cameraSpeed * cameraFront;
+    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
+        cameraPos -= cameraSpeed * cameraFront;
+    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
+        cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
+    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
+        cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
+    if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
+        cameraPos += cameraSpeed * cameraUp;
+    if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
+        cameraPos -= cameraSpeed * cameraUp;
+
+    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
+        glfwSetWindowShouldClose(window, true);
+}
+
+void framebuffer_size_callback(GLFWwindow* window, int width, int height)
+{
+    SCR_WIDTH = width;
+    SCR_HEIGHT = height;
+    glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
+}
+
+void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
+{
+    if (glfwGetInputMode(window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
+        return;
+
+    float xpos = static_cast<float>(xposIn);
+    float ypos = static_cast<float>(yposIn);
+
+    if (firstMouse)
+    {
+        lastX = xpos;
+        lastY = ypos;
+        firstMouse = false;
+    }
+
+    float xoffset = xpos - lastX;
+    float yoffset = lastY - ypos;
+
+    lastX = xpos;
+    lastY = ypos;
+
+    float sensitivity = 0.1f;
+    xoffset *= sensitivity;
+    yoffset *= sensitivity;
+
+    yaw   += xoffset;
+    pitch += yoffset;
+
+    if(pitch > 89.0f)
+        pitch = 89.0f;
+    if(pitch < -89.0f)
+        pitch = -89.0f;
+
+    glm::vec3 front;
+    front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
+    front.y = sin(glm::radians(pitch));
+    front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
+
+    cameraFront = glm::normalize(front);
+}
+
+void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+    fov -= static_cast<float>(yoffset);
+    if(fov < 1.0f)
+        fov = 1.0f;
+    if(fov > 90.0f)
+        fov = 90.0f;
+}
+
+unsigned int createShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
+{
+    unsigned int vertexShader;
+    vertexShader = glCreateShader(GL_VERTEX_SHADER);
+
+    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
+    glCompileShader(vertexShader);
+
+    int success;
+    char infoLog[512];
+
+    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
+    if(!success)
+    {
+        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
+        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
+                  << infoLog << std::endl;
+        return 0;
+    }
+
+    unsigned int fragmentShader;
+    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
+    glCompileShader(fragmentShader);
+
+    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
+    if(!success)
+    {
+        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
+        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
+                  << infoLog << std::endl;
+        return 0;
+    }
+
+    unsigned int shaderProgram;
+    shaderProgram = glCreateProgram();
+
+    glAttachShader(shaderProgram, vertexShader);
+    glAttachShader(shaderProgram, fragmentShader);
+    glLinkProgram(shaderProgram);
+
+    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
+    if(!success)
+    {
+        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
+        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n"
+                  << infoLog << std::endl;
+        return 0;
+    }
+
+    glDeleteShader(vertexShader);
+    glDeleteShader(fragmentShader);
+
+    return shaderProgram;
+}
+
+void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+    if (key == GLFW_KEY_TAB && action == GLFW_PRESS)
+    {
+        showUI = !showUI;
+        if (showUI)
+        {
+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        }
+        else
+        {
+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+            firstMouse = true;
+        }
+    }
+}
+
+void updateWindowTitle(GLFWwindow* window, bool showUI)
+{
+    std::string title = "3D Spheres with Connections - ";
+    title += showUI ? "UI Interaction Mode" : "Camera Control Mode";
+    glfwSetWindowTitle(window, title.c_str());
+}
+
+bool WorldToScreen(const glm::vec3& worldPos, const glm::mat4& view, const glm::mat4& projection, ImVec2& screenPos)
+{
+    glm::vec4 clipSpacePos = projection * view * glm::vec4(worldPos, 1.0f);
+
+    if (clipSpacePos.w <= 0.0f)
+        return false; // Behind the camera
+
+    glm::vec3 ndc = glm::vec3(clipSpacePos) / clipSpacePos.w;
+
+    if (ndc.x < -1.0f || ndc.x > 1.0f || ndc.y < -1.0f || ndc.y > 1.0f)
+        return false; // Outside of screen
+
+    // Map to window coordinates
+    float windowX = (ndc.x + 1.0f) * SCR_WIDTH / 2.0f;
+    float windowY = (1.0f - ndc.y) * SCR_HEIGHT / 2.0f; // Invert Y for window coordinates
+
+    screenPos = ImVec2(windowX, windowY);
+
+    return true;
+}
diff --git a/third_party/glad/include/KHR/khrplatform.h b/third_party/glad/include/KHR/khrplatform.h
new file mode 100644
index 0000000000000000000000000000000000000000..473cef7e2c3f38235e2cb2555b376b9f8ca47bb4
--- /dev/null
+++ b/third_party/glad/include/KHR/khrplatform.h
@@ -0,0 +1,311 @@
+#ifndef __khrplatform_h_
+#define __khrplatform_h_
+
+/*
+** Copyright (c) 2008-2018 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+/* Khronos platform-specific types and definitions.
+ *
+ * The master copy of khrplatform.h is maintained in the Khronos EGL
+ * Registry repository at https://github.com/KhronosGroup/EGL-Registry
+ * The last semantic modification to khrplatform.h was at commit ID:
+ *      67a3e0864c2d75ea5287b9f3d2eb74a745936692
+ *
+ * Adopters may modify this file to suit their platform. Adopters are
+ * encouraged to submit platform specific modifications to the Khronos
+ * group so that they can be included in future versions of this file.
+ * Please submit changes by filing pull requests or issues on
+ * the EGL Registry repository linked above.
+ *
+ *
+ * See the Implementer's Guidelines for information about where this file
+ * should be located on your system and for more details of its use:
+ *    http://www.khronos.org/registry/implementers_guide.pdf
+ *
+ * This file should be included as
+ *        #include <KHR/khrplatform.h>
+ * by Khronos client API header files that use its types and defines.
+ *
+ * The types in khrplatform.h should only be used to define API-specific types.
+ *
+ * Types defined in khrplatform.h:
+ *    khronos_int8_t              signed   8  bit
+ *    khronos_uint8_t             unsigned 8  bit
+ *    khronos_int16_t             signed   16 bit
+ *    khronos_uint16_t            unsigned 16 bit
+ *    khronos_int32_t             signed   32 bit
+ *    khronos_uint32_t            unsigned 32 bit
+ *    khronos_int64_t             signed   64 bit
+ *    khronos_uint64_t            unsigned 64 bit
+ *    khronos_intptr_t            signed   same number of bits as a pointer
+ *    khronos_uintptr_t           unsigned same number of bits as a pointer
+ *    khronos_ssize_t             signed   size
+ *    khronos_usize_t             unsigned size
+ *    khronos_float_t             signed   32 bit floating point
+ *    khronos_time_ns_t           unsigned 64 bit time in nanoseconds
+ *    khronos_utime_nanoseconds_t unsigned time interval or absolute time in
+ *                                         nanoseconds
+ *    khronos_stime_nanoseconds_t signed time interval in nanoseconds
+ *    khronos_boolean_enum_t      enumerated boolean type. This should
+ *      only be used as a base type when a client API's boolean type is
+ *      an enum. Client APIs which use an integer or other type for
+ *      booleans cannot use this as the base type for their boolean.
+ *
+ * Tokens defined in khrplatform.h:
+ *
+ *    KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
+ *
+ *    KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
+ *    KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
+ *
+ * Calling convention macros defined in this file:
+ *    KHRONOS_APICALL
+ *    KHRONOS_APIENTRY
+ *    KHRONOS_APIATTRIBUTES
+ *
+ * These may be used in function prototypes as:
+ *
+ *      KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
+ *                                  int arg1,
+ *                                  int arg2) KHRONOS_APIATTRIBUTES;
+ */
+
+#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
+#   define KHRONOS_STATIC 1
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APICALL
+ *-------------------------------------------------------------------------
+ * This precedes the return type of the function in the function prototype.
+ */
+#if defined(KHRONOS_STATIC)
+    /* If the preprocessor constant KHRONOS_STATIC is defined, make the
+     * header compatible with static linking. */
+#   define KHRONOS_APICALL
+#elif defined(_WIN32)
+#   define KHRONOS_APICALL __declspec(dllimport)
+#elif defined (__SYMBIAN32__)
+#   define KHRONOS_APICALL IMPORT_C
+#elif defined(__ANDROID__)
+#   define KHRONOS_APICALL __attribute__((visibility("default")))
+#else
+#   define KHRONOS_APICALL
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APIENTRY
+ *-------------------------------------------------------------------------
+ * This follows the return type of the function  and precedes the function
+ * name in the function prototype.
+ */
+#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
+    /* Win32 but not WinCE */
+#   define KHRONOS_APIENTRY __stdcall
+#else
+#   define KHRONOS_APIENTRY
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APIATTRIBUTES
+ *-------------------------------------------------------------------------
+ * This follows the closing parenthesis of the function prototype arguments.
+ */
+#if defined (__ARMCC_2__)
+#define KHRONOS_APIATTRIBUTES __softfp
+#else
+#define KHRONOS_APIATTRIBUTES
+#endif
+
+/*-------------------------------------------------------------------------
+ * basic type definitions
+ *-----------------------------------------------------------------------*/
+#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
+
+
+/*
+ * Using <stdint.h>
+ */
+#include <stdint.h>
+typedef int32_t                 khronos_int32_t;
+typedef uint32_t                khronos_uint32_t;
+typedef int64_t                 khronos_int64_t;
+typedef uint64_t                khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64   1
+#define KHRONOS_SUPPORT_FLOAT   1
+/*
+ * To support platform where unsigned long cannot be used interchangeably with
+ * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
+ * Ideally, we could just use (u)intptr_t everywhere, but this could result in
+ * ABI breakage if khronos_uintptr_t is changed from unsigned long to
+ * unsigned long long or similar (this results in different C++ name mangling).
+ * To avoid changes for existing platforms, we restrict usage of intptr_t to
+ * platforms where the size of a pointer is larger than the size of long.
+ */
+#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
+#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
+#define KHRONOS_USE_INTPTR_T
+#endif
+#endif
+
+#elif defined(__VMS ) || defined(__sgi)
+
+/*
+ * Using <inttypes.h>
+ */
+#include <inttypes.h>
+typedef int32_t                 khronos_int32_t;
+typedef uint32_t                khronos_uint32_t;
+typedef int64_t                 khronos_int64_t;
+typedef uint64_t                khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64   1
+#define KHRONOS_SUPPORT_FLOAT   1
+
+#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
+
+/*
+ * Win32
+ */
+typedef __int32                 khronos_int32_t;
+typedef unsigned __int32        khronos_uint32_t;
+typedef __int64                 khronos_int64_t;
+typedef unsigned __int64        khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64   1
+#define KHRONOS_SUPPORT_FLOAT   1
+
+#elif defined(__sun__) || defined(__digital__)
+
+/*
+ * Sun or Digital
+ */
+typedef int                     khronos_int32_t;
+typedef unsigned int            khronos_uint32_t;
+#if defined(__arch64__) || defined(_LP64)
+typedef long int                khronos_int64_t;
+typedef unsigned long int       khronos_uint64_t;
+#else
+typedef long long int           khronos_int64_t;
+typedef unsigned long long int  khronos_uint64_t;
+#endif /* __arch64__ */
+#define KHRONOS_SUPPORT_INT64   1
+#define KHRONOS_SUPPORT_FLOAT   1
+
+#elif 0
+
+/*
+ * Hypothetical platform with no float or int64 support
+ */
+typedef int                     khronos_int32_t;
+typedef unsigned int            khronos_uint32_t;
+#define KHRONOS_SUPPORT_INT64   0
+#define KHRONOS_SUPPORT_FLOAT   0
+
+#else
+
+/*
+ * Generic fallback
+ */
+#include <stdint.h>
+typedef int32_t                 khronos_int32_t;
+typedef uint32_t                khronos_uint32_t;
+typedef int64_t                 khronos_int64_t;
+typedef uint64_t                khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64   1
+#define KHRONOS_SUPPORT_FLOAT   1
+
+#endif
+
+
+/*
+ * Types that are (so far) the same on all platforms
+ */
+typedef signed   char          khronos_int8_t;
+typedef unsigned char          khronos_uint8_t;
+typedef signed   short int     khronos_int16_t;
+typedef unsigned short int     khronos_uint16_t;
+
+/*
+ * Types that differ between LLP64 and LP64 architectures - in LLP64,
+ * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
+ * to be the only LLP64 architecture in current use.
+ */
+#ifdef KHRONOS_USE_INTPTR_T
+typedef intptr_t               khronos_intptr_t;
+typedef uintptr_t              khronos_uintptr_t;
+#elif defined(_WIN64)
+typedef signed   long long int khronos_intptr_t;
+typedef unsigned long long int khronos_uintptr_t;
+#else
+typedef signed   long  int     khronos_intptr_t;
+typedef unsigned long  int     khronos_uintptr_t;
+#endif
+
+#if defined(_WIN64)
+typedef signed   long long int khronos_ssize_t;
+typedef unsigned long long int khronos_usize_t;
+#else
+typedef signed   long  int     khronos_ssize_t;
+typedef unsigned long  int     khronos_usize_t;
+#endif
+
+#if KHRONOS_SUPPORT_FLOAT
+/*
+ * Float type
+ */
+typedef          float         khronos_float_t;
+#endif
+
+#if KHRONOS_SUPPORT_INT64
+/* Time types
+ *
+ * These types can be used to represent a time interval in nanoseconds or
+ * an absolute Unadjusted System Time.  Unadjusted System Time is the number
+ * of nanoseconds since some arbitrary system event (e.g. since the last
+ * time the system booted).  The Unadjusted System Time is an unsigned
+ * 64 bit value that wraps back to 0 every 584 years.  Time intervals
+ * may be either signed or unsigned.
+ */
+typedef khronos_uint64_t       khronos_utime_nanoseconds_t;
+typedef khronos_int64_t        khronos_stime_nanoseconds_t;
+#endif
+
+/*
+ * Dummy value used to pad enum types to 32 bits.
+ */
+#ifndef KHRONOS_MAX_ENUM
+#define KHRONOS_MAX_ENUM 0x7FFFFFFF
+#endif
+
+/*
+ * Enumerated boolean type
+ *
+ * Values other than zero should be considered to be true.  Therefore
+ * comparisons should not be made against KHRONOS_TRUE.
+ */
+typedef enum {
+    KHRONOS_FALSE = 0,
+    KHRONOS_TRUE  = 1,
+    KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
+} khronos_boolean_enum_t;
+
+#endif /* __khrplatform_h_ */
\ No newline at end of file
diff --git a/third_party/glad/include/glad/glad.h b/third_party/glad/include/glad/glad.h
new file mode 100644
index 0000000000000000000000000000000000000000..c20e297da4f9f063b46de5c98be8ac6676235138
--- /dev/null
+++ b/third_party/glad/include/glad/glad.h
@@ -0,0 +1,2129 @@
+/*
+
+    OpenGL loader generated by glad 0.1.36 on Mon Sep 16 11:36:38 2024.
+
+    Language/Generator: C/C++
+    Specification: gl
+    APIs: gl=3.3
+    Profile: core
+    Extensions:
+
+    Loader: True
+    Local files: False
+    Omit khrplatform: False
+    Reproducible: False
+
+    Commandline:
+        --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --extensions=""
+    Online:
+        https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D3.3
+*/
+
+
+#ifndef __glad_h_
+#define __glad_h_
+
+#ifdef __gl_h_
+#error OpenGL header already included, remove this include, glad already provides it
+#endif
+#define __gl_h_
+
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#define APIENTRY __stdcall
+#endif
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+
+#ifndef GLAPIENTRY
+#define GLAPIENTRY APIENTRY
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct gladGLversionStruct {
+    int major;
+    int minor;
+};
+
+typedef void* (* GLADloadproc)(const char *name);
+
+#ifndef GLAPI
+# if defined(GLAD_GLAPI_EXPORT)
+#  if defined(_WIN32) || defined(__CYGWIN__)
+#   if defined(GLAD_GLAPI_EXPORT_BUILD)
+#    if defined(__GNUC__)
+#     define GLAPI __attribute__ ((dllexport)) extern
+#    else
+#     define GLAPI __declspec(dllexport) extern
+#    endif
+#   else
+#    if defined(__GNUC__)
+#     define GLAPI __attribute__ ((dllimport)) extern
+#    else
+#     define GLAPI __declspec(dllimport) extern
+#    endif
+#   endif
+#  elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD)
+#   define GLAPI __attribute__ ((visibility ("default"))) extern
+#  else
+#   define GLAPI extern
+#  endif
+# else
+#  define GLAPI extern
+# endif
+#endif
+
+GLAPI struct gladGLversionStruct GLVersion;
+
+GLAPI int gladLoadGL(void);
+
+GLAPI int gladLoadGLLoader(GLADloadproc);
+
+#include <KHR/khrplatform.h>
+typedef unsigned int GLenum;
+typedef unsigned char GLboolean;
+typedef unsigned int GLbitfield;
+typedef void GLvoid;
+typedef khronos_int8_t GLbyte;
+typedef khronos_uint8_t GLubyte;
+typedef khronos_int16_t GLshort;
+typedef khronos_uint16_t GLushort;
+typedef int GLint;
+typedef unsigned int GLuint;
+typedef khronos_int32_t GLclampx;
+typedef int GLsizei;
+typedef khronos_float_t GLfloat;
+typedef khronos_float_t GLclampf;
+typedef double GLdouble;
+typedef double GLclampd;
+typedef void *GLeglClientBufferEXT;
+typedef void *GLeglImageOES;
+typedef char GLchar;
+typedef char GLcharARB;
+#ifdef __APPLE__
+typedef void *GLhandleARB;
+#else
+typedef unsigned int GLhandleARB;
+#endif
+typedef khronos_uint16_t GLhalf;
+typedef khronos_uint16_t GLhalfARB;
+typedef khronos_int32_t GLfixed;
+typedef khronos_intptr_t GLintptr;
+typedef khronos_intptr_t GLintptrARB;
+typedef khronos_ssize_t GLsizeiptr;
+typedef khronos_ssize_t GLsizeiptrARB;
+typedef khronos_int64_t GLint64;
+typedef khronos_int64_t GLint64EXT;
+typedef khronos_uint64_t GLuint64;
+typedef khronos_uint64_t GLuint64EXT;
+typedef struct __GLsync *GLsync;
+struct _cl_context;
+struct _cl_event;
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam);
+typedef unsigned short GLhalfNV;
+typedef GLintptr GLvdpauSurfaceNV;
+typedef void (APIENTRY *GLVULKANPROCNV)(void);
+#define GL_DEPTH_BUFFER_BIT 0x00000100
+#define GL_STENCIL_BUFFER_BIT 0x00000400
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#define GL_FALSE 0
+#define GL_TRUE 1
+#define GL_POINTS 0x0000
+#define GL_LINES 0x0001
+#define GL_LINE_LOOP 0x0002
+#define GL_LINE_STRIP 0x0003
+#define GL_TRIANGLES 0x0004
+#define GL_TRIANGLE_STRIP 0x0005
+#define GL_TRIANGLE_FAN 0x0006
+#define GL_NEVER 0x0200
+#define GL_LESS 0x0201
+#define GL_EQUAL 0x0202
+#define GL_LEQUAL 0x0203
+#define GL_GREATER 0x0204
+#define GL_NOTEQUAL 0x0205
+#define GL_GEQUAL 0x0206
+#define GL_ALWAYS 0x0207
+#define GL_ZERO 0
+#define GL_ONE 1
+#define GL_SRC_COLOR 0x0300
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_DST_ALPHA 0x0304
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+#define GL_DST_COLOR 0x0306
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#define GL_SRC_ALPHA_SATURATE 0x0308
+#define GL_NONE 0
+#define GL_FRONT_LEFT 0x0400
+#define GL_FRONT_RIGHT 0x0401
+#define GL_BACK_LEFT 0x0402
+#define GL_BACK_RIGHT 0x0403
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_LEFT 0x0406
+#define GL_RIGHT 0x0407
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_NO_ERROR 0
+#define GL_INVALID_ENUM 0x0500
+#define GL_INVALID_VALUE 0x0501
+#define GL_INVALID_OPERATION 0x0502
+#define GL_OUT_OF_MEMORY 0x0505
+#define GL_CW 0x0900
+#define GL_CCW 0x0901
+#define GL_POINT_SIZE 0x0B11
+#define GL_POINT_SIZE_RANGE 0x0B12
+#define GL_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_LINE_SMOOTH 0x0B20
+#define GL_LINE_WIDTH 0x0B21
+#define GL_LINE_WIDTH_RANGE 0x0B22
+#define GL_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_POLYGON_MODE 0x0B40
+#define GL_POLYGON_SMOOTH 0x0B41
+#define GL_CULL_FACE 0x0B44
+#define GL_CULL_FACE_MODE 0x0B45
+#define GL_FRONT_FACE 0x0B46
+#define GL_DEPTH_RANGE 0x0B70
+#define GL_DEPTH_TEST 0x0B71
+#define GL_DEPTH_WRITEMASK 0x0B72
+#define GL_DEPTH_CLEAR_VALUE 0x0B73
+#define GL_DEPTH_FUNC 0x0B74
+#define GL_STENCIL_TEST 0x0B90
+#define GL_STENCIL_CLEAR_VALUE 0x0B91
+#define GL_STENCIL_FUNC 0x0B92
+#define GL_STENCIL_VALUE_MASK 0x0B93
+#define GL_STENCIL_FAIL 0x0B94
+#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
+#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
+#define GL_STENCIL_REF 0x0B97
+#define GL_STENCIL_WRITEMASK 0x0B98
+#define GL_VIEWPORT 0x0BA2
+#define GL_DITHER 0x0BD0
+#define GL_BLEND_DST 0x0BE0
+#define GL_BLEND_SRC 0x0BE1
+#define GL_BLEND 0x0BE2
+#define GL_LOGIC_OP_MODE 0x0BF0
+#define GL_DRAW_BUFFER 0x0C01
+#define GL_READ_BUFFER 0x0C02
+#define GL_SCISSOR_BOX 0x0C10
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_COLOR_CLEAR_VALUE 0x0C22
+#define GL_COLOR_WRITEMASK 0x0C23
+#define GL_DOUBLEBUFFER 0x0C32
+#define GL_STEREO 0x0C33
+#define GL_LINE_SMOOTH_HINT 0x0C52
+#define GL_POLYGON_SMOOTH_HINT 0x0C53
+#define GL_UNPACK_SWAP_BYTES 0x0CF0
+#define GL_UNPACK_LSB_FIRST 0x0CF1
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_UNPACK_SKIP_ROWS 0x0CF3
+#define GL_UNPACK_SKIP_PIXELS 0x0CF4
+#define GL_UNPACK_ALIGNMENT 0x0CF5
+#define GL_PACK_SWAP_BYTES 0x0D00
+#define GL_PACK_LSB_FIRST 0x0D01
+#define GL_PACK_ROW_LENGTH 0x0D02
+#define GL_PACK_SKIP_ROWS 0x0D03
+#define GL_PACK_SKIP_PIXELS 0x0D04
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_MAX_TEXTURE_SIZE 0x0D33
+#define GL_MAX_VIEWPORT_DIMS 0x0D3A
+#define GL_SUBPIXEL_BITS 0x0D50
+#define GL_TEXTURE_1D 0x0DE0
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_TEXTURE_WIDTH 0x1000
+#define GL_TEXTURE_HEIGHT 0x1001
+#define GL_TEXTURE_BORDER_COLOR 0x1004
+#define GL_DONT_CARE 0x1100
+#define GL_FASTEST 0x1101
+#define GL_NICEST 0x1102
+#define GL_BYTE 0x1400
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_SHORT 0x1402
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_INT 0x1404
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_CLEAR 0x1500
+#define GL_AND 0x1501
+#define GL_AND_REVERSE 0x1502
+#define GL_COPY 0x1503
+#define GL_AND_INVERTED 0x1504
+#define GL_NOOP 0x1505
+#define GL_XOR 0x1506
+#define GL_OR 0x1507
+#define GL_NOR 0x1508
+#define GL_EQUIV 0x1509
+#define GL_INVERT 0x150A
+#define GL_OR_REVERSE 0x150B
+#define GL_COPY_INVERTED 0x150C
+#define GL_OR_INVERTED 0x150D
+#define GL_NAND 0x150E
+#define GL_SET 0x150F
+#define GL_TEXTURE 0x1702
+#define GL_COLOR 0x1800
+#define GL_DEPTH 0x1801
+#define GL_STENCIL 0x1802
+#define GL_STENCIL_INDEX 0x1901
+#define GL_DEPTH_COMPONENT 0x1902
+#define GL_RED 0x1903
+#define GL_GREEN 0x1904
+#define GL_BLUE 0x1905
+#define GL_ALPHA 0x1906
+#define GL_RGB 0x1907
+#define GL_RGBA 0x1908
+#define GL_POINT 0x1B00
+#define GL_LINE 0x1B01
+#define GL_FILL 0x1B02
+#define GL_KEEP 0x1E00
+#define GL_REPLACE 0x1E01
+#define GL_INCR 0x1E02
+#define GL_DECR 0x1E03
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+#define GL_NEAREST 0x2600
+#define GL_LINEAR 0x2601
+#define GL_NEAREST_MIPMAP_NEAREST 0x2700
+#define GL_LINEAR_MIPMAP_NEAREST 0x2701
+#define GL_NEAREST_MIPMAP_LINEAR 0x2702
+#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+#define GL_TEXTURE_WRAP_S 0x2802
+#define GL_TEXTURE_WRAP_T 0x2803
+#define GL_REPEAT 0x2901
+#define GL_COLOR_LOGIC_OP 0x0BF2
+#define GL_POLYGON_OFFSET_UNITS 0x2A00
+#define GL_POLYGON_OFFSET_POINT 0x2A01
+#define GL_POLYGON_OFFSET_LINE 0x2A02
+#define GL_POLYGON_OFFSET_FILL 0x8037
+#define GL_POLYGON_OFFSET_FACTOR 0x8038
+#define GL_TEXTURE_BINDING_1D 0x8068
+#define GL_TEXTURE_BINDING_2D 0x8069
+#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
+#define GL_TEXTURE_RED_SIZE 0x805C
+#define GL_TEXTURE_GREEN_SIZE 0x805D
+#define GL_TEXTURE_BLUE_SIZE 0x805E
+#define GL_TEXTURE_ALPHA_SIZE 0x805F
+#define GL_DOUBLE 0x140A
+#define GL_PROXY_TEXTURE_1D 0x8063
+#define GL_PROXY_TEXTURE_2D 0x8064
+#define GL_R3_G3_B2 0x2A10
+#define GL_RGB4 0x804F
+#define GL_RGB5 0x8050
+#define GL_RGB8 0x8051
+#define GL_RGB10 0x8052
+#define GL_RGB12 0x8053
+#define GL_RGB16 0x8054
+#define GL_RGBA2 0x8055
+#define GL_RGBA4 0x8056
+#define GL_RGB5_A1 0x8057
+#define GL_RGBA8 0x8058
+#define GL_RGB10_A2 0x8059
+#define GL_RGBA12 0x805A
+#define GL_RGBA16 0x805B
+#define GL_UNSIGNED_BYTE_3_3_2 0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#define GL_UNSIGNED_INT_8_8_8_8 0x8035
+#define GL_UNSIGNED_INT_10_10_10_2 0x8036
+#define GL_TEXTURE_BINDING_3D 0x806A
+#define GL_PACK_SKIP_IMAGES 0x806B
+#define GL_PACK_IMAGE_HEIGHT 0x806C
+#define GL_UNPACK_SKIP_IMAGES 0x806D
+#define GL_UNPACK_IMAGE_HEIGHT 0x806E
+#define GL_TEXTURE_3D 0x806F
+#define GL_PROXY_TEXTURE_3D 0x8070
+#define GL_TEXTURE_DEPTH 0x8071
+#define GL_TEXTURE_WRAP_R 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE 0x8073
+#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
+#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
+#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
+#define GL_BGR 0x80E0
+#define GL_BGRA 0x80E1
+#define GL_MAX_ELEMENTS_VERTICES 0x80E8
+#define GL_MAX_ELEMENTS_INDICES 0x80E9
+#define GL_CLAMP_TO_EDGE 0x812F
+#define GL_TEXTURE_MIN_LOD 0x813A
+#define GL_TEXTURE_MAX_LOD 0x813B
+#define GL_TEXTURE_BASE_LEVEL 0x813C
+#define GL_TEXTURE_MAX_LEVEL 0x813D
+#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
+#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
+#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#define GL_ACTIVE_TEXTURE 0x84E0
+#define GL_MULTISAMPLE 0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
+#define GL_SAMPLE_COVERAGE 0x80A0
+#define GL_SAMPLE_BUFFERS 0x80A8
+#define GL_SAMPLES 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+#define GL_COMPRESSED_RGB 0x84ED
+#define GL_COMPRESSED_RGBA 0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
+#define GL_TEXTURE_COMPRESSED 0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+#define GL_CLAMP_TO_BORDER 0x812D
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
+#define GL_DEPTH_COMPONENT16 0x81A5
+#define GL_DEPTH_COMPONENT24 0x81A6
+#define GL_DEPTH_COMPONENT32 0x81A7
+#define GL_MIRRORED_REPEAT 0x8370
+#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
+#define GL_TEXTURE_LOD_BIAS 0x8501
+#define GL_INCR_WRAP 0x8507
+#define GL_DECR_WRAP 0x8508
+#define GL_TEXTURE_DEPTH_SIZE 0x884A
+#define GL_TEXTURE_COMPARE_MODE 0x884C
+#define GL_TEXTURE_COMPARE_FUNC 0x884D
+#define GL_BLEND_COLOR 0x8005
+#define GL_BLEND_EQUATION 0x8009
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#define GL_FUNC_ADD 0x8006
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_MIN 0x8007
+#define GL_MAX 0x8008
+#define GL_BUFFER_SIZE 0x8764
+#define GL_BUFFER_USAGE 0x8765
+#define GL_QUERY_COUNTER_BITS 0x8864
+#define GL_CURRENT_QUERY 0x8865
+#define GL_QUERY_RESULT 0x8866
+#define GL_QUERY_RESULT_AVAILABLE 0x8867
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#define GL_READ_ONLY 0x88B8
+#define GL_WRITE_ONLY 0x88B9
+#define GL_READ_WRITE 0x88BA
+#define GL_BUFFER_ACCESS 0x88BB
+#define GL_BUFFER_MAPPED 0x88BC
+#define GL_BUFFER_MAP_POINTER 0x88BD
+#define GL_STREAM_DRAW 0x88E0
+#define GL_STREAM_READ 0x88E1
+#define GL_STREAM_COPY 0x88E2
+#define GL_STATIC_DRAW 0x88E4
+#define GL_STATIC_READ 0x88E5
+#define GL_STATIC_COPY 0x88E6
+#define GL_DYNAMIC_DRAW 0x88E8
+#define GL_DYNAMIC_READ 0x88E9
+#define GL_DYNAMIC_COPY 0x88EA
+#define GL_SAMPLES_PASSED 0x8914
+#define GL_SRC1_ALPHA 0x8589
+#define GL_BLEND_EQUATION_RGB 0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_STENCIL_BACK_FUNC 0x8800
+#define GL_STENCIL_BACK_FAIL 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#define GL_MAX_DRAW_BUFFERS 0x8824
+#define GL_DRAW_BUFFER0 0x8825
+#define GL_DRAW_BUFFER1 0x8826
+#define GL_DRAW_BUFFER2 0x8827
+#define GL_DRAW_BUFFER3 0x8828
+#define GL_DRAW_BUFFER4 0x8829
+#define GL_DRAW_BUFFER5 0x882A
+#define GL_DRAW_BUFFER6 0x882B
+#define GL_DRAW_BUFFER7 0x882C
+#define GL_DRAW_BUFFER8 0x882D
+#define GL_DRAW_BUFFER9 0x882E
+#define GL_DRAW_BUFFER10 0x882F
+#define GL_DRAW_BUFFER11 0x8830
+#define GL_DRAW_BUFFER12 0x8831
+#define GL_DRAW_BUFFER13 0x8832
+#define GL_DRAW_BUFFER14 0x8833
+#define GL_DRAW_BUFFER15 0x8834
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
+#define GL_MAX_VARYING_FLOATS 0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_SHADER_TYPE 0x8B4F
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_1D 0x8B5D
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_3D 0x8B5F
+#define GL_SAMPLER_CUBE 0x8B60
+#define GL_SAMPLER_1D_SHADOW 0x8B61
+#define GL_SAMPLER_2D_SHADOW 0x8B62
+#define GL_DELETE_STATUS 0x8B80
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_VALIDATE_STATUS 0x8B83
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_ATTACHED_SHADERS 0x8B85
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
+#define GL_LOWER_LEFT 0x8CA1
+#define GL_UPPER_LEFT 0x8CA2
+#define GL_STENCIL_BACK_REF 0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+#define GL_PIXEL_PACK_BUFFER 0x88EB
+#define GL_PIXEL_UNPACK_BUFFER 0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
+#define GL_FLOAT_MAT2x3 0x8B65
+#define GL_FLOAT_MAT2x4 0x8B66
+#define GL_FLOAT_MAT3x2 0x8B67
+#define GL_FLOAT_MAT3x4 0x8B68
+#define GL_FLOAT_MAT4x2 0x8B69
+#define GL_FLOAT_MAT4x3 0x8B6A
+#define GL_SRGB 0x8C40
+#define GL_SRGB8 0x8C41
+#define GL_SRGB_ALPHA 0x8C42
+#define GL_SRGB8_ALPHA8 0x8C43
+#define GL_COMPRESSED_SRGB 0x8C48
+#define GL_COMPRESSED_SRGB_ALPHA 0x8C49
+#define GL_COMPARE_REF_TO_TEXTURE 0x884E
+#define GL_CLIP_DISTANCE0 0x3000
+#define GL_CLIP_DISTANCE1 0x3001
+#define GL_CLIP_DISTANCE2 0x3002
+#define GL_CLIP_DISTANCE3 0x3003
+#define GL_CLIP_DISTANCE4 0x3004
+#define GL_CLIP_DISTANCE5 0x3005
+#define GL_CLIP_DISTANCE6 0x3006
+#define GL_CLIP_DISTANCE7 0x3007
+#define GL_MAX_CLIP_DISTANCES 0x0D32
+#define GL_MAJOR_VERSION 0x821B
+#define GL_MINOR_VERSION 0x821C
+#define GL_NUM_EXTENSIONS 0x821D
+#define GL_CONTEXT_FLAGS 0x821E
+#define GL_COMPRESSED_RED 0x8225
+#define GL_COMPRESSED_RG 0x8226
+#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001
+#define GL_RGBA32F 0x8814
+#define GL_RGB32F 0x8815
+#define GL_RGBA16F 0x881A
+#define GL_RGB16F 0x881B
+#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
+#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
+#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
+#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
+#define GL_CLAMP_READ_COLOR 0x891C
+#define GL_FIXED_ONLY 0x891D
+#define GL_MAX_VARYING_COMPONENTS 0x8B4B
+#define GL_TEXTURE_1D_ARRAY 0x8C18
+#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19
+#define GL_TEXTURE_2D_ARRAY 0x8C1A
+#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
+#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
+#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
+#define GL_R11F_G11F_B10F 0x8C3A
+#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
+#define GL_RGB9_E5 0x8C3D
+#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
+#define GL_TEXTURE_SHARED_SIZE 0x8C3F
+#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
+#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
+#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
+#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
+#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
+#define GL_PRIMITIVES_GENERATED 0x8C87
+#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
+#define GL_RASTERIZER_DISCARD 0x8C89
+#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
+#define GL_INTERLEAVED_ATTRIBS 0x8C8C
+#define GL_SEPARATE_ATTRIBS 0x8C8D
+#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
+#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
+#define GL_RGBA32UI 0x8D70
+#define GL_RGB32UI 0x8D71
+#define GL_RGBA16UI 0x8D76
+#define GL_RGB16UI 0x8D77
+#define GL_RGBA8UI 0x8D7C
+#define GL_RGB8UI 0x8D7D
+#define GL_RGBA32I 0x8D82
+#define GL_RGB32I 0x8D83
+#define GL_RGBA16I 0x8D88
+#define GL_RGB16I 0x8D89
+#define GL_RGBA8I 0x8D8E
+#define GL_RGB8I 0x8D8F
+#define GL_RED_INTEGER 0x8D94
+#define GL_GREEN_INTEGER 0x8D95
+#define GL_BLUE_INTEGER 0x8D96
+#define GL_RGB_INTEGER 0x8D98
+#define GL_RGBA_INTEGER 0x8D99
+#define GL_BGR_INTEGER 0x8D9A
+#define GL_BGRA_INTEGER 0x8D9B
+#define GL_SAMPLER_1D_ARRAY 0x8DC0
+#define GL_SAMPLER_2D_ARRAY 0x8DC1
+#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
+#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
+#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
+#define GL_UNSIGNED_INT_VEC2 0x8DC6
+#define GL_UNSIGNED_INT_VEC3 0x8DC7
+#define GL_UNSIGNED_INT_VEC4 0x8DC8
+#define GL_INT_SAMPLER_1D 0x8DC9
+#define GL_INT_SAMPLER_2D 0x8DCA
+#define GL_INT_SAMPLER_3D 0x8DCB
+#define GL_INT_SAMPLER_CUBE 0x8DCC
+#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
+#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
+#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
+#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
+#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
+#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
+#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
+#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
+#define GL_QUERY_WAIT 0x8E13
+#define GL_QUERY_NO_WAIT 0x8E14
+#define GL_QUERY_BY_REGION_WAIT 0x8E15
+#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16
+#define GL_BUFFER_ACCESS_FLAGS 0x911F
+#define GL_BUFFER_MAP_LENGTH 0x9120
+#define GL_BUFFER_MAP_OFFSET 0x9121
+#define GL_DEPTH_COMPONENT32F 0x8CAC
+#define GL_DEPTH32F_STENCIL8 0x8CAD
+#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
+#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
+#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
+#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
+#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
+#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
+#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
+#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
+#define GL_FRAMEBUFFER_DEFAULT 0x8218
+#define GL_FRAMEBUFFER_UNDEFINED 0x8219
+#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
+#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
+#define GL_DEPTH_STENCIL 0x84F9
+#define GL_UNSIGNED_INT_24_8 0x84FA
+#define GL_DEPTH24_STENCIL8 0x88F0
+#define GL_TEXTURE_STENCIL_SIZE 0x88F1
+#define GL_TEXTURE_RED_TYPE 0x8C10
+#define GL_TEXTURE_GREEN_TYPE 0x8C11
+#define GL_TEXTURE_BLUE_TYPE 0x8C12
+#define GL_TEXTURE_ALPHA_TYPE 0x8C13
+#define GL_TEXTURE_DEPTH_TYPE 0x8C16
+#define GL_UNSIGNED_NORMALIZED 0x8C17
+#define GL_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_RENDERBUFFER_BINDING 0x8CA7
+#define GL_READ_FRAMEBUFFER 0x8CA8
+#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
+#define GL_RENDERBUFFER_SAMPLES 0x8CAB
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
+#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
+#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_COLOR_ATTACHMENT1 0x8CE1
+#define GL_COLOR_ATTACHMENT2 0x8CE2
+#define GL_COLOR_ATTACHMENT3 0x8CE3
+#define GL_COLOR_ATTACHMENT4 0x8CE4
+#define GL_COLOR_ATTACHMENT5 0x8CE5
+#define GL_COLOR_ATTACHMENT6 0x8CE6
+#define GL_COLOR_ATTACHMENT7 0x8CE7
+#define GL_COLOR_ATTACHMENT8 0x8CE8
+#define GL_COLOR_ATTACHMENT9 0x8CE9
+#define GL_COLOR_ATTACHMENT10 0x8CEA
+#define GL_COLOR_ATTACHMENT11 0x8CEB
+#define GL_COLOR_ATTACHMENT12 0x8CEC
+#define GL_COLOR_ATTACHMENT13 0x8CED
+#define GL_COLOR_ATTACHMENT14 0x8CEE
+#define GL_COLOR_ATTACHMENT15 0x8CEF
+#define GL_COLOR_ATTACHMENT16 0x8CF0
+#define GL_COLOR_ATTACHMENT17 0x8CF1
+#define GL_COLOR_ATTACHMENT18 0x8CF2
+#define GL_COLOR_ATTACHMENT19 0x8CF3
+#define GL_COLOR_ATTACHMENT20 0x8CF4
+#define GL_COLOR_ATTACHMENT21 0x8CF5
+#define GL_COLOR_ATTACHMENT22 0x8CF6
+#define GL_COLOR_ATTACHMENT23 0x8CF7
+#define GL_COLOR_ATTACHMENT24 0x8CF8
+#define GL_COLOR_ATTACHMENT25 0x8CF9
+#define GL_COLOR_ATTACHMENT26 0x8CFA
+#define GL_COLOR_ATTACHMENT27 0x8CFB
+#define GL_COLOR_ATTACHMENT28 0x8CFC
+#define GL_COLOR_ATTACHMENT29 0x8CFD
+#define GL_COLOR_ATTACHMENT30 0x8CFE
+#define GL_COLOR_ATTACHMENT31 0x8CFF
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_STENCIL_ATTACHMENT 0x8D20
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_RENDERBUFFER 0x8D41
+#define GL_RENDERBUFFER_WIDTH 0x8D42
+#define GL_RENDERBUFFER_HEIGHT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
+#define GL_STENCIL_INDEX1 0x8D46
+#define GL_STENCIL_INDEX4 0x8D47
+#define GL_STENCIL_INDEX8 0x8D48
+#define GL_STENCIL_INDEX16 0x8D49
+#define GL_RENDERBUFFER_RED_SIZE 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
+#define GL_MAX_SAMPLES 0x8D57
+#define GL_FRAMEBUFFER_SRGB 0x8DB9
+#define GL_HALF_FLOAT 0x140B
+#define GL_MAP_READ_BIT 0x0001
+#define GL_MAP_WRITE_BIT 0x0002
+#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
+#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
+#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
+#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
+#define GL_COMPRESSED_RED_RGTC1 0x8DBB
+#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define GL_COMPRESSED_RG_RGTC2 0x8DBD
+#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#define GL_RG 0x8227
+#define GL_RG_INTEGER 0x8228
+#define GL_R8 0x8229
+#define GL_R16 0x822A
+#define GL_RG8 0x822B
+#define GL_RG16 0x822C
+#define GL_R16F 0x822D
+#define GL_R32F 0x822E
+#define GL_RG16F 0x822F
+#define GL_RG32F 0x8230
+#define GL_R8I 0x8231
+#define GL_R8UI 0x8232
+#define GL_R16I 0x8233
+#define GL_R16UI 0x8234
+#define GL_R32I 0x8235
+#define GL_R32UI 0x8236
+#define GL_RG8I 0x8237
+#define GL_RG8UI 0x8238
+#define GL_RG16I 0x8239
+#define GL_RG16UI 0x823A
+#define GL_RG32I 0x823B
+#define GL_RG32UI 0x823C
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+#define GL_SAMPLER_2D_RECT 0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
+#define GL_SAMPLER_BUFFER 0x8DC2
+#define GL_INT_SAMPLER_2D_RECT 0x8DCD
+#define GL_INT_SAMPLER_BUFFER 0x8DD0
+#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
+#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
+#define GL_TEXTURE_BUFFER 0x8C2A
+#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
+#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
+#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
+#define GL_TEXTURE_RECTANGLE 0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
+#define GL_R8_SNORM 0x8F94
+#define GL_RG8_SNORM 0x8F95
+#define GL_RGB8_SNORM 0x8F96
+#define GL_RGBA8_SNORM 0x8F97
+#define GL_R16_SNORM 0x8F98
+#define GL_RG16_SNORM 0x8F99
+#define GL_RGB16_SNORM 0x8F9A
+#define GL_RGBA16_SNORM 0x8F9B
+#define GL_SIGNED_NORMALIZED 0x8F9C
+#define GL_PRIMITIVE_RESTART 0x8F9D
+#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
+#define GL_COPY_READ_BUFFER 0x8F36
+#define GL_COPY_WRITE_BUFFER 0x8F37
+#define GL_UNIFORM_BUFFER 0x8A11
+#define GL_UNIFORM_BUFFER_BINDING 0x8A28
+#define GL_UNIFORM_BUFFER_START 0x8A29
+#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
+#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
+#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
+#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
+#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
+#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
+#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
+#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
+#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
+#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
+#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
+#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
+#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
+#define GL_UNIFORM_TYPE 0x8A37
+#define GL_UNIFORM_SIZE 0x8A38
+#define GL_UNIFORM_NAME_LENGTH 0x8A39
+#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
+#define GL_UNIFORM_OFFSET 0x8A3B
+#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
+#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
+#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
+#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
+#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
+#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
+#define GL_INVALID_INDEX 0xFFFFFFFF
+#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
+#define GL_LINES_ADJACENCY 0x000A
+#define GL_LINE_STRIP_ADJACENCY 0x000B
+#define GL_TRIANGLES_ADJACENCY 0x000C
+#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
+#define GL_PROGRAM_POINT_SIZE 0x8642
+#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
+#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
+#define GL_GEOMETRY_SHADER 0x8DD9
+#define GL_GEOMETRY_VERTICES_OUT 0x8916
+#define GL_GEOMETRY_INPUT_TYPE 0x8917
+#define GL_GEOMETRY_OUTPUT_TYPE 0x8918
+#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
+#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
+#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
+#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
+#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123
+#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
+#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
+#define GL_CONTEXT_PROFILE_MASK 0x9126
+#define GL_DEPTH_CLAMP 0x864F
+#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
+#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
+#define GL_LAST_VERTEX_CONVENTION 0x8E4E
+#define GL_PROVOKING_VERTEX 0x8E4F
+#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
+#define GL_OBJECT_TYPE 0x9112
+#define GL_SYNC_CONDITION 0x9113
+#define GL_SYNC_STATUS 0x9114
+#define GL_SYNC_FLAGS 0x9115
+#define GL_SYNC_FENCE 0x9116
+#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
+#define GL_UNSIGNALED 0x9118
+#define GL_SIGNALED 0x9119
+#define GL_ALREADY_SIGNALED 0x911A
+#define GL_TIMEOUT_EXPIRED 0x911B
+#define GL_CONDITION_SATISFIED 0x911C
+#define GL_WAIT_FAILED 0x911D
+#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF
+#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
+#define GL_SAMPLE_POSITION 0x8E50
+#define GL_SAMPLE_MASK 0x8E51
+#define GL_SAMPLE_MASK_VALUE 0x8E52
+#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
+#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
+#define GL_TEXTURE_SAMPLES 0x9106
+#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
+#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
+#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
+#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
+#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
+#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
+#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
+#define GL_MAX_INTEGER_SAMPLES 0x9110
+#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
+#define GL_SRC1_COLOR 0x88F9
+#define GL_ONE_MINUS_SRC1_COLOR 0x88FA
+#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
+#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC
+#define GL_ANY_SAMPLES_PASSED 0x8C2F
+#define GL_SAMPLER_BINDING 0x8919
+#define GL_RGB10_A2UI 0x906F
+#define GL_TEXTURE_SWIZZLE_R 0x8E42
+#define GL_TEXTURE_SWIZZLE_G 0x8E43
+#define GL_TEXTURE_SWIZZLE_B 0x8E44
+#define GL_TEXTURE_SWIZZLE_A 0x8E45
+#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
+#define GL_TIME_ELAPSED 0x88BF
+#define GL_TIMESTAMP 0x8E28
+#define GL_INT_2_10_10_10_REV 0x8D9F
+#ifndef GL_VERSION_1_0
+#define GL_VERSION_1_0 1
+GLAPI int GLAD_GL_VERSION_1_0;
+typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode);
+GLAPI PFNGLCULLFACEPROC glad_glCullFace;
+#define glCullFace glad_glCullFace
+typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode);
+GLAPI PFNGLFRONTFACEPROC glad_glFrontFace;
+#define glFrontFace glad_glFrontFace
+typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode);
+GLAPI PFNGLHINTPROC glad_glHint;
+#define glHint glad_glHint
+typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width);
+GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth;
+#define glLineWidth glad_glLineWidth
+typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size);
+GLAPI PFNGLPOINTSIZEPROC glad_glPointSize;
+#define glPointSize glad_glPointSize
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode);
+GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode;
+#define glPolygonMode glad_glPolygonMode
+typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLSCISSORPROC glad_glScissor;
+#define glScissor glad_glScissor
+typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param);
+GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf;
+#define glTexParameterf glad_glTexParameterf
+typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params);
+GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv;
+#define glTexParameterfv glad_glTexParameterfv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param);
+GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri;
+#define glTexParameteri glad_glTexParameteri
+typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv;
+#define glTexParameteriv glad_glTexParameteriv
+typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D;
+#define glTexImage1D glad_glTexImage1D
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D;
+#define glTexImage2D glad_glTexImage2D
+typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf);
+GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer;
+#define glDrawBuffer glad_glDrawBuffer
+typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask);
+GLAPI PFNGLCLEARPROC glad_glClear;
+#define glClear glad_glClear
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI PFNGLCLEARCOLORPROC glad_glClearColor;
+#define glClearColor glad_glClearColor
+typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s);
+GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil;
+#define glClearStencil glad_glClearStencil
+typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth);
+GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth;
+#define glClearDepth glad_glClearDepth
+typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask);
+GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask;
+#define glStencilMask glad_glStencilMask
+typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+GLAPI PFNGLCOLORMASKPROC glad_glColorMask;
+#define glColorMask glad_glColorMask
+typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag);
+GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask;
+#define glDepthMask glad_glDepthMask
+typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap);
+GLAPI PFNGLDISABLEPROC glad_glDisable;
+#define glDisable glad_glDisable
+typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap);
+GLAPI PFNGLENABLEPROC glad_glEnable;
+#define glEnable glad_glEnable
+typedef void (APIENTRYP PFNGLFINISHPROC)(void);
+GLAPI PFNGLFINISHPROC glad_glFinish;
+#define glFinish glad_glFinish
+typedef void (APIENTRYP PFNGLFLUSHPROC)(void);
+GLAPI PFNGLFLUSHPROC glad_glFlush;
+#define glFlush glad_glFlush
+typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor);
+GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc;
+#define glBlendFunc glad_glBlendFunc
+typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode);
+GLAPI PFNGLLOGICOPPROC glad_glLogicOp;
+#define glLogicOp glad_glLogicOp
+typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask);
+GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc;
+#define glStencilFunc glad_glStencilFunc
+typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass);
+GLAPI PFNGLSTENCILOPPROC glad_glStencilOp;
+#define glStencilOp glad_glStencilOp
+typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func);
+GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc;
+#define glDepthFunc glad_glDepthFunc
+typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref;
+#define glPixelStoref glad_glPixelStoref
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei;
+#define glPixelStorei glad_glPixelStorei
+typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src);
+GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer;
+#define glReadBuffer glad_glReadBuffer
+typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+GLAPI PFNGLREADPIXELSPROC glad_glReadPixels;
+#define glReadPixels glad_glReadPixels
+typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data);
+GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv;
+#define glGetBooleanv glad_glGetBooleanv
+typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data);
+GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev;
+#define glGetDoublev glad_glGetDoublev
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(void);
+GLAPI PFNGLGETERRORPROC glad_glGetError;
+#define glGetError glad_glGetError
+typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data);
+GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv;
+#define glGetFloatv glad_glGetFloatv
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data);
+GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv;
+#define glGetIntegerv glad_glGetIntegerv
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name);
+GLAPI PFNGLGETSTRINGPROC glad_glGetString;
+#define glGetString glad_glGetString
+typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
+GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage;
+#define glGetTexImage glad_glGetTexImage
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv;
+#define glGetTexParameterfv glad_glGetTexParameterfv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv;
+#define glGetTexParameteriv glad_glGetTexParameteriv
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv;
+#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv;
+#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap);
+GLAPI PFNGLISENABLEDPROC glad_glIsEnabled;
+#define glIsEnabled glad_glIsEnabled
+typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f);
+GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange;
+#define glDepthRange glad_glDepthRange
+typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLVIEWPORTPROC glad_glViewport;
+#define glViewport glad_glViewport
+#endif
+#ifndef GL_VERSION_1_1
+#define GL_VERSION_1_1 1
+GLAPI int GLAD_GL_VERSION_1_1;
+typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count);
+GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays;
+#define glDrawArrays glad_glDrawArrays
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices);
+GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements;
+#define glDrawElements glad_glDrawElements
+typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units);
+GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset;
+#define glPolygonOffset glad_glPolygonOffset
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D;
+#define glCopyTexImage1D glad_glCopyTexImage1D
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D;
+#define glCopyTexImage2D glad_glCopyTexImage2D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D;
+#define glCopyTexSubImage1D glad_glCopyTexSubImage1D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D;
+#define glCopyTexSubImage2D glad_glCopyTexSubImage2D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D;
+#define glTexSubImage1D glad_glTexSubImage1D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D;
+#define glTexSubImage2D glad_glTexSubImage2D
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture);
+GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture;
+#define glBindTexture glad_glBindTexture
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures);
+GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures;
+#define glDeleteTextures glad_glDeleteTextures
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures);
+GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures;
+#define glGenTextures glad_glGenTextures
+typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture);
+GLAPI PFNGLISTEXTUREPROC glad_glIsTexture;
+#define glIsTexture glad_glIsTexture
+#endif
+#ifndef GL_VERSION_1_2
+#define GL_VERSION_1_2 1
+GLAPI int GLAD_GL_VERSION_1_2;
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
+GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements;
+#define glDrawRangeElements glad_glDrawRangeElements
+typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D;
+#define glTexImage3D glad_glTexImage3D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D;
+#define glTexSubImage3D glad_glTexSubImage3D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D;
+#define glCopyTexSubImage3D glad_glCopyTexSubImage3D
+#endif
+#ifndef GL_VERSION_1_3
+#define GL_VERSION_1_3 1
+GLAPI int GLAD_GL_VERSION_1_3;
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture);
+GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture;
+#define glActiveTexture glad_glActiveTexture
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert);
+GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage;
+#define glSampleCoverage glad_glSampleCoverage
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D;
+#define glCompressedTexImage3D glad_glCompressedTexImage3D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D;
+#define glCompressedTexImage2D glad_glCompressedTexImage2D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D;
+#define glCompressedTexImage1D glad_glCompressedTexImage1D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D;
+#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D;
+#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D;
+#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img);
+GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage;
+#define glGetCompressedTexImage glad_glGetCompressedTexImage
+#endif
+#ifndef GL_VERSION_1_4
+#define GL_VERSION_1_4 1
+GLAPI int GLAD_GL_VERSION_1_4;
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate;
+#define glBlendFuncSeparate glad_glBlendFuncSeparate
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
+GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays;
+#define glMultiDrawArrays glad_glMultiDrawArrays
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount);
+GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements;
+#define glMultiDrawElements glad_glMultiDrawElements
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf;
+#define glPointParameterf glad_glPointParameterf
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params);
+GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv;
+#define glPointParameterfv glad_glPointParameterfv
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri;
+#define glPointParameteri glad_glPointParameteri
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params);
+GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv;
+#define glPointParameteriv glad_glPointParameteriv
+typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor;
+#define glBlendColor glad_glBlendColor
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode);
+GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation;
+#define glBlendEquation glad_glBlendEquation
+#endif
+#ifndef GL_VERSION_1_5
+#define GL_VERSION_1_5 1
+GLAPI int GLAD_GL_VERSION_1_5;
+typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids);
+GLAPI PFNGLGENQUERIESPROC glad_glGenQueries;
+#define glGenQueries glad_glGenQueries
+typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids);
+GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries;
+#define glDeleteQueries glad_glDeleteQueries
+typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id);
+GLAPI PFNGLISQUERYPROC glad_glIsQuery;
+#define glIsQuery glad_glIsQuery
+typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id);
+GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery;
+#define glBeginQuery glad_glBeginQuery
+typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target);
+GLAPI PFNGLENDQUERYPROC glad_glEndQuery;
+#define glEndQuery glad_glEndQuery
+typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv;
+#define glGetQueryiv glad_glGetQueryiv
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params);
+GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv;
+#define glGetQueryObjectiv glad_glGetQueryObjectiv
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params);
+GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv;
+#define glGetQueryObjectuiv glad_glGetQueryObjectuiv
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer);
+GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer;
+#define glBindBuffer glad_glBindBuffer
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers);
+GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers;
+#define glDeleteBuffers glad_glDeleteBuffers
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers);
+GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers;
+#define glGenBuffers glad_glGenBuffers
+typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer);
+GLAPI PFNGLISBUFFERPROC glad_glIsBuffer;
+#define glIsBuffer glad_glIsBuffer
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+GLAPI PFNGLBUFFERDATAPROC glad_glBufferData;
+#define glBufferData glad_glBufferData
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData;
+#define glBufferSubData glad_glBufferSubData
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data);
+GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData;
+#define glGetBufferSubData glad_glGetBufferSubData
+typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access);
+GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer;
+#define glMapBuffer glad_glMapBuffer
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target);
+GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer;
+#define glUnmapBuffer glad_glUnmapBuffer
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv;
+#define glGetBufferParameteriv glad_glGetBufferParameteriv
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params);
+GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv;
+#define glGetBufferPointerv glad_glGetBufferPointerv
+#endif
+#ifndef GL_VERSION_2_0
+#define GL_VERSION_2_0 1
+GLAPI int GLAD_GL_VERSION_2_0;
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha);
+GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate;
+#define glBlendEquationSeparate glad_glBlendEquationSeparate
+typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs);
+GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers;
+#define glDrawBuffers glad_glDrawBuffers
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate;
+#define glStencilOpSeparate glad_glStencilOpSeparate
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask);
+GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate;
+#define glStencilFuncSeparate glad_glStencilFuncSeparate
+typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask);
+GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate;
+#define glStencilMaskSeparate glad_glStencilMaskSeparate
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader);
+GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader;
+#define glAttachShader glad_glAttachShader
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name);
+GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation;
+#define glBindAttribLocation glad_glBindAttribLocation
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader);
+GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader;
+#define glCompileShader glad_glCompileShader
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(void);
+GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram;
+#define glCreateProgram glad_glCreateProgram
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type);
+GLAPI PFNGLCREATESHADERPROC glad_glCreateShader;
+#define glCreateShader glad_glCreateShader
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram;
+#define glDeleteProgram glad_glDeleteProgram
+typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader);
+GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader;
+#define glDeleteShader glad_glDeleteShader
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader);
+GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader;
+#define glDetachShader glad_glDetachShader
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index);
+GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray;
+#define glDisableVertexAttribArray glad_glDisableVertexAttribArray
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index);
+GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray;
+#define glEnableVertexAttribArray glad_glEnableVertexAttribArray
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib;
+#define glGetActiveAttrib glad_glGetActiveAttrib
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform;
+#define glGetActiveUniform glad_glGetActiveUniform
+typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
+GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders;
+#define glGetAttachedShaders glad_glGetAttachedShaders
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation;
+#define glGetAttribLocation glad_glGetAttribLocation
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params);
+GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv;
+#define glGetProgramiv glad_glGetProgramiv
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog;
+#define glGetProgramInfoLog glad_glGetProgramInfoLog
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params);
+GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv;
+#define glGetShaderiv glad_glGetShaderiv
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog;
+#define glGetShaderInfoLog glad_glGetShaderInfoLog
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource;
+#define glGetShaderSource glad_glGetShaderSource
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation;
+#define glGetUniformLocation glad_glGetUniformLocation
+typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params);
+GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv;
+#define glGetUniformfv glad_glGetUniformfv
+typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params);
+GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv;
+#define glGetUniformiv glad_glGetUniformiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params);
+GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv;
+#define glGetVertexAttribdv glad_glGetVertexAttribdv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv;
+#define glGetVertexAttribfv glad_glGetVertexAttribfv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params);
+GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv;
+#define glGetVertexAttribiv glad_glGetVertexAttribiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer);
+GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv;
+#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program);
+GLAPI PFNGLISPROGRAMPROC glad_glIsProgram;
+#define glIsProgram glad_glIsProgram
+typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader);
+GLAPI PFNGLISSHADERPROC glad_glIsShader;
+#define glIsShader glad_glIsShader
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program);
+GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram;
+#define glLinkProgram glad_glLinkProgram
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource;
+#define glShaderSource glad_glShaderSource
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram;
+#define glUseProgram glad_glUseProgram
+typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0);
+GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f;
+#define glUniform1f glad_glUniform1f
+typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1);
+GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f;
+#define glUniform2f glad_glUniform2f
+typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f;
+#define glUniform3f glad_glUniform3f
+typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f;
+#define glUniform4f glad_glUniform4f
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0);
+GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i;
+#define glUniform1i glad_glUniform1i
+typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1);
+GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i;
+#define glUniform2i glad_glUniform2i
+typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i;
+#define glUniform3i glad_glUniform3i
+typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i;
+#define glUniform4i glad_glUniform4i
+typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv;
+#define glUniform1fv glad_glUniform1fv
+typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv;
+#define glUniform2fv glad_glUniform2fv
+typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv;
+#define glUniform3fv glad_glUniform3fv
+typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv;
+#define glUniform4fv glad_glUniform4fv
+typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv;
+#define glUniform1iv glad_glUniform1iv
+typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv;
+#define glUniform2iv glad_glUniform2iv
+typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv;
+#define glUniform3iv glad_glUniform3iv
+typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv;
+#define glUniform4iv glad_glUniform4iv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv;
+#define glUniformMatrix2fv glad_glUniformMatrix2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv;
+#define glUniformMatrix3fv glad_glUniformMatrix3fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv;
+#define glUniformMatrix4fv glad_glUniformMatrix4fv
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram;
+#define glValidateProgram glad_glValidateProgram
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x);
+GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d;
+#define glVertexAttrib1d glad_glVertexAttrib1d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv;
+#define glVertexAttrib1dv glad_glVertexAttrib1dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x);
+GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f;
+#define glVertexAttrib1f glad_glVertexAttrib1f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv;
+#define glVertexAttrib1fv glad_glVertexAttrib1fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x);
+GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s;
+#define glVertexAttrib1s glad_glVertexAttrib1s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv;
+#define glVertexAttrib1sv glad_glVertexAttrib1sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y);
+GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d;
+#define glVertexAttrib2d glad_glVertexAttrib2d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv;
+#define glVertexAttrib2dv glad_glVertexAttrib2dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y);
+GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f;
+#define glVertexAttrib2f glad_glVertexAttrib2f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv;
+#define glVertexAttrib2fv glad_glVertexAttrib2fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y);
+GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s;
+#define glVertexAttrib2s glad_glVertexAttrib2s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv;
+#define glVertexAttrib2sv glad_glVertexAttrib2sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d;
+#define glVertexAttrib3d glad_glVertexAttrib3d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv;
+#define glVertexAttrib3dv glad_glVertexAttrib3dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f;
+#define glVertexAttrib3f glad_glVertexAttrib3f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv;
+#define glVertexAttrib3fv glad_glVertexAttrib3fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z);
+GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s;
+#define glVertexAttrib3s glad_glVertexAttrib3s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv;
+#define glVertexAttrib3sv glad_glVertexAttrib3sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv;
+#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv;
+#define glVertexAttrib4Niv glad_glVertexAttrib4Niv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv;
+#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub;
+#define glVertexAttrib4Nub glad_glVertexAttrib4Nub
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv;
+#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv;
+#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv;
+#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv;
+#define glVertexAttrib4bv glad_glVertexAttrib4bv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d;
+#define glVertexAttrib4d glad_glVertexAttrib4d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv;
+#define glVertexAttrib4dv glad_glVertexAttrib4dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f;
+#define glVertexAttrib4f glad_glVertexAttrib4f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv;
+#define glVertexAttrib4fv glad_glVertexAttrib4fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv;
+#define glVertexAttrib4iv glad_glVertexAttrib4iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s;
+#define glVertexAttrib4s glad_glVertexAttrib4s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv;
+#define glVertexAttrib4sv glad_glVertexAttrib4sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv;
+#define glVertexAttrib4ubv glad_glVertexAttrib4ubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv;
+#define glVertexAttrib4uiv glad_glVertexAttrib4uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv;
+#define glVertexAttrib4usv glad_glVertexAttrib4usv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer;
+#define glVertexAttribPointer glad_glVertexAttribPointer
+#endif
+#ifndef GL_VERSION_2_1
+#define GL_VERSION_2_1 1
+GLAPI int GLAD_GL_VERSION_2_1;
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv;
+#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv;
+#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv;
+#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv;
+#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv;
+#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv;
+#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv
+#endif
+#ifndef GL_VERSION_3_0
+#define GL_VERSION_3_0 1
+GLAPI int GLAD_GL_VERSION_3_0;
+typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski;
+#define glColorMaski glad_glColorMaski
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data);
+GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v;
+#define glGetBooleani_v glad_glGetBooleani_v
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data);
+GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v;
+#define glGetIntegeri_v glad_glGetIntegeri_v
+typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLENABLEIPROC glad_glEnablei;
+#define glEnablei glad_glEnablei
+typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLDISABLEIPROC glad_glDisablei;
+#define glDisablei glad_glDisablei
+typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi;
+#define glIsEnabledi glad_glIsEnabledi
+typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode);
+GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback;
+#define glBeginTransformFeedback glad_glBeginTransformFeedback
+typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(void);
+GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback;
+#define glEndTransformFeedback glad_glEndTransformFeedback
+typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange;
+#define glBindBufferRange glad_glBindBufferRange
+typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer);
+GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase;
+#define glBindBufferBase glad_glBindBufferBase
+typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode);
+GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings;
+#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying;
+#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying
+typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp);
+GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor;
+#define glClampColor glad_glClampColor
+typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode);
+GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender;
+#define glBeginConditionalRender glad_glBeginConditionalRender
+typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(void);
+GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender;
+#define glEndConditionalRender glad_glEndConditionalRender
+typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer;
+#define glVertexAttribIPointer glad_glVertexAttribIPointer
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params);
+GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv;
+#define glGetVertexAttribIiv glad_glGetVertexAttribIiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params);
+GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv;
+#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x);
+GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i;
+#define glVertexAttribI1i glad_glVertexAttribI1i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y);
+GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i;
+#define glVertexAttribI2i glad_glVertexAttribI2i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z);
+GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i;
+#define glVertexAttribI3i glad_glVertexAttribI3i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w);
+GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i;
+#define glVertexAttribI4i glad_glVertexAttribI4i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x);
+GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui;
+#define glVertexAttribI1ui glad_glVertexAttribI1ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y);
+GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui;
+#define glVertexAttribI2ui glad_glVertexAttribI2ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z);
+GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui;
+#define glVertexAttribI3ui glad_glVertexAttribI3ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui;
+#define glVertexAttribI4ui glad_glVertexAttribI4ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv;
+#define glVertexAttribI1iv glad_glVertexAttribI1iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv;
+#define glVertexAttribI2iv glad_glVertexAttribI2iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv;
+#define glVertexAttribI3iv glad_glVertexAttribI3iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv;
+#define glVertexAttribI4iv glad_glVertexAttribI4iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv;
+#define glVertexAttribI1uiv glad_glVertexAttribI1uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv;
+#define glVertexAttribI2uiv glad_glVertexAttribI2uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv;
+#define glVertexAttribI3uiv glad_glVertexAttribI3uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv;
+#define glVertexAttribI4uiv glad_glVertexAttribI4uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv;
+#define glVertexAttribI4bv glad_glVertexAttribI4bv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv;
+#define glVertexAttribI4sv glad_glVertexAttribI4sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv;
+#define glVertexAttribI4ubv glad_glVertexAttribI4ubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv;
+#define glVertexAttribI4usv glad_glVertexAttribI4usv
+typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params);
+GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv;
+#define glGetUniformuiv glad_glGetUniformuiv
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name);
+GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation;
+#define glBindFragDataLocation glad_glBindFragDataLocation
+typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation;
+#define glGetFragDataLocation glad_glGetFragDataLocation
+typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0);
+GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui;
+#define glUniform1ui glad_glUniform1ui
+typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1);
+GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui;
+#define glUniform2ui glad_glUniform2ui
+typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui;
+#define glUniform3ui glad_glUniform3ui
+typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui;
+#define glUniform4ui glad_glUniform4ui
+typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv;
+#define glUniform1uiv glad_glUniform1uiv
+typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv;
+#define glUniform2uiv glad_glUniform2uiv
+typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv;
+#define glUniform3uiv glad_glUniform3uiv
+typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv;
+#define glUniform4uiv glad_glUniform4uiv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv;
+#define glTexParameterIiv glad_glTexParameterIiv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params);
+GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv;
+#define glTexParameterIuiv glad_glTexParameterIuiv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv;
+#define glGetTexParameterIiv glad_glGetTexParameterIiv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params);
+GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv;
+#define glGetTexParameterIuiv glad_glGetTexParameterIuiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value);
+GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv;
+#define glClearBufferiv glad_glClearBufferiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value);
+GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv;
+#define glClearBufferuiv glad_glClearBufferuiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value);
+GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv;
+#define glClearBufferfv glad_glClearBufferfv
+typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi;
+#define glClearBufferfi glad_glClearBufferfi
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index);
+GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi;
+#define glGetStringi glad_glGetStringi
+typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer);
+GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer;
+#define glIsRenderbuffer glad_glIsRenderbuffer
+typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer);
+GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer;
+#define glBindRenderbuffer glad_glBindRenderbuffer
+typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers);
+GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers;
+#define glDeleteRenderbuffers glad_glDeleteRenderbuffers
+typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers);
+GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers;
+#define glGenRenderbuffers glad_glGenRenderbuffers
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage;
+#define glRenderbufferStorage glad_glRenderbufferStorage
+typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv;
+#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv
+typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer);
+GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer;
+#define glIsFramebuffer glad_glIsFramebuffer
+typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer);
+GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer;
+#define glBindFramebuffer glad_glBindFramebuffer
+typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers);
+GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers;
+#define glDeleteFramebuffers glad_glDeleteFramebuffers
+typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers);
+GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers;
+#define glGenFramebuffers glad_glGenFramebuffers
+typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target);
+GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus;
+#define glCheckFramebufferStatus glad_glCheckFramebufferStatus
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D;
+#define glFramebufferTexture1D glad_glFramebufferTexture1D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D;
+#define glFramebufferTexture2D glad_glFramebufferTexture2D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D;
+#define glFramebufferTexture3D glad_glFramebufferTexture3D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer;
+#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv;
+#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv
+typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target);
+GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap;
+#define glGenerateMipmap glad_glGenerateMipmap
+typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer;
+#define glBlitFramebuffer glad_glBlitFramebuffer
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample;
+#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer;
+#define glFramebufferTextureLayer glad_glFramebufferTextureLayer
+typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange;
+#define glMapBufferRange glad_glMapBufferRange
+typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length);
+GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange;
+#define glFlushMappedBufferRange glad_glFlushMappedBufferRange
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array);
+GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray;
+#define glBindVertexArray glad_glBindVertexArray
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays);
+GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays;
+#define glDeleteVertexArrays glad_glDeleteVertexArrays
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays);
+GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays;
+#define glGenVertexArrays glad_glGenVertexArrays
+typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array);
+GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray;
+#define glIsVertexArray glad_glIsVertexArray
+#endif
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+GLAPI int GLAD_GL_VERSION_3_1;
+typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced;
+#define glDrawArraysInstanced glad_glDrawArraysInstanced
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount);
+GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced;
+#define glDrawElementsInstanced glad_glDrawElementsInstanced
+typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer);
+GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer;
+#define glTexBuffer glad_glTexBuffer
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index);
+GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex;
+#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex
+typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData;
+#define glCopyBufferSubData glad_glCopyBufferSubData
+typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices);
+GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices;
+#define glGetUniformIndices glad_glGetUniformIndices
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv;
+#define glGetActiveUniformsiv glad_glGetActiveUniformsiv
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName;
+#define glGetActiveUniformName glad_glGetActiveUniformName
+typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName);
+GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex;
+#define glGetUniformBlockIndex glad_glGetUniformBlockIndex
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv;
+#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName;
+#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName
+typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding;
+#define glUniformBlockBinding glad_glUniformBlockBinding
+#endif
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+GLAPI int GLAD_GL_VERSION_3_2;
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex;
+#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex;
+#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);
+GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex;
+#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex);
+GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex;
+#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex
+typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode);
+GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex;
+#define glProvokingVertex glad_glProvokingVertex
+typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags);
+GLAPI PFNGLFENCESYNCPROC glad_glFenceSync;
+#define glFenceSync glad_glFenceSync
+typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync);
+GLAPI PFNGLISSYNCPROC glad_glIsSync;
+#define glIsSync glad_glIsSync
+typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync);
+GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync;
+#define glDeleteSync glad_glDeleteSync
+typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync;
+#define glClientWaitSync glad_glClientWaitSync
+typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI PFNGLWAITSYNCPROC glad_glWaitSync;
+#define glWaitSync glad_glWaitSync
+typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data);
+GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v;
+#define glGetInteger64v glad_glGetInteger64v
+typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values);
+GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv;
+#define glGetSynciv glad_glGetSynciv
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data);
+GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v;
+#define glGetInteger64i_v glad_glGetInteger64i_v
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params);
+GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v;
+#define glGetBufferParameteri64v glad_glGetBufferParameteri64v
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture;
+#define glFramebufferTexture glad_glFramebufferTexture
+typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample;
+#define glTexImage2DMultisample glad_glTexImage2DMultisample
+typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample;
+#define glTexImage3DMultisample glad_glTexImage3DMultisample
+typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val);
+GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv;
+#define glGetMultisamplefv glad_glGetMultisamplefv
+typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask);
+GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski;
+#define glSampleMaski glad_glSampleMaski
+#endif
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+GLAPI int GLAD_GL_VERSION_3_3;
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
+GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed;
+#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed
+typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex;
+#define glGetFragDataIndex glad_glGetFragDataIndex
+typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers);
+GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers;
+#define glGenSamplers glad_glGenSamplers
+typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers);
+GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers;
+#define glDeleteSamplers glad_glDeleteSamplers
+typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler);
+GLAPI PFNGLISSAMPLERPROC glad_glIsSampler;
+#define glIsSampler glad_glIsSampler
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler);
+GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler;
+#define glBindSampler glad_glBindSampler
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param);
+GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri;
+#define glSamplerParameteri glad_glSamplerParameteri
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param);
+GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv;
+#define glSamplerParameteriv glad_glSamplerParameteriv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param);
+GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf;
+#define glSamplerParameterf glad_glSamplerParameterf
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param);
+GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv;
+#define glSamplerParameterfv glad_glSamplerParameterfv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param);
+GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv;
+#define glSamplerParameterIiv glad_glSamplerParameterIiv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param);
+GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv;
+#define glSamplerParameterIuiv glad_glSamplerParameterIuiv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv;
+#define glGetSamplerParameteriv glad_glGetSamplerParameteriv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv;
+#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv;
+#define glGetSamplerParameterfv glad_glGetSamplerParameterfv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv;
+#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv
+typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target);
+GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter;
+#define glQueryCounter glad_glQueryCounter
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params);
+GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v;
+#define glGetQueryObjecti64v glad_glGetQueryObjecti64v
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params);
+GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v;
+#define glGetQueryObjectui64v glad_glGetQueryObjectui64v
+typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor);
+GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor;
+#define glVertexAttribDivisor glad_glVertexAttribDivisor
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui;
+#define glVertexAttribP1ui glad_glVertexAttribP1ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv;
+#define glVertexAttribP1uiv glad_glVertexAttribP1uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui;
+#define glVertexAttribP2ui glad_glVertexAttribP2ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv;
+#define glVertexAttribP2uiv glad_glVertexAttribP2uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui;
+#define glVertexAttribP3ui glad_glVertexAttribP3ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv;
+#define glVertexAttribP3uiv glad_glVertexAttribP3uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui;
+#define glVertexAttribP4ui glad_glVertexAttribP4ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv;
+#define glVertexAttribP4uiv glad_glVertexAttribP4uiv
+typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui;
+#define glVertexP2ui glad_glVertexP2ui
+typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv;
+#define glVertexP2uiv glad_glVertexP2uiv
+typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui;
+#define glVertexP3ui glad_glVertexP3ui
+typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv;
+#define glVertexP3uiv glad_glVertexP3uiv
+typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui;
+#define glVertexP4ui glad_glVertexP4ui
+typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv;
+#define glVertexP4uiv glad_glVertexP4uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui;
+#define glTexCoordP1ui glad_glTexCoordP1ui
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv;
+#define glTexCoordP1uiv glad_glTexCoordP1uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui;
+#define glTexCoordP2ui glad_glTexCoordP2ui
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv;
+#define glTexCoordP2uiv glad_glTexCoordP2uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui;
+#define glTexCoordP3ui glad_glTexCoordP3ui
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv;
+#define glTexCoordP3uiv glad_glTexCoordP3uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui;
+#define glTexCoordP4ui glad_glTexCoordP4ui
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv;
+#define glTexCoordP4uiv glad_glTexCoordP4uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui;
+#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv;
+#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui;
+#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv;
+#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui;
+#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv;
+#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui;
+#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv;
+#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv
+typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui;
+#define glNormalP3ui glad_glNormalP3ui
+typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv;
+#define glNormalP3uiv glad_glNormalP3uiv
+typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui;
+#define glColorP3ui glad_glColorP3ui
+typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv;
+#define glColorP3uiv glad_glColorP3uiv
+typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui;
+#define glColorP4ui glad_glColorP4ui
+typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv;
+#define glColorP4uiv glad_glColorP4uiv
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui;
+#define glSecondaryColorP3ui glad_glSecondaryColorP3ui
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv;
+#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
\ No newline at end of file
diff --git a/third_party/glm/CMakeLists.txt b/third_party/glm/CMakeLists.txt
new file mode 100644
index 0000000000000000000000000000000000000000..e5e0eaae3e41940e4b40a774cb62379b5fd6c653
--- /dev/null
+++ b/third_party/glm/CMakeLists.txt
@@ -0,0 +1,69 @@
+file(GLOB ROOT_SOURCE *.cpp)
+file(GLOB ROOT_INLINE *.inl)
+file(GLOB ROOT_HEADER *.hpp)
+file(GLOB ROOT_TEXT ../*.txt)
+file(GLOB ROOT_MD ../*.md)
+file(GLOB ROOT_NAT ../../../../Downloads/glm-master/util/glm.natvis)
+
+file(GLOB_RECURSE CORE_SOURCE ./detail/*.cpp)
+file(GLOB_RECURSE CORE_INLINE ./detail/*.inl)
+file(GLOB_RECURSE CORE_HEADER ./detail/*.hpp)
+
+file(GLOB_RECURSE EXT_SOURCE ./ext/*.cpp)
+file(GLOB_RECURSE EXT_INLINE ./ext/*.inl)
+file(GLOB_RECURSE EXT_HEADER ./ext/*.hpp)
+
+file(GLOB_RECURSE GTC_SOURCE ./gtc/*.cpp)
+file(GLOB_RECURSE GTC_INLINE ./gtc/*.inl)
+file(GLOB_RECURSE GTC_HEADER ./gtc/*.hpp)
+
+file(GLOB_RECURSE GTX_SOURCE ./gtx/*.cpp)
+file(GLOB_RECURSE GTX_INLINE ./gtx/*.inl)
+file(GLOB_RECURSE GTX_HEADER ./gtx/*.hpp)
+
+file(GLOB_RECURSE SIMD_SOURCE ./simd/*.cpp)
+file(GLOB_RECURSE SIMD_INLINE ./simd/*.inl)
+file(GLOB_RECURSE SIMD_HEADER ./simd/*.h)
+
+source_group("Text Files" FILES ${ROOT_TEXT} ${ROOT_MD})
+source_group("Core Files" FILES ${CORE_SOURCE})
+source_group("Core Files" FILES ${CORE_INLINE})
+source_group("Core Files" FILES ${CORE_HEADER})
+source_group("EXT Files" FILES ${EXT_SOURCE})
+source_group("EXT Files" FILES ${EXT_INLINE})
+source_group("EXT Files" FILES ${EXT_HEADER})
+source_group("GTC Files" FILES ${GTC_SOURCE})
+source_group("GTC Files" FILES ${GTC_INLINE})
+source_group("GTC Files" FILES ${GTC_HEADER})
+source_group("GTX Files" FILES ${GTX_SOURCE})
+source_group("GTX Files" FILES ${GTX_INLINE})
+source_group("GTX Files" FILES ${GTX_HEADER})
+source_group("SIMD Files" FILES ${SIMD_SOURCE})
+source_group("SIMD Files" FILES ${SIMD_INLINE})
+source_group("SIMD Files" FILES ${SIMD_HEADER})
+
+add_library(glm-header-only INTERFACE)
+add_library(glm::glm-header-only ALIAS glm-header-only)
+
+target_include_directories(glm-header-only INTERFACE
+	"$<BUILD_INTERFACE:${PROJECT_SOURCE_DIR}>"
+	"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>"
+)
+
+if (GLM_BUILD_LIBRARY)
+	add_library(glm
+		${ROOT_TEXT}      ${ROOT_MD}        ${ROOT_NAT}
+		${ROOT_SOURCE}    ${ROOT_INLINE}    ${ROOT_HEADER}
+		${CORE_SOURCE}    ${CORE_INLINE}    ${CORE_HEADER}
+		${EXT_SOURCE}     ${EXT_INLINE}     ${EXT_HEADER}
+		${GTC_SOURCE}     ${GTC_INLINE}     ${GTC_HEADER}
+		${GTX_SOURCE}     ${GTX_INLINE}     ${GTX_HEADER}
+		${SIMD_SOURCE}    ${SIMD_INLINE}    ${SIMD_HEADER}
+	)
+	add_library(glm::glm ALIAS glm)
+	target_link_libraries(glm PUBLIC glm-header-only)
+else()
+	add_library(glm INTERFACE)
+	add_library(glm::glm ALIAS glm)
+	target_link_libraries(glm INTERFACE glm-header-only)
+endif()
diff --git a/third_party/glm/common.hpp b/third_party/glm/common.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..b59657d549f27ec46e12e161f7d0c36b259d88a7
--- /dev/null
+++ b/third_party/glm/common.hpp
@@ -0,0 +1,539 @@
+/// @ref core
+/// @file glm/common.hpp
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+///
+/// @defgroup core_func_common Common functions
+/// @ingroup core
+///
+/// Provides GLSL common functions
+///
+/// These all operate component-wise. The description is per component.
+///
+/// Include <glm/common.hpp> to use these core features.
+
+#pragma once
+
+#include "detail/qualifier.hpp"
+#include "detail/_fixes.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_func_common
+	/// @{
+
+	/// Returns x if x >= 0; otherwise, it returns -x.
+	///
+	/// @tparam genType floating-point or signed integer; scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml">GLSL abs man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType abs(genType x);
+
+	/// Returns x if x >= 0; otherwise, it returns -x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or signed integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml">GLSL abs man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> abs(vec<L, T, Q> const& x);
+
+	/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sign.xml">GLSL sign man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> sign(vec<L, T, Q> const& x);
+
+	/// Returns a value equal to the nearest integer that is less then or equal to x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floor.xml">GLSL floor man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> floor(vec<L, T, Q> const& x);
+
+	/// Returns a value equal to the nearest integer to x
+	/// whose absolute value is not larger than the absolute value of x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/trunc.xml">GLSL trunc man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> trunc(vec<L, T, Q> const& x);
+
+	/// Returns a value equal to the nearest integer to x.
+	/// The fraction 0.5 will round in a direction chosen by the
+	/// implementation, presumably the direction that is fastest.
+	/// This includes the possibility that round(x) returns the
+	/// same value as roundEven(x) for all values of x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> round(vec<L, T, Q> const& x);
+
+	/// Returns a value equal to the nearest integer to x.
+	/// A fractional part of 0.5 will round toward the nearest even
+	/// integer. (Both 3.5 and 4.5 for x will return 4.0.)
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/roundEven.xml">GLSL roundEven man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	/// @see <a href="http://developer.amd.com/documentation/articles/pages/New-Round-to-Even-Technique.aspx">New round to even technique</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> roundEven(vec<L, T, Q> const& x);
+
+	/// Returns a value equal to the nearest integer
+	/// that is greater than or equal to x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ceil.xml">GLSL ceil man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> ceil(vec<L, T, Q> const& x);
+
+	/// Return x - floor(x).
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml">GLSL fract man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL genType fract(genType x);
+
+	/// Return x - floor(x).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml">GLSL fract man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fract(vec<L, T, Q> const& x);
+
+	template<typename genType>
+	GLM_FUNC_DECL genType mod(genType x, genType y);
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> mod(vec<L, T, Q> const& x, T y);
+
+	/// Modulus. Returns x - y * floor(x / y)
+	/// for each component in x using the floating point value y.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types, include glm/gtc/integer for integer scalar types support
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml">GLSL mod man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> mod(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns the fractional part of x and sets i to the integer
+	/// part (as a whole number floating point value). Both the
+	/// return value and the output parameter will have the same
+	/// sign as x.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/modf.xml">GLSL modf man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL genType modf(genType x, genType& i);
+
+	/// Returns y if y < x; otherwise, it returns x.
+	///
+	/// @tparam genType Floating-point or integer; scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType min(genType x, genType y);
+
+	/// Returns y if y < x; otherwise, it returns x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, T y);
+
+	/// Returns y if y < x; otherwise, it returns x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns y if x < y; otherwise, it returns x.
+	///
+	/// @tparam genType Floating-point or integer; scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType max(genType x, genType y);
+
+	/// Returns y if x < y; otherwise, it returns x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, T y);
+
+	/// Returns y if x < y; otherwise, it returns x.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns min(max(x, minVal), maxVal) for each component in x
+	/// using the floating-point values minVal and maxVal.
+	///
+	/// @tparam genType Floating-point or integer; scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal);
+
+	/// Returns min(max(x, minVal), maxVal) for each component in x
+	/// using the floating-point values minVal and maxVal.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, T minVal, T maxVal);
+
+	/// Returns min(max(x, minVal), maxVal) for each component in x
+	/// using the floating-point values minVal and maxVal.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal);
+
+	/// If genTypeU is a floating scalar or vector:
+	/// Returns x * (1.0 - a) + y * a, i.e., the linear blend of
+	/// x and y using the floating-point value a.
+	/// The value for a is not restricted to the range [0, 1].
+	///
+	/// If genTypeU is a boolean scalar or vector:
+	/// Selects which vector each returned component comes
+	/// from. For a component of 'a' that is false, the
+	/// corresponding component of 'x' is returned. For a
+	/// component of 'a' that is true, the corresponding
+	/// component of 'y' is returned. Components of 'x' and 'y' that
+	/// are not selected are allowed to be invalid floating point
+	/// values and will have no effect on the results. Thus, this
+	/// provides different functionality than
+	/// genType mix(genType x, genType y, genType(a))
+	/// where a is a Boolean vector.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mix.xml">GLSL mix man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	///
+	/// @param[in]  x Value to interpolate.
+	/// @param[in]  y Value to interpolate.
+	/// @param[in]  a Interpolant.
+	///
+	/// @tparam	genTypeT Floating point scalar or vector.
+	/// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.
+	///
+	/// @code
+	/// #include <glm/glm.hpp>
+	/// ...
+	/// float a;
+	/// bool b;
+	/// glm::dvec3 e;
+	/// glm::dvec3 f;
+	/// glm::vec4 g;
+	/// glm::vec4 h;
+	/// ...
+	/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.
+	/// glm::vec4 s = glm::mix(g, h, b); // Returns g or h;
+	/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.
+	/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.
+	/// @endcode
+	template<typename genTypeT, typename genTypeU>
+	GLM_FUNC_DECL GLM_CONSTEXPR genTypeT mix(genTypeT x, genTypeT y, genTypeU a);
+
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a);
+
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U a);
+
+	/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL genType step(genType edge, genType x);
+
+	/// Returns 0.0 if x < edge, otherwise it returns 1.0.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> step(T edge, vec<L, T, Q> const& x);
+
+	/// Returns 0.0 if x < edge, otherwise it returns 1.0.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> step(vec<L, T, Q> const& edge, vec<L, T, Q> const& x);
+
+	/// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
+	/// performs smooth Hermite interpolation between 0 and 1
+	/// when edge0 < x < edge1. This is useful in cases where
+	/// you would want a threshold function with a smooth
+	/// transition. This is equivalent to:
+	/// genType t;
+	/// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
+	/// return t * t * (3 - 2 * t);
+	/// Results are undefined if edge0 >= edge1.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/smoothstep.xml">GLSL smoothstep man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> smoothstep(T edge0, T edge1, vec<L, T, Q> const& x);
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> smoothstep(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x);
+
+	/// Returns true if x holds a NaN (not a number)
+	/// representation in the underlying implementation's set of
+	/// floating point representations. Returns false otherwise,
+	/// including for implementations with no NaN
+	/// representations.
+	///
+	/// /!\ When using compiler fast math, this function may fail.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml">GLSL isnan man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> isnan(vec<L, T, Q> const& x);
+
+	/// Returns true if x holds a positive infinity or negative
+	/// infinity representation in the underlying implementation's
+	/// set of floating point representations. Returns false
+	/// otherwise, including for implementations with no infinity
+	/// representations.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isinf.xml">GLSL isinf man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> isinf(vec<L, T, Q> const& x);
+
+	/// Returns a signed integer value representing
+	/// the encoding of a floating-point value. The floating-point
+	/// value's bit-level representation is preserved.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	GLM_FUNC_DECL int floatBitsToInt(float v);
+
+	/// Returns a signed integer value representing
+	/// the encoding of a floating-point value. The floatingpoint
+	/// value's bit-level representation is preserved.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL vec<L, int, Q> floatBitsToInt(vec<L, float, Q> const& v);
+
+	/// Returns a unsigned integer value representing
+	/// the encoding of a floating-point value. The floatingpoint
+	/// value's bit-level representation is preserved.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	GLM_FUNC_DECL uint floatBitsToUint(float v);
+
+	/// Returns a unsigned integer value representing
+	/// the encoding of a floating-point value. The floatingpoint
+	/// value's bit-level representation is preserved.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL vec<L, uint, Q> floatBitsToUint(vec<L, float, Q> const& v);
+
+	/// Returns a floating-point value corresponding to a signed
+	/// integer encoding of a floating-point value.
+	/// If an inf or NaN is passed in, it will not signal, and the
+	/// resulting floating point value is unspecified. Otherwise,
+	/// the bit-level representation is preserved.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	GLM_FUNC_DECL float intBitsToFloat(int v);
+
+	/// Returns a floating-point value corresponding to a signed
+	/// integer encoding of a floating-point value.
+	/// If an inf or NaN is passed in, it will not signal, and the
+	/// resulting floating point value is unspecified. Otherwise,
+	/// the bit-level representation is preserved.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL vec<L, float, Q> intBitsToFloat(vec<L, int, Q> const& v);
+
+	/// Returns a floating-point value corresponding to a
+	/// unsigned integer encoding of a floating-point value.
+	/// If an inf or NaN is passed in, it will not signal, and the
+	/// resulting floating point value is unspecified. Otherwise,
+	/// the bit-level representation is preserved.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	GLM_FUNC_DECL float uintBitsToFloat(uint v);
+
+	/// Returns a floating-point value corresponding to a
+	/// unsigned integer encoding of a floating-point value.
+	/// If an inf or NaN is passed in, it will not signal, and the
+	/// resulting floating point value is unspecified. Otherwise,
+	/// the bit-level representation is preserved.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL vec<L, float, Q> uintBitsToFloat(vec<L, uint, Q> const& v);
+
+	/// Computes and returns a * b + c.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fma.xml">GLSL fma man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL genType fma(genType const& a, genType const& b, genType const& c);
+
+	/// Splits x into a floating-point significand in the range
+	/// [0.5, 1.0) and an integral exponent of two, such that:
+	/// x = significand * exp(2, exponent)
+	///
+	/// The significand is returned by the function and the
+	/// exponent is returned in the parameter exp. For a
+	/// floating-point value of zero, the significant and exponent
+	/// are both zero. For a floating-point value that is an
+	/// infinity or is not a number, the results are undefined.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/frexp.xml">GLSL frexp man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL genType frexp(genType x, int& exp);
+	
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> frexp(vec<L, T, Q> const& v, vec<L, int, Q>& exp);
+
+	/// Builds a floating-point number from x and the
+	/// corresponding integral exponent of two in exp, returning:
+	/// significand * exp(2, exponent)
+	///
+	/// If this product is too large to be represented in the
+	/// floating-point type, the result is undefined.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ldexp.xml">GLSL ldexp man page</a>;
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL genType ldexp(genType const& x, int const& exp);
+	
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> ldexp(vec<L, T, Q> const& v, vec<L, int, Q> const& exp);
+
+	/// @}
+}//namespace glm
+
+#include "detail/func_common.inl"
+
diff --git a/third_party/glm/detail/_features.hpp b/third_party/glm/detail/_features.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..b0cbe9ff02cf50fc8a2e298998efabe59a9b07ea
--- /dev/null
+++ b/third_party/glm/detail/_features.hpp
@@ -0,0 +1,394 @@
+#pragma once
+
+// #define GLM_CXX98_EXCEPTIONS
+// #define GLM_CXX98_RTTI
+
+// #define GLM_CXX11_RVALUE_REFERENCES
+// Rvalue references - GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n2118.html
+
+// GLM_CXX11_TRAILING_RETURN
+// Rvalue references for *this - GCC not supported
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2439.htm
+
+// GLM_CXX11_NONSTATIC_MEMBER_INIT
+// Initialization of class objects by rvalues - GCC any
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1610.html
+
+// GLM_CXX11_NONSTATIC_MEMBER_INIT
+// Non-static data member initializers - GCC 4.7
+// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2008/n2756.htm
+
+// #define GLM_CXX11_VARIADIC_TEMPLATE
+// Variadic templates - GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2242.pdf
+
+//
+// Extending variadic template template parameters - GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2555.pdf
+
+// #define GLM_CXX11_GENERALIZED_INITIALIZERS
+// Initializer lists - GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm
+
+// #define GLM_CXX11_STATIC_ASSERT
+// Static assertions - GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1720.html
+
+// #define GLM_CXX11_AUTO_TYPE
+// auto-typed variables - GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1984.pdf
+
+// #define GLM_CXX11_AUTO_TYPE
+// Multi-declarator auto - GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1737.pdf
+
+// #define GLM_CXX11_AUTO_TYPE
+// Removal of auto as a storage-class specifier - GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2546.htm
+
+// #define GLM_CXX11_AUTO_TYPE
+// New function declarator syntax - GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2541.htm
+
+// #define GLM_CXX11_LAMBDAS
+// New wording for C++0x lambdas - GCC 4.5
+// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2927.pdf
+
+// #define GLM_CXX11_DECLTYPE
+// Declared type of an expression - GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2343.pdf
+
+//
+// Right angle brackets - GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1757.html
+
+//
+// Default template arguments for function templates	DR226	GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#226
+
+//
+// Solving the SFINAE problem for expressions	DR339	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2634.html
+
+// #define GLM_CXX11_ALIAS_TEMPLATE
+// Template aliases	N2258	GCC 4.7
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf
+
+//
+// Extern templates	N1987	Yes
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1987.htm
+
+// #define GLM_CXX11_NULLPTR
+// Null pointer constant	N2431	GCC 4.6
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2431.pdf
+
+// #define GLM_CXX11_STRONG_ENUMS
+// Strongly-typed enums	N2347	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2347.pdf
+
+//
+// Forward declarations for enums	N2764	GCC 4.6
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2764.pdf
+
+//
+// Generalized attributes	N2761	GCC 4.8
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2761.pdf
+
+//
+// Generalized constant expressions	N2235	GCC 4.6
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf
+
+//
+// Alignment support	N2341	GCC 4.8
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf
+
+// #define GLM_CXX11_DELEGATING_CONSTRUCTORS
+// Delegating constructors	N1986	GCC 4.7
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1986.pdf
+
+//
+// Inheriting constructors	N2540	GCC 4.8
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2540.htm
+
+// #define GLM_CXX11_EXPLICIT_CONVERSIONS
+// Explicit conversion operators	N2437	GCC 4.5
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf
+
+//
+// New character types	N2249	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2249.html
+
+//
+// Unicode string literals	N2442	GCC 4.5
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm
+
+//
+// Raw string literals	N2442	GCC 4.5
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm
+
+//
+// Universal character name literals	N2170	GCC 4.5
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2170.html
+
+// #define GLM_CXX11_USER_LITERALS
+// User-defined literals		N2765	GCC 4.7
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2765.pdf
+
+//
+// Standard Layout Types	N2342	GCC 4.5
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2342.htm
+
+// #define GLM_CXX11_DEFAULTED_FUNCTIONS
+// #define GLM_CXX11_DELETED_FUNCTIONS
+// Defaulted and deleted functions	N2346	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2346.htm
+
+//
+// Extended friend declarations	N1791	GCC 4.7
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1791.pdf
+
+//
+// Extending sizeof	N2253	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2253.html
+
+// #define GLM_CXX11_INLINE_NAMESPACES
+// Inline namespaces	N2535	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2535.htm
+
+// #define GLM_CXX11_UNRESTRICTED_UNIONS
+// Unrestricted unions	N2544	GCC 4.6
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf
+
+// #define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS
+// Local and unnamed types as template arguments	N2657	GCC 4.5
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2657.htm
+
+// #define GLM_CXX11_RANGE_FOR
+// Range-based for	N2930	GCC 4.6
+// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2930.html
+
+// #define GLM_CXX11_OVERRIDE_CONTROL
+// Explicit virtual overrides	N2928 N3206 N3272	GCC 4.7
+// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2928.htm
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3206.htm
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2011/n3272.htm
+
+//
+// Minimal support for garbage collection and reachability-based leak detection	N2670	No
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2670.htm
+
+// #define GLM_CXX11_NOEXCEPT
+// Allowing move constructors to throw [noexcept]	N3050	GCC 4.6 (core language only)
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3050.html
+
+//
+// Defining move special member functions	N3053	GCC 4.6
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3053.html
+
+//
+// Sequence points	N2239	Yes
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html
+
+//
+// Atomic operations	N2427	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html
+
+//
+// Strong Compare and Exchange	N2748	GCC 4.5
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2427.html
+
+//
+// Bidirectional Fences	N2752	GCC 4.8
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2752.htm
+
+//
+// Memory model	N2429	GCC 4.8
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2429.htm
+
+//
+// Data-dependency ordering: atomics and memory model	N2664	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2664.htm
+
+//
+// Propagating exceptions	N2179	GCC 4.4
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2179.html
+
+//
+// Abandoning a process and at_quick_exit	N2440	GCC 4.8
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2440.htm
+
+//
+// Allow atomics use in signal handlers	N2547	Yes
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2547.htm
+
+//
+// Thread-local storage	N2659	GCC 4.8
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2659.htm
+
+//
+// Dynamic initialization and destruction with concurrency	N2660	GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2660.htm
+
+//
+// __func__ predefined identifier	N2340	GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2340.htm
+
+//
+// C99 preprocessor	N1653	GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1653.htm
+
+//
+// long long	N1811	GCC 4.3
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1811.pdf
+
+//
+// Extended integral types	N1988	Yes
+// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1988.pdf
+
+#if(GLM_COMPILER & GLM_COMPILER_GCC)
+
+#	define GLM_CXX11_STATIC_ASSERT
+
+#elif(GLM_COMPILER & GLM_COMPILER_CLANG)
+#	if(__has_feature(cxx_exceptions))
+#		define GLM_CXX98_EXCEPTIONS
+#	endif
+
+#	if(__has_feature(cxx_rtti))
+#		define GLM_CXX98_RTTI
+#	endif
+
+#	if(__has_feature(cxx_access_control_sfinae))
+#		define GLM_CXX11_ACCESS_CONTROL_SFINAE
+#	endif
+
+#	if(__has_feature(cxx_alias_templates))
+#		define GLM_CXX11_ALIAS_TEMPLATE
+#	endif
+
+#	if(__has_feature(cxx_alignas))
+#		define GLM_CXX11_ALIGNAS
+#	endif
+
+#	if(__has_feature(cxx_attributes))
+#		define GLM_CXX11_ATTRIBUTES
+#	endif
+
+#	if(__has_feature(cxx_constexpr))
+#		define GLM_CXX11_CONSTEXPR
+#	endif
+
+#	if(__has_feature(cxx_decltype))
+#		define GLM_CXX11_DECLTYPE
+#	endif
+
+#	if(__has_feature(cxx_default_function_template_args))
+#		define GLM_CXX11_DEFAULT_FUNCTION_TEMPLATE_ARGS
+#	endif
+
+#	if(__has_feature(cxx_defaulted_functions))
+#		define GLM_CXX11_DEFAULTED_FUNCTIONS
+#	endif
+
+#	if(__has_feature(cxx_delegating_constructors))
+#		define GLM_CXX11_DELEGATING_CONSTRUCTORS
+#	endif
+
+#	if(__has_feature(cxx_deleted_functions))
+#		define GLM_CXX11_DELETED_FUNCTIONS
+#	endif
+
+#	if(__has_feature(cxx_explicit_conversions))
+#		define GLM_CXX11_EXPLICIT_CONVERSIONS
+#	endif
+
+#	if(__has_feature(cxx_generalized_initializers))
+#		define GLM_CXX11_GENERALIZED_INITIALIZERS
+#	endif
+
+#	if(__has_feature(cxx_implicit_moves))
+#		define GLM_CXX11_IMPLICIT_MOVES
+#	endif
+
+#	if(__has_feature(cxx_inheriting_constructors))
+#		define GLM_CXX11_INHERITING_CONSTRUCTORS
+#	endif
+
+#	if(__has_feature(cxx_inline_namespaces))
+#		define GLM_CXX11_INLINE_NAMESPACES
+#	endif
+
+#	if(__has_feature(cxx_lambdas))
+#		define GLM_CXX11_LAMBDAS
+#	endif
+
+#	if(__has_feature(cxx_local_type_template_args))
+#		define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS
+#	endif
+
+#	if(__has_feature(cxx_noexcept))
+#		define GLM_CXX11_NOEXCEPT
+#	endif
+
+#	if(__has_feature(cxx_nonstatic_member_init))
+#		define GLM_CXX11_NONSTATIC_MEMBER_INIT
+#	endif
+
+#	if(__has_feature(cxx_nullptr))
+#		define GLM_CXX11_NULLPTR
+#	endif
+
+#	if(__has_feature(cxx_override_control))
+#		define GLM_CXX11_OVERRIDE_CONTROL
+#	endif
+
+#	if(__has_feature(cxx_reference_qualified_functions))
+#		define GLM_CXX11_REFERENCE_QUALIFIED_FUNCTIONS
+#	endif
+
+#	if(__has_feature(cxx_range_for))
+#		define GLM_CXX11_RANGE_FOR
+#	endif
+
+#	if(__has_feature(cxx_raw_string_literals))
+#		define GLM_CXX11_RAW_STRING_LITERALS
+#	endif
+
+#	if(__has_feature(cxx_rvalue_references))
+#		define GLM_CXX11_RVALUE_REFERENCES
+#	endif
+
+#	if(__has_feature(cxx_static_assert))
+#		define GLM_CXX11_STATIC_ASSERT
+#	endif
+
+#	if(__has_feature(cxx_auto_type))
+#		define GLM_CXX11_AUTO_TYPE
+#	endif
+
+#	if(__has_feature(cxx_strong_enums))
+#		define GLM_CXX11_STRONG_ENUMS
+#	endif
+
+#	if(__has_feature(cxx_trailing_return))
+#		define GLM_CXX11_TRAILING_RETURN
+#	endif
+
+#	if(__has_feature(cxx_unicode_literals))
+#		define GLM_CXX11_UNICODE_LITERALS
+#	endif
+
+#	if(__has_feature(cxx_unrestricted_unions))
+#		define GLM_CXX11_UNRESTRICTED_UNIONS
+#	endif
+
+#	if(__has_feature(cxx_user_literals))
+#		define GLM_CXX11_USER_LITERALS
+#	endif
+
+#	if(__has_feature(cxx_variadic_templates))
+#		define GLM_CXX11_VARIADIC_TEMPLATES
+#	endif
+
+#endif//(GLM_COMPILER & GLM_COMPILER_CLANG)
diff --git a/third_party/glm/detail/_fixes.hpp b/third_party/glm/detail/_fixes.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a503c7c0d041a9df14c88e391fee1b26b615f2c7
--- /dev/null
+++ b/third_party/glm/detail/_fixes.hpp
@@ -0,0 +1,27 @@
+#include <cmath>
+
+//! Workaround for compatibility with other libraries
+#ifdef max
+#undef max
+#endif
+
+//! Workaround for compatibility with other libraries
+#ifdef min
+#undef min
+#endif
+
+//! Workaround for Android
+#ifdef isnan
+#undef isnan
+#endif
+
+//! Workaround for Android
+#ifdef isinf
+#undef isinf
+#endif
+
+//! Workaround for Chrone Native Client
+#ifdef log2
+#undef log2
+#endif
+
diff --git a/third_party/glm/detail/_noise.hpp b/third_party/glm/detail/_noise.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5a874a02221f1c5eaa0ed393d9f24aec3be898c5
--- /dev/null
+++ b/third_party/glm/detail/_noise.hpp
@@ -0,0 +1,81 @@
+#pragma once
+
+#include "../common.hpp"
+
+namespace glm{
+namespace detail
+{
+	template<typename T>
+	GLM_FUNC_QUALIFIER T mod289(T const& x)
+	{
+		return x - floor(x * (static_cast<T>(1.0) / static_cast<T>(289.0))) * static_cast<T>(289.0);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T permute(T const& x)
+	{
+		return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, T, Q> permute(vec<2, T, Q> const& x)
+	{
+		return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> permute(vec<3, T, Q> const& x)
+	{
+		return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> permute(vec<4, T, Q> const& x)
+	{
+		return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T taylorInvSqrt(T const& r)
+	{
+		return static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, T, Q> taylorInvSqrt(vec<2, T, Q> const& r)
+	{
+		return static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> taylorInvSqrt(vec<3, T, Q> const& r)
+	{
+		return static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> taylorInvSqrt(vec<4, T, Q> const& r)
+	{
+		return static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, T, Q> fade(vec<2, T, Q> const& t)
+	{
+		return (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> fade(vec<3, T, Q> const& t)
+	{
+		return (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> fade(vec<4, T, Q> const& t)
+	{
+		return (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10));
+	}
+}//namespace detail
+}//namespace glm
+
diff --git a/third_party/glm/detail/_swizzle.hpp b/third_party/glm/detail/_swizzle.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..0678982c01b78b5e4c1e3fa1ed16c4efc787227a
--- /dev/null
+++ b/third_party/glm/detail/_swizzle.hpp
@@ -0,0 +1,809 @@
+#pragma once
+
+namespace glm{
+namespace detail
+{
+	// Internal class for implementing swizzle operators
+	template<typename T, int N>
+	struct _swizzle_base0
+	{
+	protected:
+		GLM_FUNC_QUALIFIER T& elem(int i){ return (reinterpret_cast<T*>(_buffer))[i]; }
+		GLM_FUNC_QUALIFIER T const& elem(int i) const{ return (reinterpret_cast<const T*>(_buffer))[i]; }
+
+		// Use an opaque buffer to *ensure* the compiler doesn't call a constructor.
+		// The size 1 buffer is assumed to aligned to the actual members so that the
+		// elem()
+		char    _buffer[1];
+	};
+
+	template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, bool UseSimd>
+	struct _swizzle_base1 : public _swizzle_base0<T, N>
+	{
+	};
+
+	template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle_base1<N, T, Q, E0, E1, E2, E3, false> : public _swizzle_base0<T, N>
+	{
+	};
+
+	template<typename T, qualifier Q, int E0, int E1>
+	struct _swizzle_base1<2, T, Q, E0,E1,-1,-2, false> : public _swizzle_base0<T, 2>
+	{
+		GLM_FUNC_QUALIFIER vec<2, T, Q> operator ()()  const { return vec<2, T, Q>(this->elem(E0), this->elem(E1)); }
+	};
+
+	template<typename T, qualifier Q, int E0, int E1, int E2>
+	struct _swizzle_base1<3, T, Q, E0,E1,E2,3, false> : public _swizzle_base0<T, 3>
+	{
+		GLM_FUNC_QUALIFIER vec<3, T, Q> operator ()()  const { return vec<3, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2)); }
+	};
+
+	template<typename T, qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle_base1<4, T, Q, E0,E1,E2,E3, false> : public _swizzle_base0<T, 4>
+	{
+		GLM_FUNC_QUALIFIER vec<4, T, Q> operator ()()  const { return vec<4, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2), this->elem(E3)); }
+	};
+
+	// Internal class for implementing swizzle operators
+	/*
+		Template parameters:
+
+		T			= type of scalar values (e.g. float, double)
+		N			= number of components in the vector (e.g. 3)
+		E0...3		= what index the n-th element of this swizzle refers to in the unswizzled vec
+
+		DUPLICATE_ELEMENTS = 1 if there is a repeated element, 0 otherwise (used to specialize swizzles
+			containing duplicate elements so that they cannot be used as r-values).
+	*/
+	template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, int DUPLICATE_ELEMENTS>
+	struct _swizzle_base2 : public _swizzle_base1<N, T, Q, E0,E1,E2,E3, detail::is_aligned<Q>::value>
+	{
+		struct op_equal
+		{
+			GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e = t; }
+		};
+
+		struct op_minus
+		{
+			GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e -= t; }
+		};
+
+		struct op_plus
+		{
+			GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e += t; }
+		};
+
+		struct op_mul
+		{
+			GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e *= t; }
+		};
+
+		struct op_div
+		{
+			GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e /= t; }
+		};
+
+	public:
+		GLM_FUNC_QUALIFIER _swizzle_base2& operator= (const T& t)
+		{
+			for (int i = 0; i < N; ++i)
+				(*this)[i] = t;
+			return *this;
+		}
+
+		GLM_FUNC_QUALIFIER _swizzle_base2& operator= (vec<N, T, Q> const& that)
+		{
+			_apply_op(that, op_equal());
+			return *this;
+		}
+
+		GLM_FUNC_QUALIFIER void operator -= (vec<N, T, Q> const& that)
+		{
+			_apply_op(that, op_minus());
+		}
+
+		GLM_FUNC_QUALIFIER void operator += (vec<N, T, Q> const& that)
+		{
+			_apply_op(that, op_plus());
+		}
+
+		GLM_FUNC_QUALIFIER void operator *= (vec<N, T, Q> const& that)
+		{
+			_apply_op(that, op_mul());
+		}
+
+		GLM_FUNC_QUALIFIER void operator /= (vec<N, T, Q> const& that)
+		{
+			_apply_op(that, op_div());
+		}
+
+		GLM_FUNC_QUALIFIER T& operator[](int i)
+		{
+			const int offset_dst[4] = { E0, E1, E2, E3 };
+			return this->elem(offset_dst[i]);
+		}
+		GLM_FUNC_QUALIFIER T operator[](int i) const
+		{
+			const int offset_dst[4] = { E0, E1, E2, E3 };
+			return this->elem(offset_dst[i]);
+		}
+
+	protected:
+		template<typename U>
+		GLM_FUNC_QUALIFIER void _apply_op(vec<N, T, Q> const& that, const U& op)
+		{
+			// Make a copy of the data in this == &that.
+			// The copier should optimize out the copy in cases where the function is
+			// properly inlined and the copy is not necessary.
+			T t[N];
+			for (int i = 0; i < N; ++i)
+				t[i] = that[i];
+			for (int i = 0; i < N; ++i)
+				op( (*this)[i], t[i] );
+		}
+	};
+
+	// Specialization for swizzles containing duplicate elements.  These cannot be modified.
+	template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle_base2<N, T, Q, E0,E1,E2,E3, 1> : public _swizzle_base1<N, T, Q, E0,E1,E2,E3, detail::is_aligned<Q>::value>
+	{
+		struct Stub {};
+
+		GLM_FUNC_QUALIFIER _swizzle_base2& operator= (Stub const&) { return *this; }
+
+		GLM_FUNC_QUALIFIER T operator[]  (int i) const
+		{
+			const int offset_dst[4] = { E0, E1, E2, E3 };
+			return this->elem(offset_dst[i]);
+		}
+	};
+
+	template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle : public _swizzle_base2<N, T, Q, E0, E1, E2, E3, (E0 == E1 || E0 == E2 || E0 == E3 || E1 == E2 || E1 == E3 || E2 == E3)>
+	{
+		typedef _swizzle_base2<N, T, Q, E0, E1, E2, E3, (E0 == E1 || E0 == E2 || E0 == E3 || E1 == E2 || E1 == E3 || E2 == E3)> base_type;
+
+		using base_type::operator=;
+
+		GLM_FUNC_QUALIFIER operator vec<N, T, Q> () const { return (*this)(); }
+	};
+
+//
+// To prevent the C++ syntax from getting entirely overwhelming, define some alias macros
+//
+#define GLM_SWIZZLE_TEMPLATE1   template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3>
+#define GLM_SWIZZLE_TEMPLATE2   template<int N, typename T, qualifier Q, int E0, int E1, int E2, int E3, int F0, int F1, int F2, int F3>
+#define GLM_SWIZZLE_TYPE1       _swizzle<N, T, Q, E0, E1, E2, E3>
+#define GLM_SWIZZLE_TYPE2       _swizzle<N, T, Q, F0, F1, F2, F3>
+
+//
+// Wrapper for a binary operator (e.g. u.yy + v.zy)
+//
+#define GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)                 \
+	GLM_SWIZZLE_TEMPLATE2                                                          \
+	GLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b)  \
+	{                                                                               \
+		return a() OPERAND b();                                                     \
+	}                                                                               \
+	GLM_SWIZZLE_TEMPLATE1                                                          \
+	GLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const vec<N, T, Q>& b)                   \
+	{                                                                               \
+		return a() OPERAND b;                                                       \
+	}                                                                               \
+	GLM_SWIZZLE_TEMPLATE1                                                          \
+	GLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const vec<N, T, Q>& a, const GLM_SWIZZLE_TYPE1& b)                   \
+	{                                                                               \
+		return a OPERAND b();                                                       \
+	}
+
+//
+// Wrapper for a operand between a swizzle and a binary (e.g. 1.0f - u.xyz)
+//
+#define GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)								\
+	GLM_SWIZZLE_TEMPLATE1																		\
+	GLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const T& b)	\
+	{																							\
+		return a() OPERAND b;																	\
+	}																							\
+	GLM_SWIZZLE_TEMPLATE1																		\
+	GLM_FUNC_QUALIFIER vec<N, T, Q> operator OPERAND ( const T& a, const GLM_SWIZZLE_TYPE1& b)	\
+	{																							\
+		return a OPERAND b();																	\
+	}
+
+//
+// Macro for wrapping a function taking one argument (e.g. abs())
+//
+#define GLM_SWIZZLE_FUNCTION_1_ARGS(RETURN_TYPE,FUNCTION)												\
+	GLM_SWIZZLE_TEMPLATE1																				\
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a)		\
+	{																									\
+		return FUNCTION(a());																			\
+	}
+
+//
+// Macro for wrapping a function taking two vector arguments (e.g. dot()).
+//
+#define GLM_SWIZZLE_FUNCTION_2_ARGS(RETURN_TYPE,FUNCTION)                                                       \
+	GLM_SWIZZLE_TEMPLATE2                                                                                       \
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b) \
+	{                                                                                                           \
+		return FUNCTION(a(), b());                                                                              \
+	}                                                                                                           \
+	GLM_SWIZZLE_TEMPLATE1                                                                                       \
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b) \
+	{                                                                                                           \
+		return FUNCTION(a(), b());                                                                              \
+	}                                                                                                           \
+	GLM_SWIZZLE_TEMPLATE1                                                                                       \
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename V& b)         \
+	{                                                                                                           \
+		return FUNCTION(a(), b);                                                                                \
+	}                                                                                                           \
+	GLM_SWIZZLE_TEMPLATE1                                                                                       \
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const V& a, const GLM_SWIZZLE_TYPE1& b)                  \
+	{                                                                                                           \
+		return FUNCTION(a, b());                                                                                \
+	}
+
+//
+// Macro for wrapping a function take 2 vec arguments followed by a scalar (e.g. mix()).
+//
+#define GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(RETURN_TYPE,FUNCTION)                                                             \
+	GLM_SWIZZLE_TEMPLATE2                                                                                                    \
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b, const T& c)   \
+	{                                                                                                                         \
+		return FUNCTION(a(), b(), c);                                                                                         \
+	}                                                                                                                         \
+	GLM_SWIZZLE_TEMPLATE1                                                                                                    \
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b, const T& c)   \
+	{                                                                                                                         \
+		return FUNCTION(a(), b(), c);                                                                                         \
+	}                                                                                                                         \
+	GLM_SWIZZLE_TEMPLATE1                                                                                                    \
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b, const T& c)\
+	{                                                                                                                         \
+		return FUNCTION(a(), b, c);                                                                                           \
+	}                                                                                                                         \
+	GLM_SWIZZLE_TEMPLATE1                                                                                                    \
+	GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const typename V& a, const GLM_SWIZZLE_TYPE1& b, const T& c)           \
+	{                                                                                                                         \
+		return FUNCTION(a, b(), c);                                                                                           \
+	}
+
+}//namespace detail
+}//namespace glm
+
+namespace glm
+{
+	namespace detail
+	{
+		GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(-)
+		GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*)
+		GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(+)
+		GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(-)
+		GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(*)
+		GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/)
+	}
+
+	//
+	// Swizzles are distinct types from the unswizzled type.  The below macros will
+	// provide template specializations for the swizzle types for the given functions
+	// so that the compiler does not have any ambiguity to choosing how to handle
+	// the function.
+	//
+	// The alternative is to use the operator()() when calling the function in order
+	// to explicitly convert the swizzled type to the unswizzled type.
+	//
+
+	//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    abs);
+	//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    acos);
+	//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    acosh);
+	//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    all);
+	//GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type,    any);
+
+	//GLM_SWIZZLE_FUNCTION_2_ARGS(value_type,  dot);
+	//GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type,    cross);
+	//GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type,    step);
+	//GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(vec_type, mix);
+}
+
+#define GLM_SWIZZLE2_2_MEMBERS(T, Q, E0,E1) \
+	struct { detail::_swizzle<2, T, Q, 0,0,-1,-2> E0 ## E0; }; \
+	struct { detail::_swizzle<2, T, Q, 0,1,-1,-2> E0 ## E1; }; \
+	struct { detail::_swizzle<2, T, Q, 1,0,-1,-2> E1 ## E0; }; \
+	struct { detail::_swizzle<2, T, Q, 1,1,-1,-2> E1 ## E1; };
+
+#define GLM_SWIZZLE2_3_MEMBERS(T, Q, E0,E1) \
+	struct { detail::_swizzle<3,T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3,T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3,T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3,T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<3,T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3,T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3,T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3,T, Q, 1,1,1,-1> E1 ## E1 ## E1; };
+
+#define GLM_SWIZZLE2_4_MEMBERS(T, Q, E0,E1) \
+	struct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; };
+
+#define GLM_SWIZZLE3_2_MEMBERS(T, Q, E0,E1,E2) \
+	struct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \
+	struct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \
+	struct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \
+	struct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \
+	struct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \
+	struct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \
+	struct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \
+	struct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \
+	struct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; };
+
+#define GLM_SWIZZLE3_3_MEMBERS(T, Q ,E0,E1,E2) \
+	struct { detail::_swizzle<3, T, Q, 0,0,0,3> E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 0,0,1,3> E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 0,0,2,3> E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 0,1,0,3> E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 0,1,1,3> E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 0,1,2,3> E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 0,2,0,3> E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 0,2,1,3> E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 0,2,2,3> E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 1,0,0,3> E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 1,0,1,3> E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 1,0,2,3> E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 1,1,0,3> E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 1,1,1,3> E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 1,1,2,3> E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 1,2,0,3> E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 1,2,1,3> E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 1,2,2,3> E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 2,0,0,3> E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 2,0,1,3> E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 2,0,2,3> E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 2,1,0,3> E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 2,1,1,3> E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 2,1,2,3> E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 2,2,0,3> E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 2,2,1,3> E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 2,2,2,3> E2 ## E2 ## E2; };
+
+#define GLM_SWIZZLE3_4_MEMBERS(T, Q, E0,E1,E2) \
+	struct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4,T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; };
+
+#define GLM_SWIZZLE4_2_MEMBERS(T, Q, E0,E1,E2,E3) \
+	struct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \
+	struct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \
+	struct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \
+	struct { detail::_swizzle<2,T, Q, 0,3,-1,-2> E0 ## E3; }; \
+	struct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \
+	struct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \
+	struct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \
+	struct { detail::_swizzle<2,T, Q, 1,3,-1,-2> E1 ## E3; }; \
+	struct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \
+	struct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \
+	struct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; }; \
+	struct { detail::_swizzle<2,T, Q, 2,3,-1,-2> E2 ## E3; }; \
+	struct { detail::_swizzle<2,T, Q, 3,0,-1,-2> E3 ## E0; }; \
+	struct { detail::_swizzle<2,T, Q, 3,1,-1,-2> E3 ## E1; }; \
+	struct { detail::_swizzle<2,T, Q, 3,2,-1,-2> E3 ## E2; }; \
+	struct { detail::_swizzle<2,T, Q, 3,3,-1,-2> E3 ## E3; };
+
+#define GLM_SWIZZLE4_3_MEMBERS(T, Q, E0,E1,E2,E3) \
+	struct { detail::_swizzle<3, T, Q, 0,0,0,3> E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 0,0,1,3> E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 0,0,2,3> E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 0,0,3,3> E0 ## E0 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 0,1,0,3> E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 0,1,1,3> E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 0,1,2,3> E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 0,1,3,3> E0 ## E1 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 0,2,0,3> E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 0,2,1,3> E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 0,2,2,3> E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 0,2,3,3> E0 ## E2 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 0,3,0,3> E0 ## E3 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 0,3,1,3> E0 ## E3 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 0,3,2,3> E0 ## E3 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 0,3,3,3> E0 ## E3 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 1,0,0,3> E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 1,0,1,3> E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 1,0,2,3> E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 1,0,3,3> E1 ## E0 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 1,1,0,3> E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 1,1,1,3> E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 1,1,2,3> E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 1,1,3,3> E1 ## E1 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 1,2,0,3> E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 1,2,1,3> E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 1,2,2,3> E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 1,2,3,3> E1 ## E2 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 1,3,0,3> E1 ## E3 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 1,3,1,3> E1 ## E3 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 1,3,2,3> E1 ## E3 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 1,3,3,3> E1 ## E3 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 2,0,0,3> E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 2,0,1,3> E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 2,0,2,3> E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 2,0,3,3> E2 ## E0 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 2,1,0,3> E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 2,1,1,3> E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 2,1,2,3> E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 2,1,3,3> E2 ## E1 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 2,2,0,3> E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 2,2,1,3> E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 2,2,2,3> E2 ## E2 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 2,2,3,3> E2 ## E2 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 2,3,0,3> E2 ## E3 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 2,3,1,3> E2 ## E3 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 2,3,2,3> E2 ## E3 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 2,3,3,3> E2 ## E3 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 3,0,0,3> E3 ## E0 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 3,0,1,3> E3 ## E0 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 3,0,2,3> E3 ## E0 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 3,0,3,3> E3 ## E0 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 3,1,0,3> E3 ## E1 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 3,1,1,3> E3 ## E1 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 3,1,2,3> E3 ## E1 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 3,1,3,3> E3 ## E1 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 3,2,0,3> E3 ## E2 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 3,2,1,3> E3 ## E2 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 3,2,2,3> E3 ## E2 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 3,2,3,3> E3 ## E2 ## E3; }; \
+	struct { detail::_swizzle<3, T, Q, 3,3,0,3> E3 ## E3 ## E0; }; \
+	struct { detail::_swizzle<3, T, Q, 3,3,1,3> E3 ## E3 ## E1; }; \
+	struct { detail::_swizzle<3, T, Q, 3,3,2,3> E3 ## E3 ## E2; }; \
+	struct { detail::_swizzle<3, T, Q, 3,3,3,3> E3 ## E3 ## E3; };
+
+#define GLM_SWIZZLE4_4_MEMBERS(T, Q, E0,E1,E2,E3) \
+	struct { detail::_swizzle<4, T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,0,3> E0 ## E0 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,1,3> E0 ## E0 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,2,3> E0 ## E0 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,3,0> E0 ## E0 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,3,1> E0 ## E0 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,3,2> E0 ## E0 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,0,3,3> E0 ## E0 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,0,3> E0 ## E1 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,1,3> E0 ## E1 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,2,3> E0 ## E1 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,3,0> E0 ## E1 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,3,1> E0 ## E1 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,3,2> E0 ## E1 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,1,3,3> E0 ## E1 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,0,3> E0 ## E2 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,1,3> E0 ## E2 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,2,3> E0 ## E2 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,3,0> E0 ## E2 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,3,1> E0 ## E2 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,3,2> E0 ## E2 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,2,3,3> E0 ## E2 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,0,0> E0 ## E3 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,0,1> E0 ## E3 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,0,2> E0 ## E3 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,0,3> E0 ## E3 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,1,0> E0 ## E3 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,1,1> E0 ## E3 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,1,2> E0 ## E3 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,1,3> E0 ## E3 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,2,0> E0 ## E3 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,2,1> E0 ## E3 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,2,2> E0 ## E3 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,2,3> E0 ## E3 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,3,0> E0 ## E3 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,3,1> E0 ## E3 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,3,2> E0 ## E3 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 0,3,3,3> E0 ## E3 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,0,3> E1 ## E0 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,1,3> E1 ## E0 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,2,3> E1 ## E0 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,3,0> E1 ## E0 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,3,1> E1 ## E0 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,3,2> E1 ## E0 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,0,3,3> E1 ## E0 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,0,3> E1 ## E1 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,1,3> E1 ## E1 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,2,3> E1 ## E1 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,3,0> E1 ## E1 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,3,1> E1 ## E1 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,3,2> E1 ## E1 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,1,3,3> E1 ## E1 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,0,3> E1 ## E2 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,1,3> E1 ## E2 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,2,3> E1 ## E2 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,3,0> E1 ## E2 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,3,1> E1 ## E2 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,3,2> E1 ## E2 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,2,3,3> E1 ## E2 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,0,0> E1 ## E3 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,0,1> E1 ## E3 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,0,2> E1 ## E3 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,0,3> E1 ## E3 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,1,0> E1 ## E3 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,1,1> E1 ## E3 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,1,2> E1 ## E3 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,1,3> E1 ## E3 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,2,0> E1 ## E3 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,2,1> E1 ## E3 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,2,2> E1 ## E3 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,2,3> E1 ## E3 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,3,0> E1 ## E3 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,3,1> E1 ## E3 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,3,2> E1 ## E3 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 1,3,3,3> E1 ## E3 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,0,3> E2 ## E0 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,1,3> E2 ## E0 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,2,3> E2 ## E0 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,3,0> E2 ## E0 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,3,1> E2 ## E0 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,3,2> E2 ## E0 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,0,3,3> E2 ## E0 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,0,3> E2 ## E1 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,1,3> E2 ## E1 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,2,3> E2 ## E1 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,3,0> E2 ## E1 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,3,1> E2 ## E1 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,3,2> E2 ## E1 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,1,3,3> E2 ## E1 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,0,3> E2 ## E2 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,1,3> E2 ## E2 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,2,3> E2 ## E2 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,3,0> E2 ## E2 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,3,1> E2 ## E2 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,3,2> E2 ## E2 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,2,3,3> E2 ## E2 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,0,0> E2 ## E3 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,0,1> E2 ## E3 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,0,2> E2 ## E3 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,0,3> E2 ## E3 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,1,0> E2 ## E3 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,1,1> E2 ## E3 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,1,2> E2 ## E3 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,1,3> E2 ## E3 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,2,0> E2 ## E3 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,2,1> E2 ## E3 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,2,2> E2 ## E3 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,2,3> E2 ## E3 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,3,0> E2 ## E3 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,3,1> E2 ## E3 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,3,2> E2 ## E3 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 2,3,3,3> E2 ## E3 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,0,0> E3 ## E0 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,0,1> E3 ## E0 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,0,2> E3 ## E0 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,0,3> E3 ## E0 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,1,0> E3 ## E0 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,1,1> E3 ## E0 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,1,2> E3 ## E0 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,1,3> E3 ## E0 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,2,0> E3 ## E0 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,2,1> E3 ## E0 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,2,2> E3 ## E0 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,2,3> E3 ## E0 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,3,0> E3 ## E0 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,3,1> E3 ## E0 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,3,2> E3 ## E0 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,0,3,3> E3 ## E0 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,0,0> E3 ## E1 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,0,1> E3 ## E1 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,0,2> E3 ## E1 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,0,3> E3 ## E1 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,1,0> E3 ## E1 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,1,1> E3 ## E1 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,1,2> E3 ## E1 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,1,3> E3 ## E1 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,2,0> E3 ## E1 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,2,1> E3 ## E1 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,2,2> E3 ## E1 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,2,3> E3 ## E1 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,3,0> E3 ## E1 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,3,1> E3 ## E1 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,3,2> E3 ## E1 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,1,3,3> E3 ## E1 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,0,0> E3 ## E2 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,0,1> E3 ## E2 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,0,2> E3 ## E2 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,0,3> E3 ## E2 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,1,0> E3 ## E2 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,1,1> E3 ## E2 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,1,2> E3 ## E2 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,1,3> E3 ## E2 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,2,0> E3 ## E2 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,2,1> E3 ## E2 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,2,2> E3 ## E2 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,2,3> E3 ## E2 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,3,0> E3 ## E2 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,3,1> E3 ## E2 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,3,2> E3 ## E2 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,2,3,3> E3 ## E2 ## E3 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,0,0> E3 ## E3 ## E0 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,0,1> E3 ## E3 ## E0 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,0,2> E3 ## E3 ## E0 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,0,3> E3 ## E3 ## E0 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,1,0> E3 ## E3 ## E1 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,1,1> E3 ## E3 ## E1 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,1,2> E3 ## E3 ## E1 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,1,3> E3 ## E3 ## E1 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,2,0> E3 ## E3 ## E2 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,2,1> E3 ## E3 ## E2 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,2,2> E3 ## E3 ## E2 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,2,3> E3 ## E3 ## E2 ## E3; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,3,0> E3 ## E3 ## E3 ## E0; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,3,1> E3 ## E3 ## E3 ## E1; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,3,2> E3 ## E3 ## E3 ## E2; }; \
+	struct { detail::_swizzle<4, T, Q, 3,3,3,3> E3 ## E3 ## E3 ## E3; };
diff --git a/third_party/glm/detail/_swizzle_func.hpp b/third_party/glm/detail/_swizzle_func.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a264ae9eff3a9b88bb0da90f6864a2ad3afa1a65
--- /dev/null
+++ b/third_party/glm/detail/_swizzle_func.hpp
@@ -0,0 +1,682 @@
+#pragma once
+
+#define GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, CONST, A, B)	\
+	GLM_FUNC_QUALIFIER vec<2, T, Q> A ## B() CONST							\
+	{													\
+		return vec<2, T, Q>(this->A, this->B);			\
+	}
+
+#define GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, CONST, A, B, C)		\
+	GLM_FUNC_QUALIFIER vec<3, T, Q> A ## B ## C() CONST							\
+	{															\
+		return vec<3, T, Q>(this->A, this->B, this->C);			\
+	}
+
+#define GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, CONST, A, B, C, D)					\
+	GLM_FUNC_QUALIFIER vec<4, T, Q> A ## B ## C ## D() CONST									\
+	{																		\
+		return vec<4, T, Q>(this->A, this->B, this->C, this->D);			\
+	}
+
+#define GLM_SWIZZLE_GEN_VEC2_ENTRY_DEF(T, P, L, CONST, A, B)	\
+	template<typename T>										\
+	GLM_FUNC_QUALIFIER vec<L, T, Q> vec<L, T, Q>::A ## B() CONST					\
+	{															\
+		return vec<2, T, Q>(this->A, this->B);					\
+	}
+
+#define GLM_SWIZZLE_GEN_VEC3_ENTRY_DEF(T, P, L, CONST, A, B, C)		\
+	template<typename T>											\
+	GLM_FUNC_QUALIFIER vec<3, T, Q> vec<L, T, Q>::A ## B ## C() CONST					\
+	{																\
+		return vec<3, T, Q>(this->A, this->B, this->C);				\
+	}
+
+#define GLM_SWIZZLE_GEN_VEC4_ENTRY_DEF(T, P, L, CONST, A, B, C, D)		\
+	template<typename T>												\
+	GLM_FUNC_QUALIFIER vec<4, T, Q> vec<L, T, Q>::A ## B ## C ## D() CONST					\
+	{																	\
+		return vec<4, T, Q>(this->A, this->B, this->C, this->D);		\
+	}
+
+#define GLM_MUTABLE
+
+#define GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, B, A)
+
+#define GLM_SWIZZLE_GEN_REF_FROM_VEC2(T, P) \
+	GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, x, y) \
+	GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, r, g) \
+	GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, s, t)
+
+#define GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B)
+
+#define GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, B, A)
+
+#define GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C)
+
+#define GLM_SWIZZLE_GEN_REF_FROM_VEC3(T, P) \
+	GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, x, y, z) \
+	GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, r, g, b) \
+	GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, s, t, p)
+
+#define GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, D) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, D) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, D) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, C)
+
+#define GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, B)
+
+#define GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, C, A)
+
+#define GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D)
+
+#define GLM_SWIZZLE_GEN_REF_FROM_VEC4(T, P) \
+	GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, x, y, z, w) \
+	GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, r, g, b, a) \
+	GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, s, t, p, q)
+
+#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B)
+
+#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B)
+
+#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B)
+
+#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B)
+
+#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, P)			\
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, x, y)	\
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, r, g)	\
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, s, t)
+
+#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C)
+
+#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C)
+
+#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C)
+
+#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C)
+
+#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, P) \
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, x, y, z) \
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, r, g, b) \
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, s, t, p)
+
+#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, D) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, D) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, D) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, A) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, B) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, C) \
+	GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, D)
+
+#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, A) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, B) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, C) \
+	GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, D)
+
+#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, A) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, B) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, C) \
+	GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, D)
+
+#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \
+	GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D)
+
+#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, P) \
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, x, y, z, w) \
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, r, g, b, a) \
+	GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, s, t, p, q)
+
diff --git a/third_party/glm/detail/_vectorize.hpp b/third_party/glm/detail/_vectorize.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..807b1b1de6d45eecfbb1f1a2a2945d85ae4ffdb0
--- /dev/null
+++ b/third_party/glm/detail/_vectorize.hpp
@@ -0,0 +1,230 @@
+#pragma once
+
+namespace glm{
+namespace detail
+{
+	template<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename R, typename T, qualifier Q>
+	struct functor1{};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>
+	struct functor1<vec, 1, R, T, Q>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, R, Q> call(R (*Func) (T x), vec<1, T, Q> const& v)
+		{
+			return vec<1, R, Q>(Func(v.x));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>
+	struct functor1<vec, 2, R, T, Q>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, R, Q> call(R (*Func) (T x), vec<2, T, Q> const& v)
+		{
+			return vec<2, R, Q>(Func(v.x), Func(v.y));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>
+	struct functor1<vec, 3, R, T, Q>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, R, Q> call(R (*Func) (T x), vec<3, T, Q> const& v)
+		{
+			return vec<3, R, Q>(Func(v.x), Func(v.y), Func(v.z));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q>
+	struct functor1<vec, 4, R, T, Q>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, R, Q> call(R (*Func) (T x), vec<4, T, Q> const& v)
+		{
+			return vec<4, R, Q>(Func(v.x), Func(v.y), Func(v.z), Func(v.w));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename T, qualifier Q>
+	struct functor2{};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>
+	struct functor2<vec, 1, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, vec<1, T, Q> const& b)
+		{
+			return vec<1, T, Q>(Func(a.x, b.x));
+		}
+
+		template<typename Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, T, Q> call(Fct Func, vec<1, T, Q> const& a, vec<1, T, Q> const& b)
+		{
+			return vec<1, T, Q>(Func(a.x, b.x));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>
+	struct functor2<vec, 2, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, vec<2, T, Q> const& b)
+		{
+			return vec<2, T, Q>(Func(a.x, b.x), Func(a.y, b.y));
+		}
+
+		template<typename Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, T, Q> call(Fct Func, vec<2, T, Q> const& a, vec<2, T, Q> const& b)
+		{
+			return vec<2, T, Q>(Func(a.x, b.x), Func(a.y, b.y));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>
+	struct functor2<vec, 3, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, vec<3, T, Q> const& b)
+		{
+			return vec<3, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));
+		}
+
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, T, Q> call(Fct Func, vec<3, T, Q> const& a, vec<3, T, Q> const& b)
+		{
+			return vec<3, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>
+	struct functor2<vec, 4, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, vec<4, T, Q> const& b)
+		{
+			return vec<4, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));
+		}
+
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(Fct Func, vec<4, T, Q> const& a, vec<4, T, Q> const& b)
+		{
+			return vec<4, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename T, qualifier Q>
+	struct functor2_vec_sca{};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>
+	struct functor2_vec_sca<vec, 1, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, T b)
+		{
+			return vec<1, T, Q>(Func(a.x, b));
+		}
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, T, Q> call(Fct Func, vec<1, T, Q> const& a, T b)
+		{
+			return vec<1, T, Q>(Func(a.x, b));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>
+	struct functor2_vec_sca<vec, 2, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, T b)
+		{
+			return vec<2, T, Q>(Func(a.x, b), Func(a.y, b));
+		}
+
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, T, Q> call(Fct Func, vec<2, T, Q> const& a, T b)
+		{
+			return vec<2, T, Q>(Func(a.x, b), Func(a.y, b));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>
+	struct functor2_vec_sca<vec, 3, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, T b)
+		{
+			return vec<3, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b));
+		}
+
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, T, Q> call(Fct Func, vec<3, T, Q> const& a, T b)
+		{
+			return vec<3, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b));
+		}
+	};
+
+	template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q>
+	struct functor2_vec_sca<vec, 4, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, T b)
+		{
+			return vec<4, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b));
+		}
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(Fct Func, vec<4, T, Q> const& a, T b)
+		{
+			return vec<4, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b));
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct functor2_vec_int {};
+
+	template<typename T, qualifier Q>
+	struct functor2_vec_int<1, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<1, int, Q> call(int (*Func) (T x, int y), vec<1, T, Q> const& a, vec<1, int, Q> const& b)
+		{
+			return vec<1, int, Q>(Func(a.x, b.x));
+		}
+
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, int, Q> call(Fct Func, vec<1, T, Q> const& a, vec<1, int, Q> const& b)
+		{
+			return vec<1, int, Q>(Func(a.x, b.x));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct functor2_vec_int<2, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<2, int, Q> call(int (*Func) (T x, int y), vec<2, T, Q> const& a, vec<2, int, Q> const& b)
+		{
+			return vec<2, int, Q>(Func(a.x, b.x), Func(a.y, b.y));
+		}
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, int, Q> call(Fct Func, vec<2, T, Q> const& a, vec<2, int, Q> const& b)
+		{
+			return vec<2, int, Q>(Func(a.x, b.x), Func(a.y, b.y));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct functor2_vec_int<3, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<3, int, Q> call(int (*Func) (T x, int y), vec<3, T, Q> const& a, vec<3, int, Q> const& b)
+		{
+			return vec<3, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));
+		}
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, int, Q> call(Fct Func, vec<3, T, Q> const& a, vec<3, int, Q> const& b)
+		{
+			return vec<3, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct functor2_vec_int<4, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, int, Q> call(int (*Func) (T x, int y), vec<4, T, Q> const& a, vec<4, int, Q> const& b)
+		{
+			return vec<4, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));
+		}
+
+		template<class Fct>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, int, Q> call(Fct Func, vec<4, T, Q> const& a, vec<4, int, Q> const& b)
+		{
+			return vec<4, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));
+		}
+	};
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/detail/compute_common.hpp b/third_party/glm/detail/compute_common.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..83362bc7b3886a26ecb54e6c56c16b76d75e7f46
--- /dev/null
+++ b/third_party/glm/detail/compute_common.hpp
@@ -0,0 +1,50 @@
+#pragma once
+
+#include "setup.hpp"
+#include <limits>
+
+namespace glm{
+namespace detail
+{
+	template<typename genFIType, bool /*signed*/>
+	struct compute_abs
+	{};
+
+	template<typename genFIType>
+	struct compute_abs<genFIType, true>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x)
+		{
+			GLM_STATIC_ASSERT(
+				std::numeric_limits<genFIType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<genFIType>::is_signed,
+				"'abs' only accept floating-point and integer scalar or vector inputs");
+
+			return x >= genFIType(0) ? x : -x;
+			// TODO, perf comp with: *(((int *) &x) + 1) &= 0x7fffffff;
+		}
+	};
+
+#if (GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP)
+	template<>
+	struct compute_abs<float, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(float x)
+		{
+			return fabsf(x);
+		}
+	};
+#endif
+
+	template<typename genFIType>
+	struct compute_abs<genFIType, false>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x)
+		{
+			GLM_STATIC_ASSERT(
+				(!std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer),
+				"'abs' only accept floating-point and integer scalar or vector inputs");
+			return x;
+		}
+	};
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/detail/compute_vector_decl.hpp b/third_party/glm/detail/compute_vector_decl.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..709f8e4af7fd0681247078b956189382ad7a2445
--- /dev/null
+++ b/third_party/glm/detail/compute_vector_decl.hpp
@@ -0,0 +1,190 @@
+
+#pragma once
+#include <functional>
+#include "_vectorize.hpp"
+
+namespace glm {
+	namespace detail
+	{
+		template<length_t L, typename T, qualifier Q, bool UseSimd>
+		struct compute_vec_add {};
+
+		template<length_t L, typename T, qualifier Q, bool UseSimd>
+		struct compute_vec_sub {};
+
+		template<length_t L, typename T, qualifier Q, bool UseSimd>
+		struct compute_vec_mul {};
+
+		template<length_t L, typename T, qualifier Q, bool UseSimd>
+		struct compute_vec_div {};
+
+		template<length_t L, typename T, qualifier Q, bool UseSimd>
+		struct compute_vec_mod {};
+
+		template<length_t L, typename T, qualifier Q, bool UseSimd>
+		struct compute_splat {};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size, bool UseSimd>
+		struct compute_vec_and {};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size, bool UseSimd>
+		struct compute_vec_or {};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size, bool UseSimd>
+		struct compute_vec_xor {};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size, bool UseSimd>
+		struct compute_vec_shift_left {};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size, bool UseSimd>
+		struct compute_vec_shift_right {};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size, bool UseSimd>
+		struct compute_vec_equal {};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size, bool UseSimd>
+		struct compute_vec_nequal {};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size, bool UseSimd>
+		struct compute_vec_bitwise_not {};
+
+		template<length_t L, typename T, qualifier Q>
+		struct compute_vec_add<L, T, Q, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				return detail::functor2<vec, L, T, Q>::call(std::plus<T>(), a, b);
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q>
+		struct compute_vec_sub<L, T, Q, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				return detail::functor2<vec, L, T, Q>::call(std::minus<T>(), a, b);
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q>
+		struct compute_vec_mul<L, T, Q, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				return detail::functor2<vec, L, T, Q>::call(std::multiplies<T>(), a, b);
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q>
+		struct compute_vec_div<L, T, Q, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				return detail::functor2<vec, L, T, Q>::call(std::divides<T>(), a, b);
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q>
+		struct compute_vec_mod<L, T, Q, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				return detail::functor2<vec, L, T, Q>::call(std::modulus<T>(), a, b);
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+		struct compute_vec_and<L, T, Q, IsInt, Size, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				vec<L, T, Q> v(a);
+				for (length_t i = 0; i < L; ++i)
+					v[i] &= static_cast<T>(b[i]);
+				return v;
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+		struct compute_vec_or<L, T, Q, IsInt, Size, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				vec<L, T, Q> v(a);
+				for (length_t i = 0; i < L; ++i)
+					v[i] |= static_cast<T>(b[i]);
+				return v;
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+		struct compute_vec_xor<L, T, Q, IsInt, Size, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				vec<L, T, Q> v(a);
+				for (length_t i = 0; i < L; ++i)
+					v[i] ^= static_cast<T>(b[i]);
+				return v;
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+		struct compute_vec_shift_left<L, T, Q, IsInt, Size, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				vec<L, T, Q> v(a);
+				for (length_t i = 0; i < L; ++i)
+					v[i] <<= static_cast<T>(b[i]);
+				return v;
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+		struct compute_vec_shift_right<L, T, Q, IsInt, Size, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+			{
+				vec<L, T, Q> v(a);
+				for (length_t i = 0; i < L; ++i)
+					v[i] >>= static_cast<T>(b[i]);
+				return v;
+			}
+		};
+		
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+		struct compute_vec_equal<L, T, Q, IsInt, Size, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<L, T, Q> const& v1, vec<L, T, Q> const& v2)
+			{
+				bool b = true;
+				for (length_t i = 0; b && i < L; ++i)
+					b = detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1[i], v2[i]);
+				return b;
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+		struct compute_vec_nequal<L, T, Q, IsInt, Size, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+			{
+				return !compute_vec_equal<L, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);
+			}
+		};
+
+		template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+		struct compute_vec_bitwise_not<L, T, Q, IsInt, Size, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a)
+			{
+				vec<L, T, Q> v(a);
+				for (length_t i = 0; i < L; ++i)
+					v[i] = ~v[i];
+				return v;
+			}
+		};
+
+	}
+}
diff --git a/third_party/glm/detail/compute_vector_relational.hpp b/third_party/glm/detail/compute_vector_relational.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..167b6345dd398e3822c772a113dab5864470f64e
--- /dev/null
+++ b/third_party/glm/detail/compute_vector_relational.hpp
@@ -0,0 +1,30 @@
+#pragma once
+
+//#include "compute_common.hpp"
+#include "setup.hpp"
+#include <limits>
+
+namespace glm{
+namespace detail
+{
+	template <typename T, bool isFloat>
+	struct compute_equal
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b)
+		{
+			return a == b;
+		}
+	};
+/*
+	template <typename T>
+	struct compute_equal<T, true>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b)
+		{
+			return detail::compute_abs<T, std::numeric_limits<T>::is_signed>::call(b - a) <= static_cast<T>(0);
+			//return std::memcmp(&a, &b, sizeof(T)) == 0;
+		}
+	};
+*/
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/detail/func_common.inl b/third_party/glm/detail/func_common.inl
new file mode 100644
index 0000000000000000000000000000000000000000..f0397d4edc6c6c64aaf7d596759a49d1906f07ac
--- /dev/null
+++ b/third_party/glm/detail/func_common.inl
@@ -0,0 +1,936 @@
+/// @ref core
+/// @file glm/detail/func_common.inl
+
+#include "../vector_relational.hpp"
+#include "compute_common.hpp"
+#include "type_vec1.hpp"
+#include "type_vec2.hpp"
+#include "type_vec3.hpp"
+#include "type_vec4.hpp"
+#include "_vectorize.hpp"
+#include <limits>
+
+namespace glm
+{
+	// min
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType min(genType x, genType y)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<genType>::is_integer, "'min' only accept floating-point or integer inputs");
+		return (y < x) ? y : x;
+	}
+
+	template<typename T>
+	struct TMin {
+		T operator()(const T& a, const T& b) { return min(a, b); }
+	};
+
+	// max
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType max(genType x, genType y)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<genType>::is_integer, "'max' only accept floating-point or integer inputs");
+
+		return (x < y) ? y : x;
+	}
+
+	template<typename T>
+	struct TMax {
+		T operator()(const T& a, const T& b) { return max(a, b); }
+	};
+
+	// abs
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR int abs(int x)
+	{
+		int const y = x >> (sizeof(int) * 8 - 1);
+		return (x ^ y) - y;
+	}
+
+	template<typename T>
+	struct TAbs {
+		T operator()(const T& a) { return abs(a); }
+	};
+
+	// round
+#	if GLM_HAS_CXX11_STL
+		using ::std::round;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER genType round(genType x)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'round' only accept floating-point inputs");
+
+			return x < static_cast<genType>(0) ? static_cast<genType>(int(x - static_cast<genType>(0.5))) : static_cast<genType>(int(x + static_cast<genType>(0.5)));
+		}
+#	endif
+
+		template<typename T>
+		struct TRound {
+			T operator()(const T& a) { return round(a); }
+		};
+
+	// trunc
+#	if GLM_HAS_CXX11_STL
+		using ::std::trunc;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER genType trunc(genType x)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'trunc' only accept floating-point inputs");
+
+			return x < static_cast<genType>(0) ? -std::floor(-x) : std::floor(x);
+		}
+#	endif
+
+		template<typename T>
+		struct TTrunc {
+			T operator()(const T& a) { return trunc(a); }
+		};
+
+		template<typename T>
+		struct TFmod {
+			T operator()(const T& a, const T& b) { return std::fmod(a, b); }
+		};
+
+}//namespace glm
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_abs_vector
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return detail::functor1<vec, L, T, T, Q>::call(abs, x);
+		}
+	};
+
+	template<length_t L, typename T, typename U, qualifier Q, bool Aligned>
+	struct compute_mix_vector
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a");
+
+			return vec<L, T, Q>(vec<L, U, Q>(x) * (static_cast<U>(1) - a) + vec<L, U, Q>(y) * a);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_mix_vector<L, T, bool, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, bool, Q> const& a)
+		{
+			vec<L, T, Q> Result(0);
+			for(length_t i = 0; i < x.length(); ++i)
+				Result[i] = a[i] ? y[i] : x[i];
+			return Result;
+		}
+	};
+
+	template<length_t L, typename T, typename U, qualifier Q, bool Aligned>
+	struct compute_mix_scalar
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U const& a)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a");
+
+			return vec<L, T, Q>(vec<L, U, Q>(x) * (static_cast<U>(1) - a) + vec<L, U, Q>(y) * a);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_mix_scalar<L, T, bool, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y, bool const& a)
+		{
+			return a ? y : x;
+		}
+	};
+
+	template<typename T, typename U>
+	struct compute_mix
+	{
+		GLM_FUNC_QUALIFIER static T call(T const& x, T const& y, U const& a)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a");
+
+			return static_cast<T>(static_cast<U>(x) * (static_cast<U>(1) - a) + static_cast<U>(y) * a);
+		}
+	};
+
+	template<typename T>
+	struct compute_mix<T, bool>
+	{
+		GLM_FUNC_QUALIFIER static T call(T const& x, T const& y, bool const& a)
+		{
+			return a ? y : x;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool isFloat, bool Aligned>
+	struct compute_sign
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return vec<L, T, Q>(glm::lessThan(vec<L, T, Q>(0), x)) - vec<L, T, Q>(glm::lessThan(x, vec<L, T, Q>(0)));
+		}
+	};
+
+#	if GLM_ARCH == GLM_ARCH_X86
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_sign<L, T, Q, false, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			T const Shift(static_cast<T>(sizeof(T) * 8 - 1));
+			vec<L, T, Q> const y(vec<L, typename detail::make_unsigned<T>::type, Q>(-x) >> typename detail::make_unsigned<T>::type(Shift));
+
+			return (x >> Shift) | y;
+		}
+	};
+#	endif
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_floor
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return detail::functor1<vec, L, T, T, Q>::call(std::floor, x);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_ceil
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return detail::functor1<vec, L, T, T, Q>::call(std::ceil, x);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_fract
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return x - floor(x);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_trunc
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return detail::functor1<vec, L, T, T, Q>::call(trunc, x);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_round
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return detail::functor1<vec, L, T, T, Q>::call(round, x);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_mod
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'mod' only accept floating-point inputs. Include <glm/gtc/integer.hpp> for integer inputs.");
+			return a - b * floor(a / b);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_fma
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c)
+		{
+			return a * b + c;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_min_vector
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+		{
+			return detail::functor2<vec, L, T, Q>::call(TMin<T>(), x, y);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_max_vector
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+		{
+			return detail::functor2<vec, L, T, Q>::call(TMax<T>(), x, y);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_clamp_vector
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)
+		{
+			return min(max(x, minVal), maxVal);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_step_vector
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& edge, vec<L, T, Q> const& x)
+		{
+			return mix(vec<L, T, Q>(1), vec<L, T, Q>(0), glm::lessThan(x, edge));
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_smoothstep_vector
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'smoothstep' only accept floating-point inputs");
+			vec<L, T, Q> const tmp(clamp((x - edge0) / (edge1 - edge0), static_cast<T>(0), static_cast<T>(1)));
+			return tmp * tmp * (static_cast<T>(3) - static_cast<T>(2) * tmp);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct convert_vec3_to_vec4W0
+	{
+		GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<3, T, Q> const& a)
+		{
+			return vec<4, T, Q>(a.x, a.y, a.z, 0.0f);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct convert_vec3_to_vec4WZ
+	{
+		GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<3, T, Q> const& a)
+		{
+			return vec<4, T, Q>(a.x, a.y, a.z, a.z);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct convert_vec3_to_vec4W1
+	{
+		GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<3, T, Q> const& a)
+		{
+			return vec<4, T, Q>(a.x, a.y, a.z, 1.0f);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct convert_vec4_to_vec3
+	{
+		GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<3, T, Q> const& a)
+		{
+			return vec<4, T, Q>(a.x, a.y, a.z, 0.0f);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct convert_splat {
+		template<int c>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, T, Q> call(vec<L, T, Q> const& a)
+		{
+			vec<L, T, Q> v;
+			for (int i = 0; i < L; ++i)
+				v[i] = a[c];
+			return v;
+		}
+	};
+
+
+}//namespace detail
+
+	template<typename genFIType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genFIType abs(genFIType x)
+	{
+		return detail::compute_abs<genFIType, std::numeric_limits<genFIType>::is_signed>::call(x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> abs(vec<L, T, Q> const& x)
+	{
+		return detail::compute_abs_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	// sign
+	// fast and works for any type
+	template<typename genFIType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genFIType sign(genFIType x)
+	{
+		GLM_STATIC_ASSERT(
+			std::numeric_limits<genFIType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || (std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer),
+			"'sign' only accept signed inputs");
+
+		return detail::compute_sign<1, genFIType, defaultp,
+                                    std::numeric_limits<genFIType>::is_iec559, detail::is_aligned<highp>::value>::call(vec<1, genFIType>(x)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> sign(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(
+			std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || (std::numeric_limits<T>::is_signed && std::numeric_limits<T>::is_integer),
+			"'sign' only accept signed inputs");
+
+		return detail::compute_sign<L, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	// floor
+	using ::std::floor;
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> floor(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'floor' only accept floating-point inputs.");
+		return detail::compute_floor<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> trunc(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'trunc' only accept floating-point inputs");
+		return detail::compute_trunc<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> round(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'round' only accept floating-point inputs");
+		return detail::compute_round<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+/*
+	// roundEven
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType roundEven(genType const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'roundEven' only accept floating-point inputs");
+
+		return genType(int(x + genType(int(x) % 2)));
+	}
+*/
+
+	// roundEven
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType roundEven(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'roundEven' only accept floating-point inputs");
+
+		int Integer = static_cast<int>(x);
+		genType IntegerPart = static_cast<genType>(Integer);
+		genType FractionalPart = fract(x);
+
+		if(FractionalPart > static_cast<genType>(0.5) || FractionalPart < static_cast<genType>(0.5))
+		{
+			return round(x);
+		}
+		else if((Integer % 2) == 0)
+		{
+			return IntegerPart;
+		}
+		else if(x <= static_cast<genType>(0)) // Work around...
+		{
+			return IntegerPart - static_cast<genType>(1);
+		}
+		else
+		{
+			return IntegerPart + static_cast<genType>(1);
+		}
+		//else // Bug on MinGW 4.5.2
+		//{
+		//	return mix(IntegerPart + genType(-1), IntegerPart + genType(1), x <= genType(0));
+		//}
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> roundEven(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'roundEven' only accept floating-point inputs");
+		return detail::functor1<vec, L, T, T, Q>::call(roundEven, x);
+	}
+
+	// ceil
+	using ::std::ceil;
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> ceil(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'ceil' only accept floating-point inputs");
+		return detail::compute_ceil<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	// fract
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fract(genType x)
+	{
+		return fract(vec<1, genType>(x)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fract(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fract' only accept floating-point inputs");
+		return detail::compute_fract<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	// mod
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType mod(genType x, genType y)
+	{
+#		if (GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP)
+			// Another Cuda compiler bug https://github.com/g-truc/glm/issues/530
+			vec<1, genType, defaultp> Result(mod(vec<1, genType, defaultp>(x), y));
+			return Result.x;
+#		else
+			return mod(vec<1, genType, defaultp>(x), y).x;
+#		endif
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> mod(vec<L, T, Q> const& x, T y)
+	{
+		return detail::compute_mod<L, T, Q, detail::is_aligned<Q>::value>::call(x, vec<L, T, Q>(y));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> mod(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		return detail::compute_mod<L, T, Q, detail::is_aligned<Q>::value>::call(x, y);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fma(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c)
+	{
+		return detail::compute_fma<L, T, Q, detail::is_aligned<Q>::value>::call(a, b, c);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> xyz0(vec<3, T, Q> const& a)
+	{
+		return detail::convert_vec3_to_vec4W0<T, Q, detail::is_aligned<Q>::value>::call(a);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> xyz1(vec<3, T, Q> const& a)
+	{
+		return detail::convert_vec3_to_vec4W1<T, Q, detail::is_aligned<Q>::value>::call(a);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> xyzz(vec<3, T, Q> const& a)
+	{
+		return detail::convert_vec3_to_vec4WZ<T, Q, detail::is_aligned<Q>::value>::call(a);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> xyz(vec<4, T, Q> const& a)
+	{
+		return detail::convert_vec4_to_vec3<T, Q, detail::is_aligned<Q>::value>::call(a);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> splatX(vec<L, T, Q> const& a)
+	{
+		return detail::convert_splat<L, T, Q, detail::is_aligned<Q>::value>::template call<0>(a);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> splatY(vec<L, T, Q> const& a)
+	{
+		return detail::convert_splat<L, T, Q, detail::is_aligned<Q>::value>::template call<1>(a);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> splatZ(vec<L, T, Q> const& a)
+	{
+		return detail::convert_splat<L, T, Q, detail::is_aligned<Q>::value>::template call<2>(a);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> splatW(vec<L, T, Q> const& a)
+	{
+		return detail::convert_splat<L, T, Q, detail::is_aligned<Q>::value>::template call<3>(a);
+	}
+
+
+	// modf
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType modf(genType x, genType & i)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'modf' only accept floating-point inputs");
+		return std::modf(x, &i);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<1, T, Q> modf(vec<1, T, Q> const& x, vec<1, T, Q> & i)
+	{
+		return vec<1, T, Q>(
+			modf(x.x, i.x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, T, Q> modf(vec<2, T, Q> const& x, vec<2, T, Q> & i)
+	{
+		return vec<2, T, Q>(
+			modf(x.x, i.x),
+			modf(x.y, i.y));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> modf(vec<3, T, Q> const& x, vec<3, T, Q> & i)
+	{
+		return vec<3, T, Q>(
+			modf(x.x, i.x),
+			modf(x.y, i.y),
+			modf(x.z, i.z));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> modf(vec<4, T, Q> const& x, vec<4, T, Q> & i)
+	{
+		return vec<4, T, Q>(
+			modf(x.x, i.x),
+			modf(x.y, i.y),
+			modf(x.z, i.z),
+			modf(x.w, i.w));
+	}
+
+	//// Only valid if (INT_MIN <= x-y <= INT_MAX)
+	//// min(x,y)
+	//r = y + ((x - y) & ((x - y) >> (sizeof(int) *
+	//CHAR_BIT - 1)));
+	//// max(x,y)
+	//r = x - ((x - y) & ((x - y) >> (sizeof(int) *
+	//CHAR_BIT - 1)));
+
+	// min
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, T b)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<T>::is_integer, "'min' only accept floating-point or integer inputs");
+		return detail::compute_min_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, vec<L, T, Q>(b));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+	{
+		return detail::compute_min_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, b);
+	}
+
+	// max
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& a, T b)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<T>::is_integer, "'max' only accept floating-point or integer inputs");
+		return detail::compute_max_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, vec<L, T, Q>(b));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+	{
+		return detail::compute_max_vector<L, T, Q, detail::is_aligned<Q>::value>::call(a, b);
+	}
+
+	// clamp
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<genType>::is_integer, "'clamp' only accept floating-point or integer inputs");
+		return min(max(x, minVal), maxVal);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, T minVal, T maxVal)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<T>::is_integer, "'clamp' only accept floating-point or integer inputs");
+		return detail::compute_clamp_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x, vec<L, T, Q>(minVal), vec<L, T, Q>(maxVal));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<T>::is_integer, "'clamp' only accept floating-point or integer inputs");
+		return detail::compute_clamp_vector<L, T, Q, detail::is_aligned<Q>::value>::call(x, minVal, maxVal);
+	}
+
+	template<typename genTypeT, typename genTypeU>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genTypeT mix(genTypeT x, genTypeT y, genTypeU a)
+	{
+		return detail::compute_mix<genTypeT, genTypeU>::call(x, y, a);
+	}
+
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U a)
+	{
+		return detail::compute_mix_scalar<L, T, U, Q, detail::is_aligned<Q>::value>::call(x, y, a);
+	}
+
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a)
+	{
+		return detail::compute_mix_vector<L, T, U, Q, detail::is_aligned<Q>::value>::call(x, y, a);
+	}
+
+	// step
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType step(genType edge, genType x)
+	{
+		return mix(static_cast<genType>(1), static_cast<genType>(0), x < edge);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> step(T edge, vec<L, T, Q> const& x)
+	{
+		return detail::compute_step_vector<L, T, Q, detail::is_aligned<Q>::value>::call(vec<L, T, Q>(edge), x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> step(vec<L, T, Q> const& edge, vec<L, T, Q> const& x)
+	{
+		return detail::compute_step_vector<L, T, Q, detail::is_aligned<Q>::value>::call(edge, x);
+	}
+
+	// smoothstep
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType smoothstep(genType edge0, genType edge1, genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'smoothstep' only accept floating-point inputs");
+
+		genType const tmp(clamp((x - edge0) / (edge1 - edge0), genType(0), genType(1)));
+		return tmp * tmp * (genType(3) - genType(2) * tmp);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> smoothstep(T edge0, T edge1, vec<L, T, Q> const& x)
+	{
+		return detail::compute_smoothstep_vector<L, T, Q, detail::is_aligned<Q>::value>::call(vec<L, T, Q>(edge0), vec<L, T, Q>(edge1), x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> smoothstep(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x)
+	{
+		return detail::compute_smoothstep_vector<L, T, Q, detail::is_aligned<Q>::value>::call(edge0, edge1, x);
+	}
+
+#	if GLM_HAS_CXX11_STL
+		using std::isnan;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER bool isnan(genType x)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isnan' only accept floating-point inputs");
+
+#			if GLM_HAS_CXX11_STL
+				return std::isnan(x);
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+				return _isnan(x) != 0;
+#			elif GLM_COMPILER & GLM_COMPILER_INTEL
+#				if GLM_PLATFORM & GLM_PLATFORM_WINDOWS
+					return _isnan(x) != 0;
+#				else
+					return ::isnan(x) != 0;
+#				endif
+#			elif (GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)) && (GLM_PLATFORM & GLM_PLATFORM_ANDROID) && __cplusplus < 201103L
+				return _isnan(x) != 0;
+#			elif (GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP)
+				return ::isnan(x) != 0;
+#			else
+				return std::isnan(x);
+#			endif
+		}
+#	endif
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> isnan(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isnan' only accept floating-point inputs");
+
+		vec<L, bool, Q> Result(0);
+		for (length_t l = 0; l < v.length(); ++l)
+			Result[l] = glm::isnan(v[l]);
+		return Result;
+	}
+
+#	if GLM_HAS_CXX11_STL
+		using std::isinf;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER bool isinf(genType x)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isinf' only accept floating-point inputs");
+
+#			if GLM_HAS_CXX11_STL
+				return std::isinf(x);
+#			elif GLM_COMPILER & (GLM_COMPILER_INTEL | GLM_COMPILER_VC)
+#				if(GLM_PLATFORM & GLM_PLATFORM_WINDOWS)
+					return _fpclass(x) == _FPCLASS_NINF || _fpclass(x) == _FPCLASS_PINF;
+#				else
+					return ::isinf(x);
+#				endif
+#			elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)
+#				if(GLM_PLATFORM & GLM_PLATFORM_ANDROID && __cplusplus < 201103L)
+					return _isinf(x) != 0;
+#				else
+					return std::isinf(x);
+#				endif
+#			elif (GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP)
+				// http://developer.download.nvidia.com/compute/cuda/4_2/rel/toolkit/docs/online/group__CUDA__MATH__DOUBLE_g13431dd2b40b51f9139cbb7f50c18fab.html#g13431dd2b40b51f9139cbb7f50c18fab
+				return ::isinf(double(x)) != 0;
+#			else
+				return std::isinf(x);
+#			endif
+	}
+#	endif
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> isinf(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isinf' only accept floating-point inputs");
+
+		vec<L, bool, Q> Result(0);
+		for (length_t l = 0; l < v.length(); ++l)
+			Result[l] = glm::isinf(v[l]);
+		return Result;
+	}
+
+	GLM_FUNC_QUALIFIER int floatBitsToInt(float v)
+	{
+		union
+		{
+			float in;
+			int out;
+		} u;
+
+		u.in = v;
+
+		return u.out;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int, Q> floatBitsToInt(vec<L, float, Q> const& v)
+	{
+		return detail::functor1<vec, L, int, float, Q>::call(floatBitsToInt, v);
+	}
+
+	GLM_FUNC_QUALIFIER uint floatBitsToUint(float v)
+	{
+		union
+		{
+			float in;
+			uint out;
+		} u;
+
+		u.in = v;
+
+		return u.out;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, uint, Q> floatBitsToUint(vec<L, float, Q> const& v)
+	{
+		return detail::functor1<vec, L, uint, float, Q>::call(floatBitsToUint, v);
+	}
+
+	GLM_FUNC_QUALIFIER float intBitsToFloat(int v)
+	{
+		union
+		{
+			int in;
+			float out;
+		} u;
+
+		u.in = v;
+
+		return u.out;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, float, Q> intBitsToFloat(vec<L, int, Q> const& v)
+	{
+		return detail::functor1<vec, L, float, int, Q>::call(intBitsToFloat, v);
+	}
+
+	GLM_FUNC_QUALIFIER float uintBitsToFloat(uint v)
+	{
+		union
+		{
+			uint in;
+			float out;
+		} u;
+
+		u.in = v;
+
+		return u.out;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, float, Q> uintBitsToFloat(vec<L, uint, Q> const& v)
+	{
+		return reinterpret_cast<vec<L, float, Q>&>(const_cast<vec<L, uint, Q>&>(v));
+	}
+
+#	if GLM_HAS_CXX11_STL
+		using std::fma;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER genType fma(genType const& a, genType const& b, genType const& c)
+		{
+			return a * b + c;
+		}
+#	endif
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType frexp(genType x, int& exp)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'frexp' only accept floating-point inputs");
+
+		return std::frexp(x, &exp);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> frexp(vec<L, T, Q> const& v, vec<L, int, Q>& exp)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'frexp' only accept floating-point inputs");
+
+		vec<L, T, Q> Result(0);
+		for (length_t l = 0; l < v.length(); ++l)
+			Result[l] = std::frexp(v[l], &exp[l]);
+		return Result;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType ldexp(genType const& x, int const& exp)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'ldexp' only accept floating-point inputs");
+
+		return std::ldexp(x, exp);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> ldexp(vec<L, T, Q> const& v, vec<L, int, Q> const& exp)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'ldexp' only accept floating-point inputs");
+
+		vec<L, T, Q> Result(0);
+		for (length_t l = 0; l < v.length(); ++l)
+			Result[l] = std::ldexp(v[l], exp[l]);
+		return Result;
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "func_common_simd.inl"
+#endif
diff --git a/third_party/glm/detail/func_common_simd.inl b/third_party/glm/detail/func_common_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..55c72286e45c78672170064edfb499af99c54872
--- /dev/null
+++ b/third_party/glm/detail/func_common_simd.inl
@@ -0,0 +1,613 @@
+/// @ref core
+/// @file glm/detail/func_common_simd.inl
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+#include "../simd/common.h"
+
+#include <immintrin.h>
+
+namespace glm{
+namespace detail
+{
+	template<qualifier Q>
+	struct compute_abs_vector<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
+		{
+			vec<4, float, Q> result;
+			result.data = glm_vec4_abs(v.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_abs_vector<4, int, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v)
+		{
+			vec<4, int, Q> result;
+			result.data = glm_ivec4_abs(v.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_floor<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
+		{
+			vec<4, float, Q> result;
+			result.data = glm_vec4_floor(v.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_ceil<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
+		{
+			vec<4, float, Q> result;
+			result.data = glm_vec4_ceil(v.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_fract<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
+		{
+			vec<4, float, Q> result;
+			result.data = glm_vec4_fract(v.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_round<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
+		{
+			vec<4, float, Q> result;
+			result.data = glm_vec4_round(v.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_mod<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)
+		{
+			vec<4, float, Q> result;
+			result.data = glm_vec4_mod(x.data, y.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_min_vector<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)
+		{
+			vec<4, float, Q> result;
+			result.data = _mm_min_ps(v1.data, v2.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_min_vector<4, int, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)
+		{
+			vec<4, int, Q> result;
+			result.data = _mm_min_epi32(v1.data, v2.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_min_vector<4, uint, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)
+		{
+			vec<4, uint, Q> result;
+			result.data = _mm_min_epu32(v1.data, v2.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_max_vector<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)
+		{
+			vec<4, float, Q> result;
+			result.data = _mm_max_ps(v1.data, v2.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_max_vector<4, int, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)
+		{
+			vec<4, int, Q> result;
+			result.data = _mm_max_epi32(v1.data, v2.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_max_vector<4, uint, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)
+		{
+			vec<4, uint, Q> result;
+			result.data = _mm_max_epu32(v1.data, v2.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_clamp_vector<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& minVal, vec<4, float, Q> const& maxVal)
+		{
+			vec<4, float, Q> result;
+			result.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_clamp_vector<4, int, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& x, vec<4, int, Q> const& minVal, vec<4, int, Q> const& maxVal)
+		{
+			vec<4, int, Q> result;
+			result.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_clamp_vector<4, uint, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& x, vec<4, uint, Q> const& minVal, vec<4, uint, Q> const& maxVal)
+		{
+			vec<4, uint, Q> result;
+			result.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data);
+			return result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_mix_vector<4, float, bool, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y, vec<4, bool, Q> const& a)
+		{
+			__m128i const Load = _mm_set_epi32(-static_cast<int>(a.w), -static_cast<int>(a.z), -static_cast<int>(a.y), -static_cast<int>(a.x));
+			__m128 const Mask = _mm_castsi128_ps(Load);
+
+			vec<4, float, Q> Result;
+#			if 0 && GLM_ARCH & GLM_ARCH_AVX
+				Result.data = _mm_blendv_ps(x.data, y.data, Mask);
+#			else
+				Result.data = _mm_or_ps(_mm_and_ps(Mask, y.data), _mm_andnot_ps(Mask, x.data));
+#			endif
+			return Result;
+		}
+	};
+/* FIXME
+	template<qualifier Q>
+	struct compute_step_vector<float, Q, tvec4>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge, vec<4, float, Q> const& x)
+		{
+			vec<4, float, Q> Result;
+			result.data = glm_vec4_step(edge.data, x.data);
+			return result;
+		}
+	};
+*/
+	template<qualifier Q>
+	struct compute_smoothstep_vector<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge0, vec<4, float, Q> const& edge1, vec<4, float, Q> const& x)
+		{
+			vec<4, float, Q> Result;
+			Result.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data);
+			return Result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_fma<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b, vec<4, float, Q> const& c)
+		{
+			vec<4, float, Q> Result;
+			Result.data = glm_vec4_fma(a.data, b.data, c.data);
+			return Result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_fma<3, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& a, vec<3, float, Q> const& b, vec<3, float, Q> const& c)
+		{
+			vec<3, float, Q> Result;
+			Result.data = glm_vec4_fma(a.data, b.data, c.data);
+			return Result;
+		}
+	};
+
+
+	template<qualifier Q>
+	struct compute_fma<4, double, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b, vec<4, double, Q> const& c)
+		{
+			vec<4, double, Q> Result;
+#	if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG)
+			Result.data = _mm256_fmadd_pd(a.data, b.data, c.data);
+#	elif (GLM_ARCH & GLM_ARCH_AVX_BIT)
+			Result.data = _mm256_add_pd(_mm256_mul_pd(a.data, b.data), c.data);
+#	else
+			Result.data.setv(0, _mm_add_pd(_mm_mul_pd(a.data.getv(0), b.data.getv(0)), c.data.getv(0)));
+			Result.data.setv(1, _mm_add_pd(_mm_mul_pd(a.data.getv(1), b.data.getv(1)), c.data.getv(1)));
+#	endif
+			return Result;
+		}
+	};
+
+	// copy vec3 to vec4 and set w to 0
+	template<qualifier Q>
+	struct convert_vec3_to_vec4W0<float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<3, float, Q> const& a)
+		{
+			vec<4, float, Q> v;
+#if (GLM_ARCH & GLM_ARCH_SSE41_BIT)
+			v.data = _mm_blend_ps(a.data, _mm_setzero_ps(), 8);
+#else
+			__m128i mask = _mm_set_epi32(0, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+			__m128 v0 = _mm_castsi128_ps(_mm_and_si128(_mm_castps_si128(a.data), mask));
+			v.data = v0;
+#endif
+			return v;
+		}
+	};
+
+	// copy vec3 to vec4 and set w to 1
+	template<qualifier Q>
+	struct convert_vec3_to_vec4W1<float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<3, float, Q> const& a)
+		{
+			vec<4, float, Q> v;
+#if (GLM_ARCH & GLM_ARCH_SSE41_BIT)
+			v.data = _mm_blend_ps(a.data, _mm_set1_ps(1.0f), 8);
+#else
+			__m128 t1 = _mm_shuffle_ps(a.data, a.data, _MM_SHUFFLE(0, 2, 1, 3)); //permute x, w
+			__m128 t2 = _mm_move_ss(t1, _mm_set_ss(1.0f)); // set x to 1.0f
+			v.data = _mm_shuffle_ps(t2, t2, _MM_SHUFFLE(0, 2, 1, 3)); //permute x, w
+#endif
+			return v;
+		}
+	};
+
+	// copy vec3 to vec4 and set w to vec3.z
+	template<qualifier Q>
+	struct convert_vec3_to_vec4WZ<float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<3, float, Q> const& a)
+		{
+			vec<4, float, Q> v;
+			v.data = _mm_shuffle_ps(a.data, a.data, _MM_SHUFFLE(2, 2, 1, 0));
+			return v;
+		}
+	};
+
+	// copy vec3 to vec4 and set w to 0
+	template<qualifier Q>
+	struct convert_vec3_to_vec4W0<double, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, double, Q> call(vec<3, double, Q> const& a)
+		{
+			vec<4, double, Q> v;
+#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+			v.data = _mm256_blend_pd(a.data, _mm256_setzero_pd(), 8);
+#else
+			v.data.setv(0, a.data.getv(0));
+			glm_dvec2 av2 = a.data.getv(1);
+			av2 = _mm_shuffle_pd(av2, _mm_setzero_pd(), 2);
+			v.data.setv(1, av2);
+#endif
+			return v;
+		}
+	};
+
+	// copy vec3 to vec4 and set w to vec3.z
+	template<qualifier Q>
+	struct convert_vec3_to_vec4WZ<double, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, double, Q> call(vec<3, double, Q> const& a)
+		{
+			vec<4, double, Q> v;
+#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+			v.data = _mm256_permute_pd(a.data, 2);
+#else
+			v.data.setv(0, a.data.getv(0));
+			glm_dvec2 av2 = a.data.getv(1);
+			__m128d t1 = _mm_shuffle_pd(av2, av2, 0);
+			v.data.setv(1, t1);
+#endif
+			return v;
+		}
+	};
+
+	// copy vec3 to vec4 and set w to 1
+	template<qualifier Q>
+	struct convert_vec3_to_vec4W1<double, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, double, Q> call(vec<3, double, Q> const& a)
+		{
+			vec<4, double, Q> v;
+#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+			v.data = _mm256_blend_pd(a.data, _mm256_set1_pd(1.0), 8);
+#else
+			v.data.setv(0, a.data.getv(0));
+			glm_dvec2 av2 = a.data.getv(1);
+			av2 = _mm_shuffle_pd(av2, _mm_set1_pd(1.), 2);
+			v.data.setv(1, av2);
+#endif
+			return v;
+		}
+	};
+
+	template<qualifier Q>
+	struct convert_vec4_to_vec3<float, Q, true> {
+		GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<4, float, Q> const& a)
+		{
+			vec<3, float, Q> v;
+			v.data = a.data;
+			return v;
+		}
+	};
+
+	template<qualifier Q>
+	struct convert_vec4_to_vec3<double, Q, true> {
+		GLM_FUNC_QUALIFIER static vec<3, double, Q> call(vec<4, double, Q> const& a)
+		{
+			vec<3, double, Q> v;
+#if GLM_ARCH & GLM_ARCH_AVX_BIT
+			v.data = a.data;
+#else
+			v.data.setv(0, a.data.getv(0));
+			v.data.setv(1, a.data.getv(1));
+#endif
+			return v;
+		}
+	};
+
+
+	// set all coordinates to same value vec[c]
+	template<length_t L, qualifier Q>
+	struct convert_splat<L, float, Q, true> {
+		template<int c>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, float, Q> call(vec<L, float, Q> const& a)
+		{
+			vec<L, float, Q> Result;
+			const int s = _MM_SHUFFLE(c, c, c, c);
+			glm_f32vec4 va = static_cast<glm_f32vec4>(a.data);
+#			if GLM_ARCH & GLM_ARCH_AVX_BIT
+			Result.data = _mm_permute_ps(va, s);
+#			else
+			Result.data = _mm_shuffle_ps(va, va, s);
+#			endif
+			return Result;
+		}
+	};
+
+	// set all coordinates to same value vec[c]
+	template<length_t L, qualifier Q>
+	struct convert_splat<L, double, Q, true> {
+
+		template<bool, int c>
+		struct detailSSE
+		{};
+
+		template<int c>
+		struct detailSSE<true, c>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
+			{
+				vec<L, double, Q> Result;
+				glm_f64vec2 r0 = _mm_shuffle_pd(a.data.getv(0), a.data.getv(0), c | c << 1);
+				Result.data.setv(0, r0);
+				Result.data.setv(1, r0);
+				return Result;
+			}
+		};
+
+		template<int c>
+		struct detailSSE<false, c>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
+			{
+				vec<L, double, Q> Result;
+				const unsigned int d = static_cast<unsigned int>(c - 2);
+				glm_f64vec2 r0 = _mm_shuffle_pd(a.data.getv(1), a.data.getv(1), d | d << 1);
+				Result.data.setv(0, r0);
+				Result.data.setv(1, r0);
+				return Result;
+			}
+		};
+
+#if GLM_ARCH & GLM_ARCH_AVX_BIT
+		template<bool, int c> //note: bool is useless but needed to compil on linux (gcc)
+		struct detailAVX
+		{};
+
+		template<bool b>
+		struct detailAVX<b, 0>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
+			{
+				vec<L, double, Q> Result;
+				__m256d t1 = _mm256_permute2f128_pd(a.data, a.data, 0x0);
+				Result.data = _mm256_permute_pd(t1, 0);
+				return Result;
+			}
+		};
+
+		template<bool b>
+		struct detailAVX<b, 1>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
+			{
+				vec<L, double, Q> Result;
+				__m256d t1 = _mm256_permute2f128_pd(a.data, a.data, 0x0);
+				Result.data = _mm256_permute_pd(t1, 0xf);
+				return Result;
+			}
+		};
+
+		template<bool b>
+		struct detailAVX<b, 2>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
+			{
+				vec<L, double, Q> Result;
+				__m256d t2 = _mm256_permute2f128_pd(a.data, a.data, 0x11);
+				Result.data = _mm256_permute_pd(t2, 0x0);
+				return Result;
+			}
+		};
+
+		template<bool b>
+		struct detailAVX<b, 3>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
+			{
+				vec<L, double, Q> Result;
+				__m256d t2 = _mm256_permute2f128_pd(a.data, a.data, 0x11);
+				Result.data = _mm256_permute_pd(t2, 0xf);
+				return Result;
+			}
+		};
+#endif //GLM_ARCH & GLM_ARCH_AVX_BIT
+
+		template<int c>
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
+		{
+			//return compute_splat<L, double, Q, false>::call<c>(a);
+			vec<L, double, Q> Result;
+#	if GLM_ARCH & GLM_ARCH_AVX2_BIT
+			Result.data = _mm256_permute4x64_pd(a.data, _MM_SHUFFLE(c, c, c, c));
+#	elif GLM_ARCH & GLM_ARCH_AVX_BIT
+			Result = detailAVX<true, c>::call(a);
+#	else
+#if 1 //detail<(c <= 1), c>::call2(a) is equivalent to following code but without if constexpr usage
+			Result = detailSSE<(c <= 1), c>::call(a);
+#else
+			if constexpr (c <= 1)
+			{
+				glm_f64vec2 r0 = _mm_shuffle_pd(a.data.getv(0), a.data.getv(0), c | c << 1);
+				Result.data.setv(0, r0);
+				Result.data.setv(1, r0);
+			}
+			else
+			{
+				const unsigned int d = (unsigned int)(c - 2);
+				glm_f64vec2 r0 = _mm_shuffle_pd(a.data.getv(1), a.data.getv(1), d | d << 1);
+				Result.data.setv(0, r0);
+				Result.data.setv(1, r0);
+			}
+#endif
+#			endif
+			return Result;
+		}
+	};
+
+
+}//namespace detail
+}//namespace glm
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+#if GLM_ARCH & GLM_ARCH_NEON_BIT
+namespace glm {
+	namespace detail {
+
+		template<qualifier Q>
+		struct convert_vec3_to_vec4W0<float, Q, true>
+		{
+			GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<3, float, Q> const& a)
+			{
+				vec<4, float, Q> v;
+				static const uint32x4_t mask = { 0, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF };
+				v.data = vbslq_f32(mask, a.data, vdupq_n_f32(0));
+				return v;
+			}
+		};
+
+		template<qualifier Q>
+		struct convert_vec4_to_vec3<float, Q, true> {
+			GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<4, float, Q> const& a)
+			{
+				vec<3, float, Q> v;
+				v.data = a.data;
+				return v;
+			}
+		};
+
+		template<length_t L, qualifier Q>
+		struct compute_splat<L, float, Q, true> {
+			template<int c>
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, float, Q> call(vec<L, float, Q> const& a)
+			{}
+
+			template<>
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, float, Q> call<0>(vec<L, float, Q> const& a)
+			{
+				vec<L, float, Q> Result;
+				Result.data = vdupq_lane_f32(vget_low_f32(a.data), 0);
+				return Result;
+			}
+
+			template<>
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, float, Q> call<1>(vec<L, float, Q> const& a)
+			{
+				vec<L, float, Q> Result;
+				Result.data = vdupq_lane_f32(vget_low_f32(a.data), 1);
+				return Result;
+			}
+
+			template<>
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, float, Q> call<2>(vec<L, float, Q> const& a)
+			{
+				vec<L, float, Q> Result;
+				Result.data = vdupq_lane_f32(vget_high_f32(a.data), 0);
+				return Result;
+			}
+
+			template<>
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, float, Q> call<3>(vec<L, float, Q> const& a)
+			{
+				vec<L, float, Q> Result;
+				Result.data = vdupq_lane_f32(vget_high_f32(a.data), 1);
+				return Result;
+			}
+	};
+
+}//namespace detail
+}//namespace glm
+#endif //GLM_ARCH & GLM_ARCH_NEON_BIT
diff --git a/third_party/glm/detail/func_exponential.inl b/third_party/glm/detail/func_exponential.inl
new file mode 100644
index 0000000000000000000000000000000000000000..7b91f140dd05b26a4bdba41054d3c4162768e1bd
--- /dev/null
+++ b/third_party/glm/detail/func_exponential.inl
@@ -0,0 +1,152 @@
+/// @ref core
+/// @file glm/detail/func_exponential.inl
+
+#include "../vector_relational.hpp"
+#include "_vectorize.hpp"
+#include <limits>
+#include <cmath>
+#include <cassert>
+
+namespace glm{
+namespace detail
+{
+#	if GLM_HAS_CXX11_STL
+		using std::log2;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER genType log2(genType Value)
+		{
+			return std::log(Value) * static_cast<genType>(1.4426950408889634073599246810019);
+		}
+#	endif
+
+	template<length_t L, typename T, qualifier Q, bool isFloat, bool Aligned>
+	struct compute_log2
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'log2' only accept floating-point inputs. Include <glm/gtc/integer.hpp> for integer inputs.");
+
+			return detail::functor1<vec, L, T, T, Q>::call(log2, v);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_sqrt
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return detail::functor1<vec, L, T, T, Q>::call(std::sqrt, x);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_inversesqrt
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			return static_cast<T>(1) / sqrt(x);
+		}
+	};
+
+	template<length_t L, bool Aligned>
+	struct compute_inversesqrt<L, float, lowp, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, float, lowp> call(vec<L, float, lowp> const& x)
+		{
+			vec<L, float, lowp> tmp(x);
+			vec<L, float, lowp> xhalf(tmp * 0.5f);
+			vec<L, uint, lowp>* p = reinterpret_cast<vec<L, uint, lowp>*>(const_cast<vec<L, float, lowp>*>(&x));
+			vec<L, uint, lowp> i = vec<L, uint, lowp>(0x5f375a86) - (*p >> vec<L, uint, lowp>(1));
+			vec<L, float, lowp>* ptmp = reinterpret_cast<vec<L, float, lowp>*>(&i);
+			tmp = *ptmp;
+			tmp = tmp * (1.5f - xhalf * tmp * tmp);
+			return tmp;
+		}
+	};
+}//namespace detail
+
+	// pow
+	using std::pow;
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> pow(vec<L, T, Q> const& base, vec<L, T, Q> const& exponent)
+	{
+		return detail::functor2<vec, L, T, Q>::call(pow, base, exponent);
+	}
+
+	// exp
+	using std::exp;
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> exp(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(exp, x);
+	}
+
+	// log
+	using std::log;
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> log(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(log, x);
+	}
+
+#   if GLM_HAS_CXX11_STL
+    using std::exp2;
+#   else
+	//exp2, ln2 = 0.69314718055994530941723212145818f
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType exp2(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'exp2' only accept floating-point inputs");
+
+		return std::exp(static_cast<genType>(0.69314718055994530941723212145818) * x);
+	}
+#   endif
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> exp2(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(exp2, x);
+	}
+
+	// log2, ln2 = 0.69314718055994530941723212145818f
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType log2(genType x)
+	{
+		return log2(vec<1, genType>(x)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> log2(vec<L, T, Q> const& x)
+	{
+		return detail::compute_log2<L, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	// sqrt
+	using std::sqrt;
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> sqrt(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'sqrt' only accept floating-point inputs");
+		return detail::compute_sqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	// inversesqrt
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType inversesqrt(genType x)
+	{
+		return static_cast<genType>(1) / sqrt(x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> inversesqrt(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'inversesqrt' only accept floating-point inputs");
+		return detail::compute_inversesqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "func_exponential_simd.inl"
+#endif
+
diff --git a/third_party/glm/detail/func_exponential_simd.inl b/third_party/glm/detail/func_exponential_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..fb78951727f1c5e419418fbac9394322f579f1c4
--- /dev/null
+++ b/third_party/glm/detail/func_exponential_simd.inl
@@ -0,0 +1,37 @@
+/// @ref core
+/// @file glm/detail/func_exponential_simd.inl
+
+#include "../simd/exponential.h"
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+namespace glm{
+namespace detail
+{
+	template<qualifier Q>
+	struct compute_sqrt<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
+		{
+			vec<4, float, Q> Result;
+			Result.data = _mm_sqrt_ps(v.data);
+			return Result;
+		}
+	};
+
+#	if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+	template<>
+	struct compute_sqrt<4, float, aligned_lowp, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& v)
+		{
+			vec<4, float, aligned_lowp> Result;
+			Result.data = glm_vec4_sqrt_lowp(v.data);
+			return Result;
+		}
+	};
+#	endif
+}//namespace detail
+}//namespace glm
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/detail/func_geometric.inl b/third_party/glm/detail/func_geometric.inl
new file mode 100644
index 0000000000000000000000000000000000000000..8f3cc7734c0329e4ab902fb8c399be1dc4ba622c
--- /dev/null
+++ b/third_party/glm/detail/func_geometric.inl
@@ -0,0 +1,259 @@
+#include "../exponential.hpp"
+#include "../common.hpp"
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_length
+	{
+		GLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& v)
+		{
+			return sqrt(dot(v, v));
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_distance
+	{
+		GLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)
+		{
+			return length(p1 - p0);
+		}
+	};
+
+	template<typename V, typename T, bool Aligned>
+	struct compute_dot{};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_dot<vec<1, T, Q>, T, Aligned>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(vec<1, T, Q> const& a, vec<1, T, Q> const& b)
+		{
+			return a.x * b.x;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_dot<vec<2, T, Q>, T, Aligned>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(vec<2, T, Q> const& a, vec<2, T, Q> const& b)
+		{
+			vec<2, T, Q> tmp(a * b);
+			return tmp.x + tmp.y;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_dot<vec<3, T, Q>, T, Aligned>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(vec<3, T, Q> const& a, vec<3, T, Q> const& b)
+		{
+			vec<3, T, Q> tmp(a * b);
+			return tmp.x + tmp.y + tmp.z;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_dot<vec<4, T, Q>, T, Aligned>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(vec<4, T, Q> const& a, vec<4, T, Q> const& b)
+		{
+			// VS 17.7.4 generates longer assembly (~20 instructions vs 11 instructions)
+			#if defined(_MSC_VER)
+				return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
+			#else
+				vec<4, T, Q> tmp(a * b);
+				return (tmp.x + tmp.y) + (tmp.z + tmp.w);
+			#endif
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_cross
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, T, Q> call(vec<3, T, Q> const& x, vec<3, T, Q> const& y)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'cross' accepts only floating-point inputs");
+
+			return vec<3, T, Q>(
+				x.y * y.z - y.y * x.z,
+				x.z * y.x - y.z * x.x,
+				x.x * y.y - y.x * x.y);
+		}
+
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& x, vec<4, T, Q> const& y)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'cross' accepts only floating-point inputs");
+
+			return vec<4, T, Q>(
+				x.y * y.z - y.y * x.z,
+				x.z * y.x - y.z * x.x,
+				x.x * y.y - y.x * x.y,
+				0.0f);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_normalize
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'normalize' accepts only floating-point inputs");
+
+			return v * inversesqrt(dot(v, v));
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_faceforward
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& N, vec<L, T, Q> const& I, vec<L, T, Q> const& Nref)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'normalize' accepts only floating-point inputs");
+
+			return dot(Nref, I) < static_cast<T>(0) ? N : -N;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_reflect
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& I, vec<L, T, Q> const& N)
+		{
+			return I - N * dot(N, I) * static_cast<T>(2);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_refract
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& I, vec<L, T, Q> const& N, T eta)
+		{
+			T const dotValue(dot(N, I));
+			T const k(static_cast<T>(1) - eta * eta * (static_cast<T>(1) - dotValue * dotValue));
+			vec<L, T, Q> const Result =
+                (k >= static_cast<T>(0)) ? (eta * I - (eta * dotValue + std::sqrt(k)) * N) : vec<L, T, Q>(0);
+			return Result;
+		}
+	};
+}//namespace detail
+
+	// length
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType length(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'length' accepts only floating-point inputs");
+
+		return abs(x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T length(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'length' accepts only floating-point inputs");
+
+		return detail::compute_length<L, T, Q, detail::is_aligned<Q>::value>::call(v);
+	}
+
+	// distance
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType distance(genType const& p0, genType const& p1)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'distance' accepts only floating-point inputs");
+
+		return length(p1 - p0);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T distance(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)
+	{
+		return detail::compute_distance<L, T, Q, detail::is_aligned<Q>::value>::call(p0, p1);
+	}
+
+	// dot
+	template<typename T>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T dot(T x, T y)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'dot' accepts only floating-point inputs");
+		return x * y;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T dot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'dot' accepts only floating-point inputs");
+		return detail::compute_dot<vec<L, T, Q>, T, detail::is_aligned<Q>::value>::call(x, y);
+	}
+
+	// cross
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y)
+	{
+		return detail::compute_cross<T, Q, detail::is_aligned<Q>::value>::call(x, y);
+	}
+/*
+	// normalize
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType normalize(genType const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'normalize' accepts only floating-point inputs");
+
+		return x < genType(0) ? genType(-1) : genType(1);
+	}
+*/
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> normalize(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'normalize' accepts only floating-point inputs");
+
+		return detail::compute_normalize<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	// faceforward
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType faceforward(genType const& N, genType const& I, genType const& Nref)
+	{
+		return dot(Nref, I) < static_cast<genType>(0) ? N : -N;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> faceforward(vec<L, T, Q> const& N, vec<L, T, Q> const& I, vec<L, T, Q> const& Nref)
+	{
+		return detail::compute_faceforward<L, T, Q, detail::is_aligned<Q>::value>::call(N, I, Nref);
+	}
+
+	// reflect
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType reflect(genType const& I, genType const& N)
+	{
+		return I - N * dot(N, I) * genType(2);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> reflect(vec<L, T, Q> const& I, vec<L, T, Q> const& N)
+	{
+		return detail::compute_reflect<L, T, Q, detail::is_aligned<Q>::value>::call(I, N);
+	}
+
+	// refract
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType refract(genType const& I, genType const& N, genType eta)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'refract' accepts only floating-point inputs");
+		genType const dotValue(dot(N, I));
+		genType const k(static_cast<genType>(1) - eta * eta * (static_cast<genType>(1) - dotValue * dotValue));
+		return (eta * I - (eta * dotValue + sqrt(k)) * N) * static_cast<genType>(k >= static_cast<genType>(0));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> refract(vec<L, T, Q> const& I, vec<L, T, Q> const& N, T eta)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'refract' accepts only floating-point inputs");
+		return detail::compute_refract<L, T, Q, detail::is_aligned<Q>::value>::call(I, N, eta);
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "func_geometric_simd.inl"
+#endif
diff --git a/third_party/glm/detail/func_geometric_simd.inl b/third_party/glm/detail/func_geometric_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..4c7f56bf6f99a22455f2cd070ba676bcaf05df60
--- /dev/null
+++ b/third_party/glm/detail/func_geometric_simd.inl
@@ -0,0 +1,181 @@
+/// @ref core
+/// @file glm/detail/func_geometric_simd.inl
+
+#include "../simd/geometric.h"
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+namespace glm{
+namespace detail
+{
+	template<qualifier Q>
+	struct compute_length<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v)
+		{
+			return _mm_cvtss_f32(glm_vec4_length(v.data));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_distance<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1)
+		{
+			return _mm_cvtss_f32(glm_vec4_distance(p0.data, p1.data));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_dot<vec<4, float, Q>, float, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)
+		{
+			return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_dot<vec<3, float, Q>, float, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(vec<3, float, Q> const& a, vec<3, float, Q> const& b)
+		{
+			vec<4, float, Q> aa = xyz0(a);
+			vec<4, float, Q> bb = xyz0(b);
+			return _mm_cvtss_f32(glm_vec1_dot(aa.data, bb.data));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_cross<float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& a, vec<3, float, Q> const& b)
+		{
+			vec<4, float, Q> aa = xyzz(a);
+			vec<4, float, Q> bb = xyzz(b);
+			__m128 const xpd0 = glm_vec4_cross(aa.data, bb.data);
+
+			vec<3, float, Q> Result;
+			Result.data = xpd0;
+			return Result;
+		}
+
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)
+		{
+			vec<4, float, Q> Result;
+			Result.data = glm_vec4_cross(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_normalize<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
+		{
+			vec<4, float, Q> Result;
+			Result.data = glm_vec4_normalize(v.data);
+			return Result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_faceforward<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& N, vec<4, float, Q> const& I, vec<4, float, Q> const& Nref)
+		{
+			vec<4, float, Q> Result;
+			Result.data = glm_vec4_faceforward(N.data, I.data, Nref.data);
+			return Result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_reflect<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N)
+		{
+			vec<4, float, Q> Result;
+			Result.data = glm_vec4_reflect(I.data, N.data);
+			return Result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_refract<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N, float eta)
+		{
+			vec<4, float, Q> Result;
+			Result.data = glm_vec4_refract(I.data, N.data, _mm_set1_ps(eta));
+			return Result;
+		}
+	};
+}//namespace detail
+}//namespace glm
+
+#elif GLM_ARCH & GLM_ARCH_NEON_BIT
+namespace glm{
+namespace detail
+{
+	template<qualifier Q>
+	struct compute_length<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v)
+		{
+			return sqrt(compute_dot<vec<4, float, Q>, float, true>::call(v, v));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_distance<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1)
+		{
+			return compute_length<4, float, Q, true>::call(p1 - p0);
+		}
+	};
+
+
+	template<qualifier Q>
+	struct compute_dot<vec<4, float, Q>, float, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)
+		{
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+			float32x4_t v = vmulq_f32(x.data, y.data);
+			return vaddvq_f32(v);
+#else  // Armv7a with Neon
+			float32x4_t p = vmulq_f32(x.data, y.data);
+			float32x2_t v = vpadd_f32(vget_low_f32(p), vget_high_f32(p));
+			v = vpadd_f32(v, v);
+			return vget_lane_f32(v, 0);
+#endif
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_normalize<4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
+		{
+			float32x4_t p = vmulq_f32(v.data, v.data);
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+			p = vpaddq_f32(p, p);
+			p = vpaddq_f32(p, p);
+#else
+			float32x2_t t = vpadd_f32(vget_low_f32(p), vget_high_f32(p));
+			t = vpadd_f32(t, t);
+			p = vcombine_f32(t, t);
+#endif
+
+			float32x4_t vd = vrsqrteq_f32(p);
+			vec<4, float, Q> Result;
+			Result.data = vmulq_f32(v.data, vd);
+			return Result;
+		}
+	};
+}//namespace detail
+}//namespace glm
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/detail/func_integer.inl b/third_party/glm/detail/func_integer.inl
new file mode 100644
index 0000000000000000000000000000000000000000..67177a055954e58a3915fb747f00d64a6766c2a2
--- /dev/null
+++ b/third_party/glm/detail/func_integer.inl
@@ -0,0 +1,392 @@
+/// @ref core
+
+#include "_vectorize.hpp"
+#if(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC)
+#	include <intrin.h>
+#	pragma intrinsic(_BitScanReverse)
+#endif//(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC)
+#include <limits>
+
+#if !GLM_HAS_EXTENDED_INTEGER_TYPE
+#	if GLM_COMPILER & GLM_COMPILER_GCC
+#		pragma GCC diagnostic push
+#		pragma GCC diagnostic ignored "-Wlong-long"
+#	endif
+#	if (GLM_COMPILER & GLM_COMPILER_CLANG)
+#		pragma clang diagnostic push
+#		pragma clang diagnostic ignored "-Wc++11-long-long"
+#	endif
+#endif
+
+namespace glm{
+namespace detail
+{
+	template<typename T>
+	GLM_FUNC_QUALIFIER T mask(T Bits)
+	{
+		return Bits >= static_cast<T>(sizeof(T) * 8) ? ~static_cast<T>(0) : (static_cast<T>(1) << Bits) - static_cast<T>(1);
+	}
+
+	template<length_t L, typename T, qualifier Q, bool Aligned, bool EXEC>
+	struct compute_bitfieldReverseStep
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T, T)
+		{
+			return v;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_bitfieldReverseStep<L, T, Q, Aligned, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Mask, T Shift)
+		{
+			return (v & Mask) << Shift | (v & (~Mask)) >> Shift;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned, bool EXEC>
+	struct compute_bitfieldBitCountStep
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T, T)
+		{
+			return v;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_bitfieldBitCountStep<L, T, Q, Aligned, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Mask, T Shift)
+		{
+			return (v & Mask) + ((v >> Shift) & Mask);
+		}
+	};
+
+	template<typename genIUType, size_t Bits>
+	struct compute_findLSB
+	{
+		GLM_FUNC_QUALIFIER static int call(genIUType Value)
+		{
+			if(Value == 0)
+				return -1;
+
+			return glm::bitCount(~Value & (Value - static_cast<genIUType>(1)));
+		}
+	};
+
+#	if GLM_HAS_BITSCAN_WINDOWS
+		template<typename genIUType>
+		struct compute_findLSB<genIUType, 32>
+		{
+			GLM_FUNC_QUALIFIER static int call(genIUType Value)
+			{
+				unsigned long Result(0);
+				unsigned char IsNotNull = _BitScanForward(&Result, *reinterpret_cast<unsigned long*>(&Value));
+				return IsNotNull ? int(Result) : -1;
+			}
+		};
+
+#		if !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32))
+		template<typename genIUType>
+		struct compute_findLSB<genIUType, 64>
+		{
+			GLM_FUNC_QUALIFIER static int call(genIUType Value)
+			{
+				unsigned long Result(0);
+				unsigned char IsNotNull = _BitScanForward64(&Result, *reinterpret_cast<unsigned __int64*>(&Value));
+				return IsNotNull ? int(Result) : -1;
+			}
+		};
+#		endif
+#	endif//GLM_HAS_BITSCAN_WINDOWS
+
+	template<length_t L, typename T, qualifier Q, bool EXEC = true>
+	struct compute_findMSB_step_vec
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, T Shift)
+		{
+			return x | (x >> Shift);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_findMSB_step_vec<L, T, Q, false>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x, T)
+		{
+			return x;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, int>
+	struct compute_findMSB_vec
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& v)
+		{
+			vec<L, T, Q> x(v);
+			x = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 1));
+			x = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 2));
+			x = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >=  8>::call(x, static_cast<T>( 4));
+			x = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 16>::call(x, static_cast<T>( 8));
+			x = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 32>::call(x, static_cast<T>(16));
+			x = compute_findMSB_step_vec<L, T, Q, sizeof(T) * 8 >= 64>::call(x, static_cast<T>(32));
+			return vec<L, int, Q>(sizeof(T) * 8 - 1) - glm::bitCount(~x);
+		}
+	};
+
+#	if GLM_HAS_BITSCAN_WINDOWS
+		template<typename genIUType>
+		GLM_FUNC_QUALIFIER int compute_findMSB_32(genIUType Value)
+		{
+			unsigned long Result(0);
+			unsigned char IsNotNull = _BitScanReverse(&Result, *reinterpret_cast<unsigned long*>(&Value));
+			return IsNotNull ? int(Result) : -1;
+		}
+
+		template<length_t L, typename T, qualifier Q>
+		struct compute_findMSB_vec<L, T, Q, 32>
+		{
+			GLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& x)
+			{
+				return detail::functor1<vec, L, int, T, Q>::call(compute_findMSB_32, x);
+			}
+		};
+
+#		if !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32))
+		template<typename genIUType>
+		GLM_FUNC_QUALIFIER int compute_findMSB_64(genIUType Value)
+		{
+			unsigned long Result(0);
+			unsigned char IsNotNull = _BitScanReverse64(&Result, *reinterpret_cast<unsigned __int64*>(&Value));
+			return IsNotNull ? int(Result) : -1;
+		}
+
+		template<length_t L, typename T, qualifier Q>
+		struct compute_findMSB_vec<L, T, Q, 64>
+		{
+			GLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, T, Q> const& x)
+			{
+				return detail::functor1<vec, L, int, T, Q>::call(compute_findMSB_64, x);
+			}
+		};
+#		endif
+#	endif//GLM_HAS_BITSCAN_WINDOWS
+}//namespace detail
+
+	// uaddCarry
+	GLM_FUNC_QUALIFIER uint uaddCarry(uint const& x, uint const& y, uint & Carry)
+	{
+		detail::uint64 const Value64(static_cast<detail::uint64>(x) + static_cast<detail::uint64>(y));
+		detail::uint64 const Max32((static_cast<detail::uint64>(1) << static_cast<detail::uint64>(32)) - static_cast<detail::uint64>(1));
+		Carry = Value64 > Max32 ? 1u : 0u;
+		return static_cast<uint>(Value64 % (Max32 + static_cast<detail::uint64>(1)));
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, uint, Q> uaddCarry(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& Carry)
+	{
+		vec<L, detail::uint64, Q> Value64(vec<L, detail::uint64, Q>(x) + vec<L, detail::uint64, Q>(y));
+		vec<L, detail::uint64, Q> Max32((static_cast<detail::uint64>(1) << static_cast<detail::uint64>(32)) - static_cast<detail::uint64>(1));
+		Carry = mix(vec<L, uint, Q>(0), vec<L, uint, Q>(1), greaterThan(Value64, Max32));
+		return vec<L, uint, Q>(Value64 % (Max32 + static_cast<detail::uint64>(1)));
+	}
+
+	// usubBorrow
+	GLM_FUNC_QUALIFIER uint usubBorrow(uint const& x, uint const& y, uint & Borrow)
+	{
+		Borrow = x >= y ? static_cast<uint>(0) : static_cast<uint>(1);
+		if(y >= x)
+			return y - x;
+		else
+			return static_cast<uint>((static_cast<detail::int64>(1) << static_cast<detail::int64>(32)) + (static_cast<detail::int64>(y) - static_cast<detail::int64>(x)));
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, uint, Q> usubBorrow(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& Borrow)
+	{
+		Borrow = mix(vec<L, uint, Q>(1), vec<L, uint, Q>(0), greaterThanEqual(x, y));
+		vec<L, uint, Q> const YgeX(y - x);
+		vec<L, uint, Q> const XgeY(vec<L, uint, Q>((static_cast<detail::int64>(1) << static_cast<detail::int64>(32)) + (vec<L, detail::int64, Q>(y) - vec<L, detail::int64, Q>(x))));
+		return mix(XgeY, YgeX, greaterThanEqual(y, x));
+	}
+
+	// umulExtended
+	GLM_FUNC_QUALIFIER void umulExtended(uint const& x, uint const& y, uint & msb, uint & lsb)
+	{
+		detail::uint64 Value64 = static_cast<detail::uint64>(x) * static_cast<detail::uint64>(y);
+		msb = static_cast<uint>(Value64 >> static_cast<detail::uint64>(32));
+		lsb = static_cast<uint>(Value64);
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER void umulExtended(vec<L, uint, Q> const& x, vec<L, uint, Q> const& y, vec<L, uint, Q>& msb, vec<L, uint, Q>& lsb)
+	{
+		vec<L, detail::uint64, Q> Value64(vec<L, detail::uint64, Q>(x) * vec<L, detail::uint64, Q>(y));
+		msb = vec<L, uint, Q>(Value64 >> static_cast<detail::uint64>(32));
+		lsb = vec<L, uint, Q>(Value64);
+	}
+
+	// imulExtended
+	GLM_FUNC_QUALIFIER void imulExtended(int x, int y, int& msb, int& lsb)
+	{
+		detail::int64 Value64 = static_cast<detail::int64>(x) * static_cast<detail::int64>(y);
+		msb = static_cast<int>(Value64 >> static_cast<detail::int64>(32));
+		lsb = static_cast<int>(Value64);
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER void imulExtended(vec<L, int, Q> const& x, vec<L, int, Q> const& y, vec<L, int, Q>& msb, vec<L, int, Q>& lsb)
+	{
+		vec<L, detail::int64, Q> Value64(vec<L, detail::int64, Q>(x) * vec<L, detail::int64, Q>(y));
+		lsb = vec<L, int, Q>(Value64 & static_cast<detail::int64>(0xFFFFFFFF));
+		msb = vec<L, int, Q>((Value64 >> static_cast<detail::int64>(32)) & static_cast<detail::int64>(0xFFFFFFFF));
+	}
+
+	// bitfieldExtract
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType bitfieldExtract(genIUType Value, int Offset, int Bits)
+	{
+		return bitfieldExtract(vec<1, genIUType>(Value), Offset, Bits).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldExtract(vec<L, T, Q> const& Value, int Offset, int Bits)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'bitfieldExtract' only accept integer inputs");
+
+		return (Value >> static_cast<T>(Offset)) & static_cast<T>(detail::mask(Bits));
+	}
+
+	// bitfieldInsert
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType bitfieldInsert(genIUType const& Base, genIUType const& Insert, int Offset, int Bits)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'bitfieldInsert' only accept integer values");
+
+		return bitfieldInsert(vec<1, genIUType>(Base), vec<1, genIUType>(Insert), Offset, Bits).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldInsert(vec<L, T, Q> const& Base, vec<L, T, Q> const& Insert, int Offset, int Bits)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'bitfieldInsert' only accept integer values");
+
+		T const Mask = detail::mask(static_cast<T>(Bits)) << Offset;
+		return (Base & ~Mask) | ((Insert << static_cast<T>(Offset)) & Mask);
+	}
+
+#if GLM_COMPILER & GLM_COMPILER_VC
+#	pragma warning(push)
+#	pragma warning(disable : 4309)
+#endif
+
+	// bitfieldReverse
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType bitfieldReverse(genIUType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'bitfieldReverse' only accept integer values");
+
+		return bitfieldReverse(glm::vec<1, genIUType, glm::defaultp>(x)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldReverse(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'bitfieldReverse' only accept integer values");
+
+		vec<L, T, Q> x(v);
+		x = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  2>::call(x, static_cast<T>(0x5555555555555555ull), static_cast<T>( 1));
+		x = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  4>::call(x, static_cast<T>(0x3333333333333333ull), static_cast<T>( 2));
+		x = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  8>::call(x, static_cast<T>(0x0F0F0F0F0F0F0F0Full), static_cast<T>( 4));
+		x = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 16>::call(x, static_cast<T>(0x00FF00FF00FF00FFull), static_cast<T>( 8));
+		x = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 32>::call(x, static_cast<T>(0x0000FFFF0000FFFFull), static_cast<T>(16));
+		x = detail::compute_bitfieldReverseStep<L, T, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 64>::call(x, static_cast<T>(0x00000000FFFFFFFFull), static_cast<T>(32));
+		return x;
+	}
+
+#		if GLM_COMPILER & GLM_COMPILER_VC
+#			pragma warning(pop)
+#		endif
+
+	// bitCount
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER int bitCount(genIUType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'bitCount' only accept integer values");
+
+		return bitCount(glm::vec<1, genIUType, glm::defaultp>(x)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int, Q> bitCount(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'bitCount' only accept integer values");
+
+#		if GLM_COMPILER & GLM_COMPILER_VC
+#			pragma warning(push)
+#			pragma warning(disable : 4310) //cast truncates constant value
+#		endif
+
+		vec<L, typename detail::make_unsigned<T>::type, Q> x(v);
+		x = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  2>::call(x, typename detail::make_unsigned<T>::type(0x5555555555555555ull), typename detail::make_unsigned<T>::type( 1));
+		x = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  4>::call(x, typename detail::make_unsigned<T>::type(0x3333333333333333ull), typename detail::make_unsigned<T>::type( 2));
+		x = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>=  8>::call(x, typename detail::make_unsigned<T>::type(0x0F0F0F0F0F0F0F0Full), typename detail::make_unsigned<T>::type( 4));
+		x = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 16>::call(x, typename detail::make_unsigned<T>::type(0x00FF00FF00FF00FFull), typename detail::make_unsigned<T>::type( 8));
+		x = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 32>::call(x, typename detail::make_unsigned<T>::type(0x0000FFFF0000FFFFull), typename detail::make_unsigned<T>::type(16));
+		x = detail::compute_bitfieldBitCountStep<L, typename detail::make_unsigned<T>::type, Q, detail::is_aligned<Q>::value, sizeof(T) * 8>= 64>::call(x, typename detail::make_unsigned<T>::type(0x00000000FFFFFFFFull), typename detail::make_unsigned<T>::type(32));
+		return vec<L, int, Q>(x);
+
+#		if GLM_COMPILER & GLM_COMPILER_VC
+#			pragma warning(pop)
+#		endif
+	}
+
+	// findLSB
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER int findLSB(genIUType Value)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'findLSB' only accept integer values");
+
+		return detail::compute_findLSB<genIUType, sizeof(genIUType) * 8>::call(Value);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int, Q> findLSB(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'findLSB' only accept integer values");
+
+		return detail::functor1<vec, L, int, T, Q>::call(findLSB, x);
+	}
+
+	// findMSB
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER int findMSB(genIUType v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'findMSB' only accept integer values");
+
+		return findMSB(vec<1, genIUType>(v)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int, Q> findMSB(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'findMSB' only accept integer values");
+
+		return detail::compute_findMSB_vec<L, T, Q, static_cast<int>(sizeof(T) * 8)>::call(v);
+	}
+}//namespace glm
+
+#if !GLM_HAS_EXTENDED_INTEGER_TYPE
+#	if GLM_COMPILER & GLM_COMPILER_GCC
+#		pragma GCC diagnostic pop
+#	endif
+#	if (GLM_COMPILER & GLM_COMPILER_CLANG)
+#		pragma clang diagnostic pop
+#	endif
+#endif
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "func_integer_simd.inl"
+#endif
+
diff --git a/third_party/glm/detail/func_integer_simd.inl b/third_party/glm/detail/func_integer_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..5600c84993e80f1edee72ddfd91ee6e160abe83e
--- /dev/null
+++ b/third_party/glm/detail/func_integer_simd.inl
@@ -0,0 +1,65 @@
+#include "../simd/integer.h"
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+namespace glm{
+namespace detail
+{
+	template<qualifier Q>
+	struct compute_bitfieldReverseStep<4, uint, Q, true, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift)
+		{
+			__m128i const set0 = v.data;
+
+			__m128i const set1 = _mm_set1_epi32(static_cast<int>(Mask));
+			__m128i const and1 = _mm_and_si128(set0, set1);
+			__m128i const sft1 = _mm_slli_epi32(and1, static_cast<int>(Shift));
+
+			__m128i const set2 = _mm_andnot_si128(set0, _mm_set1_epi32(-1));
+			__m128i const and2 = _mm_and_si128(set0, set2);
+			__m128i const sft2 = _mm_srai_epi32(and2, static_cast<int>(Shift));
+
+			__m128i const or0 = _mm_or_si128(sft1, sft2);
+
+			return or0;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_bitfieldBitCountStep<4, uint, Q, true, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift)
+		{
+			__m128i const set0 = v.data;
+
+			__m128i const set1 = _mm_set1_epi32(static_cast<int>(Mask));
+			__m128i const and0 = _mm_and_si128(set0, set1);
+			__m128i const sft0 = _mm_slli_epi32(set0, static_cast<int>(Shift));
+			__m128i const and1 = _mm_and_si128(sft0, set1);
+			__m128i const add0 = _mm_add_epi32(and0, and1);
+
+			return add0;
+		}
+	};
+}//namespace detail
+
+#	if GLM_ARCH & GLM_ARCH_AVX_BIT
+	template<>
+	GLM_FUNC_QUALIFIER int bitCount(uint x)
+	{
+		return _mm_popcnt_u32(x);
+	}
+
+#	if(GLM_MODEL == GLM_MODEL_64)
+	template<>
+	GLM_FUNC_QUALIFIER int bitCount(detail::uint64 x)
+	{
+		return static_cast<int>(_mm_popcnt_u64(x));
+	}
+#	endif//GLM_MODEL
+#	endif//GLM_ARCH
+
+}//namespace glm
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/detail/func_matrix.inl b/third_party/glm/detail/func_matrix.inl
new file mode 100644
index 0000000000000000000000000000000000000000..9c7f7eb765a42538d893c6ab1436b0e991624dd9
--- /dev/null
+++ b/third_party/glm/detail/func_matrix.inl
@@ -0,0 +1,484 @@
+#include "../geometric.hpp"
+#include <limits>
+
+namespace glm{
+namespace detail
+{
+	template<length_t C, length_t R, typename T, qualifier Q, bool Aligned>
+	struct compute_matrixCompMult
+	{
+		GLM_FUNC_QUALIFIER static mat<C, R, T, Q> call(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)
+		{
+			mat<C, R, T, Q> Result(1);
+			for(length_t i = 0; i < Result.length(); ++i)
+				Result[i] = x[i] * y[i];
+			return Result;
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool IsFloat, bool Aligned>
+	struct compute_matrixCompMult_type {
+		GLM_FUNC_QUALIFIER static mat<C, R, T, Q> call(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, 
+				"'matrixCompMult' only accept floating-point inputs, include <glm/ext/matrix_integer.hpp> to discard this restriction.");
+			return detail::compute_matrixCompMult<C, R, T, Q, detail::is_aligned<Q>::value>::call(x, y);
+		}
+	};
+
+	template<length_t DA, length_t DB, typename T, qualifier Q>
+	struct compute_outerProduct {
+		GLM_FUNC_QUALIFIER static typename detail::outerProduct_trait<DA, DB, T, Q>::type call(vec<DA, T, Q> const& c, vec<DB, T, Q> const& r)
+		{
+			typename detail::outerProduct_trait<DA, DB, T, Q>::type m(0);
+			for(length_t i = 0; i < m.length(); ++i)
+				m[i] = c * r[i];
+			return m;
+		}
+	};
+
+	template<length_t DA, length_t DB, typename T, qualifier Q, bool IsFloat>
+	struct compute_outerProduct_type {
+		GLM_FUNC_QUALIFIER static typename detail::outerProduct_trait<DA, DB, T, Q>::type call(vec<DA, T, Q> const& c, vec<DB, T, Q> const& r)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE,
+				"'outerProduct' only accept floating-point inputs, include <glm/ext/matrix_integer.hpp> to discard this restriction.");
+
+			return detail::compute_outerProduct<DA, DB, T, Q>::call(c, r);
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool Aligned>
+	struct compute_transpose{};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<2, 2, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m)
+		{
+			mat<2, 2, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			return Result;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<2, 3, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<3, 2, T, Q> call(mat<2, 3, T, Q> const& m)
+		{
+			mat<3,2, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			Result[2][0] = m[0][2];
+			Result[2][1] = m[1][2];
+			return Result;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<2, 4, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<4, 2, T, Q> call(mat<2, 4, T, Q> const& m)
+		{
+			mat<4, 2, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			Result[2][0] = m[0][2];
+			Result[2][1] = m[1][2];
+			Result[3][0] = m[0][3];
+			Result[3][1] = m[1][3];
+			return Result;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<3, 2, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<2, 3, T, Q> call(mat<3, 2, T, Q> const& m)
+		{
+			mat<2, 3, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[0][2] = m[2][0];
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			Result[1][2] = m[2][1];
+			return Result;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<3, 3, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m)
+		{
+			mat<3, 3, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[0][2] = m[2][0];
+
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			Result[1][2] = m[2][1];
+
+			Result[2][0] = m[0][2];
+			Result[2][1] = m[1][2];
+			Result[2][2] = m[2][2];
+			return Result;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<3, 4, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<4, 3, T, Q> call(mat<3, 4, T, Q> const& m)
+		{
+			mat<4, 3, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[0][2] = m[2][0];
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			Result[1][2] = m[2][1];
+			Result[2][0] = m[0][2];
+			Result[2][1] = m[1][2];
+			Result[2][2] = m[2][2];
+			Result[3][0] = m[0][3];
+			Result[3][1] = m[1][3];
+			Result[3][2] = m[2][3];
+			return Result;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<4, 2, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<2, 4, T, Q> call(mat<4, 2, T, Q> const& m)
+		{
+			mat<2, 4, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[0][2] = m[2][0];
+			Result[0][3] = m[3][0];
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			Result[1][2] = m[2][1];
+			Result[1][3] = m[3][1];
+			return Result;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<4, 3, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<3, 4, T, Q> call(mat<4, 3, T, Q> const& m)
+		{
+			mat<3, 4, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[0][2] = m[2][0];
+			Result[0][3] = m[3][0];
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			Result[1][2] = m[2][1];
+			Result[1][3] = m[3][1];
+			Result[2][0] = m[0][2];
+			Result[2][1] = m[1][2];
+			Result[2][2] = m[2][2];
+			Result[2][3] = m[3][2];
+			return Result;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_transpose<4, 4, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m)
+		{
+			mat<4, 4, T, Q> Result(1);
+			Result[0][0] = m[0][0];
+			Result[0][1] = m[1][0];
+			Result[0][2] = m[2][0];
+			Result[0][3] = m[3][0];
+
+			Result[1][0] = m[0][1];
+			Result[1][1] = m[1][1];
+			Result[1][2] = m[2][1];
+			Result[1][3] = m[3][1];
+
+			Result[2][0] = m[0][2];
+			Result[2][1] = m[1][2];
+			Result[2][2] = m[2][2];
+			Result[2][3] = m[3][2];
+
+			Result[3][0] = m[0][3];
+			Result[3][1] = m[1][3];
+			Result[3][2] = m[2][3];
+			Result[3][3] = m[3][3];
+			return Result;
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool IsFloat, bool Aligned>
+	struct compute_transpose_type {
+		GLM_FUNC_QUALIFIER static mat<R, C, T, Q> call(mat<C, R, T, Q> const& m)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, 
+				"'transpose' only accept floating-point inputs, include <glm/ext/matrix_integer.hpp> to discard this restriction.");
+			return detail::compute_transpose<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool Aligned>
+	struct compute_determinant{};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_determinant<2, 2, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static T call(mat<2, 2, T, Q> const& m)
+		{
+			return m[0][0] * m[1][1] - m[1][0] * m[0][1];
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_determinant<3, 3, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static T call(mat<3, 3, T, Q> const& m)
+		{
+			return
+				+ m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
+				- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])
+				+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_determinant<4, 4, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static T call(mat<4, 4, T, Q> const& m)
+		{
+			T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+			T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+			T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+			T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+			T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+			T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+
+			vec<4, T, Q> DetCof(
+				+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),
+				- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),
+				+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),
+				- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));
+
+			return
+				m[0][0] * DetCof[0] + m[0][1] * DetCof[1] +
+				m[0][2] * DetCof[2] + m[0][3] * DetCof[3];
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool IsFloat, bool Aligned>
+	struct compute_determinant_type{
+	
+		GLM_FUNC_QUALIFIER static T call(mat<C, R, T, Q> const& m)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, 
+				"'determinant' only accept floating-point inputs, include <glm/ext/matrix_integer.hpp> to discard this restriction.");
+			return detail::compute_determinant<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool Aligned>
+	struct compute_inverse{};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_inverse<2, 2, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m)
+		{
+			T OneOverDeterminant = static_cast<T>(1) / (
+				+ m[0][0] * m[1][1]
+				- m[1][0] * m[0][1]);
+
+			mat<2, 2, T, Q> Inverse(
+				+ m[1][1] * OneOverDeterminant,
+				- m[0][1] * OneOverDeterminant,
+				- m[1][0] * OneOverDeterminant,
+				+ m[0][0] * OneOverDeterminant);
+
+			return Inverse;
+		}
+	};
+
+	template<typename T, qualifier Q, bool is_aligned>
+	struct inv3x3 {};
+
+	template<typename T, qualifier Q>
+	struct inv3x3<T, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m)
+		{
+			// see: https://www.onlinemathstutor.org/post/3x3_inverses
+
+			vec<4, T, Q> a = xyz0(m[0]);
+			vec<4, T, Q> b = xyz0(m[1]);
+			vec<4, T, Q> c = xyz0(m[2]);
+
+			vec<4, T, Q> i0 = compute_cross<T, Q, true>::call(b, c);
+			vec<4, T, Q> i1 = compute_cross<T, Q, true>::call(c, a);
+			vec<4, T, Q> i2 = compute_cross<T, Q, true>::call(a, b);
+
+			mat<3, 3, T, Q> Inverse;
+			Inverse[0] = xyz(i0);
+			Inverse[1] = xyz(i1);
+			Inverse[2] = xyz(i2);
+			Inverse = transpose(Inverse);
+
+			T Determinant = compute_dot<vec<4, T, Q>, T, true>::call(a, compute_cross<T, Q, true>::call(b, c));
+			vec<3, T, Q> OneOverDeterminant(static_cast<T>(1) / Determinant);
+			Inverse *= OneOverDeterminant;
+			return Inverse;
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct inv3x3<T, Q, false>
+	{
+		GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m)
+		{
+			T OneOverDeterminant = static_cast<T>(1) / (
+				+m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
+				- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])
+				+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]));
+
+			mat<3, 3, T, Q> Inverse;
+			Inverse[0][0] = +(m[1][1] * m[2][2] - m[2][1] * m[1][2]);
+			Inverse[1][0] = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]);
+			Inverse[2][0] = +(m[1][0] * m[2][1] - m[2][0] * m[1][1]);
+			Inverse[0][1] = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]);
+			Inverse[1][1] = +(m[0][0] * m[2][2] - m[2][0] * m[0][2]);
+			Inverse[2][1] = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]);
+			Inverse[0][2] = +(m[0][1] * m[1][2] - m[1][1] * m[0][2]);
+			Inverse[1][2] = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]);
+			Inverse[2][2] = +(m[0][0] * m[1][1] - m[1][0] * m[0][1]);
+
+			Inverse *= OneOverDeterminant;
+			return Inverse;
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_inverse<3, 3, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m)
+		{
+			return detail::inv3x3<T, Q, detail::is_aligned<Q>::value>::call(m);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_inverse<4, 4, T, Q, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m)
+		{
+			T Coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+			T Coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
+			T Coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
+
+			T Coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+			T Coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
+			T Coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
+
+			T Coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+			T Coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
+			T Coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
+
+			T Coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+			T Coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
+			T Coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
+
+			T Coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+			T Coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
+			T Coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
+
+			T Coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+			T Coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
+			T Coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
+
+			vec<4, T, Q> Fac0(Coef00, Coef00, Coef02, Coef03);
+			vec<4, T, Q> Fac1(Coef04, Coef04, Coef06, Coef07);
+			vec<4, T, Q> Fac2(Coef08, Coef08, Coef10, Coef11);
+			vec<4, T, Q> Fac3(Coef12, Coef12, Coef14, Coef15);
+			vec<4, T, Q> Fac4(Coef16, Coef16, Coef18, Coef19);
+			vec<4, T, Q> Fac5(Coef20, Coef20, Coef22, Coef23);
+
+			vec<4, T, Q> Vec0(m[1][0], m[0][0], m[0][0], m[0][0]);
+			vec<4, T, Q> Vec1(m[1][1], m[0][1], m[0][1], m[0][1]);
+			vec<4, T, Q> Vec2(m[1][2], m[0][2], m[0][2], m[0][2]);
+			vec<4, T, Q> Vec3(m[1][3], m[0][3], m[0][3], m[0][3]);
+
+			vec<4, T, Q> Inv0(Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2);
+			vec<4, T, Q> Inv1(Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4);
+			vec<4, T, Q> Inv2(Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5);
+			vec<4, T, Q> Inv3(Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5);
+
+			vec<4, T, Q> SignA(+1, -1, +1, -1);
+			vec<4, T, Q> SignB(-1, +1, -1, +1);
+			mat<4, 4, T, Q> Inverse(Inv0 * SignA, Inv1 * SignB, Inv2 * SignA, Inv3 * SignB);
+
+			vec<4, T, Q> Row0(Inverse[0][0], Inverse[1][0], Inverse[2][0], Inverse[3][0]);
+
+			vec<4, T, Q> Dot0(m[0] * Row0);
+			T Dot1 = (Dot0.x + Dot0.y) + (Dot0.z + Dot0.w);
+
+			T OneOverDeterminant = static_cast<T>(1) / Dot1;
+
+			return Inverse * OneOverDeterminant;
+		}
+	};
+}//namespace detail
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<C, R, T, Q> matrixCompMult(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)
+	{
+		return detail::compute_matrixCompMult_type<C, R, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(x, y);
+	}
+
+	template<length_t DA, length_t DB, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER typename detail::outerProduct_trait<DA, DB, T, Q>::type outerProduct(vec<DA, T, Q> const& c, vec<DB, T, Q> const& r)
+	{
+		return detail::compute_outerProduct_type<DA, DB, T, Q, std::numeric_limits<T>::is_iec559>::call(c, r);
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER typename mat<C, R, T, Q>::transpose_type transpose(mat<C, R, T, Q> const& m)
+	{
+		return detail::compute_transpose_type<C, R, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(m);
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T determinant(mat<C, R, T, Q> const& m)
+	{
+		return detail::compute_determinant_type<C, R, T, Q, std::numeric_limits<T>::is_iec559, detail::is_aligned<Q>::value>::call(m);
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<C, R, T, Q> inverse(mat<C, R, T, Q> const& m)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'inverse' only accept floating-point inputs");
+		return detail::compute_inverse<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "func_matrix_simd.inl"
+#endif
+
diff --git a/third_party/glm/detail/func_matrix_simd.inl b/third_party/glm/detail/func_matrix_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..9e47bf707a7be67d0e0901a498c809a95cfd2f8c
--- /dev/null
+++ b/third_party/glm/detail/func_matrix_simd.inl
@@ -0,0 +1,263 @@
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+#include "type_mat4x4.hpp"
+#include "../geometric.hpp"
+#include "../simd/matrix.h"
+#include <cstring>
+
+namespace glm{
+namespace detail
+{
+#	if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+	template<qualifier Q>
+	struct compute_matrixCompMult<4, 4, float, Q, true>
+	{
+		GLM_STATIC_ASSERT(detail::is_aligned<Q>::value, "Specialization requires aligned");
+
+		GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& x, mat<4, 4, float, Q> const& y)
+		{
+			mat<4, 4, float, Q> Result;
+			glm_mat4_matrixCompMult(
+			        &x[0].data,
+			        &y[0].data,
+			        &Result[0].data);
+			return Result;
+		}
+	};
+#	endif
+
+	template<qualifier Q>
+	struct compute_transpose<4, 4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)
+		{
+			mat<4, 4, float, Q> Result;
+			glm_mat4_transpose(&m[0].data, &Result[0].data);
+			return Result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_transpose<3, 3, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static mat<3, 3, float, Q> call(mat<3, 3, float, Q> const& m)
+		{
+			mat<3, 3, float, Q> Result;
+			glm_mat3_transpose(&m[0].data, &Result[0].data);
+			return Result;
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_determinant<4, 4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static float call(mat<4, 4, float, Q> const& m)
+		{
+			return _mm_cvtss_f32(glm_mat4_determinant(&m[0].data));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_inverse<4, 4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)
+		{
+			mat<4, 4, float, Q> Result;
+			glm_mat4_inverse(&m[0].data, &Result[0].data);
+			return Result;
+		}
+	};
+}//namespace detail
+
+#	if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+	template<>
+	GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_lowp> outerProduct<4, 4, float, aligned_lowp>(vec<4, float, aligned_lowp> const& c, vec<4, float, aligned_lowp> const& r)
+	{
+		__m128 NativeResult[4];
+		glm_mat4_outerProduct(c.data, r.data, NativeResult);
+		mat<4, 4, float, aligned_lowp> Result;
+		std::memcpy(&Result[0], &NativeResult[0], sizeof(Result));
+		return Result;
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_mediump> outerProduct<4, 4, float, aligned_mediump>(vec<4, float, aligned_mediump> const& c, vec<4, float, aligned_mediump> const& r)
+	{
+		__m128 NativeResult[4];
+		glm_mat4_outerProduct(c.data, r.data, NativeResult);
+		mat<4, 4, float, aligned_mediump> Result;
+		std::memcpy(&Result[0], &NativeResult[0], sizeof(Result));
+		return Result;
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_highp> outerProduct<4, 4, float, aligned_highp>(vec<4, float, aligned_highp> const& c, vec<4, float, aligned_highp> const& r)
+	{
+		__m128 NativeResult[4];
+		glm_mat4_outerProduct(c.data, r.data, NativeResult);
+		mat<4, 4, float, aligned_highp> Result;
+		std::memcpy(&Result[0], &NativeResult[0], sizeof(Result));
+		return Result;
+	}
+#	endif
+}//namespace glm
+
+#elif GLM_ARCH & GLM_ARCH_NEON_BIT
+
+namespace glm {
+#if GLM_LANG & GLM_LANG_CXX11_FLAG
+	template <qualifier Q>
+	GLM_FUNC_QUALIFIER
+	typename std::enable_if<detail::is_aligned<Q>::value, mat<4, 4, float, Q>>::type
+	operator*(mat<4, 4, float, Q> const & m1, mat<4, 4, float, Q> const & m2)
+	{
+		auto MulRow = [&](int l) {
+			float32x4_t const SrcA = m2[l].data;
+
+			float32x4_t r = neon::mul_lane(m1[0].data, SrcA, 0);
+			r = neon::madd_lane(r, m1[1].data, SrcA, 1);
+			r = neon::madd_lane(r, m1[2].data, SrcA, 2);
+			r = neon::madd_lane(r, m1[3].data, SrcA, 3);
+
+			return r;
+		};
+
+		mat<4, 4, float, aligned_highp> Result;
+		Result[0].data = MulRow(0);
+		Result[1].data = MulRow(1);
+		Result[2].data = MulRow(2);
+		Result[3].data = MulRow(3);
+
+		return Result;
+	}
+#endif // CXX11
+
+namespace detail
+{
+	template<qualifier Q>
+	struct compute_inverse<4, 4, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m)
+		{
+			float32x4_t const& m0 = m[0].data;
+			float32x4_t const& m1 = m[1].data;
+			float32x4_t const& m2 = m[2].data;
+			float32x4_t const& m3 = m[3].data;
+
+			// m[2][2] * m[3][3] - m[3][2] * m[2][3];
+			// m[2][2] * m[3][3] - m[3][2] * m[2][3];
+			// m[1][2] * m[3][3] - m[3][2] * m[1][3];
+			// m[1][2] * m[2][3] - m[2][2] * m[1][3];
+
+			float32x4_t Fac0;
+			{
+				float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));
+				float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);
+				float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);
+				float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));
+				Fac0 = w0 * w1 -  w2 * w3;
+			}
+
+			// m[2][1] * m[3][3] - m[3][1] * m[2][3];
+			// m[2][1] * m[3][3] - m[3][1] * m[2][3];
+			// m[1][1] * m[3][3] - m[3][1] * m[1][3];
+			// m[1][1] * m[2][3] - m[2][1] * m[1][3];
+
+			float32x4_t Fac1;
+			{
+				float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));
+				float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);
+				float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);
+				float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));
+				Fac1 = w0 * w1 - w2 * w3;
+			}
+
+			// m[2][1] * m[3][2] - m[3][1] * m[2][2];
+			// m[2][1] * m[3][2] - m[3][1] * m[2][2];
+			// m[1][1] * m[3][2] - m[3][1] * m[1][2];
+			// m[1][1] * m[2][2] - m[2][1] * m[1][2];
+
+			float32x4_t Fac2;
+			{
+				float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));
+				float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);
+				float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);
+				float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));
+				Fac2 = w0 * w1 - w2 * w3;
+			}
+
+			// m[2][0] * m[3][3] - m[3][0] * m[2][3];
+			// m[2][0] * m[3][3] - m[3][0] * m[2][3];
+			// m[1][0] * m[3][3] - m[3][0] * m[1][3];
+			// m[1][0] * m[2][3] - m[2][0] * m[1][3];
+
+			float32x4_t Fac3;
+			{
+				float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));
+				float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3);
+				float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);
+				float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3));
+				Fac3 = w0 * w1 - w2 * w3;
+			}
+
+			// m[2][0] * m[3][2] - m[3][0] * m[2][2];
+			// m[2][0] * m[3][2] - m[3][0] * m[2][2];
+			// m[1][0] * m[3][2] - m[3][0] * m[1][2];
+			// m[1][0] * m[2][2] - m[2][0] * m[1][2];
+
+			float32x4_t Fac4;
+			{
+				float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));
+				float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2);
+				float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);
+				float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2));
+				Fac4 = w0 * w1 - w2 * w3;
+			}
+
+			// m[2][0] * m[3][1] - m[3][0] * m[2][1];
+			// m[2][0] * m[3][1] - m[3][0] * m[2][1];
+			// m[1][0] * m[3][1] - m[3][0] * m[1][1];
+			// m[1][0] * m[2][1] - m[2][0] * m[1][1];
+
+			float32x4_t Fac5;
+			{
+				float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0));
+				float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1);
+				float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0);
+				float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1));
+				Fac5 = w0 * w1 - w2 * w3;
+			}
+
+			float32x4_t Vec0 = neon::copy_lane(neon::dupq_lane(m0, 0), 0, m1, 0); // (m[1][0], m[0][0], m[0][0], m[0][0]);
+			float32x4_t Vec1 = neon::copy_lane(neon::dupq_lane(m0, 1), 0, m1, 1); // (m[1][1], m[0][1], m[0][1], m[0][1]);
+			float32x4_t Vec2 = neon::copy_lane(neon::dupq_lane(m0, 2), 0, m1, 2); // (m[1][2], m[0][2], m[0][2], m[0][2]);
+			float32x4_t Vec3 = neon::copy_lane(neon::dupq_lane(m0, 3), 0, m1, 3); // (m[1][3], m[0][3], m[0][3], m[0][3]);
+
+			float32x4_t Inv0 = Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2;
+			float32x4_t Inv1 = Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4;
+			float32x4_t Inv2 = Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5;
+			float32x4_t Inv3 = Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5;
+
+			float32x4_t r0 = float32x4_t{-1, +1, -1, +1} * Inv0;
+			float32x4_t r1 = float32x4_t{+1, -1, +1, -1} * Inv1;
+			float32x4_t r2 = float32x4_t{-1, +1, -1, +1} * Inv2;
+			float32x4_t r3 = float32x4_t{+1, -1, +1, -1} * Inv3;
+
+			float32x4_t det = neon::mul_lane(r0, m0, 0);
+			det = neon::madd_lane(det, r1, m0, 1);
+			det = neon::madd_lane(det, r2, m0, 2);
+			det = neon::madd_lane(det, r3, m0, 3);
+
+			float32x4_t rdet = vdupq_n_f32(1 / vgetq_lane_f32(det, 0));
+
+			mat<4, 4, float, Q> r;
+			r[0].data = vmulq_f32(r0, rdet);
+			r[1].data = vmulq_f32(r1, rdet);
+			r[2].data = vmulq_f32(r2, rdet);
+			r[3].data = vmulq_f32(r3, rdet);
+			return r;
+		}
+	};
+}//namespace detail
+}//namespace glm
+#endif
diff --git a/third_party/glm/detail/func_packing.inl b/third_party/glm/detail/func_packing.inl
new file mode 100644
index 0000000000000000000000000000000000000000..234b093c081cc029ccf2094efbdb3d63b319431e
--- /dev/null
+++ b/third_party/glm/detail/func_packing.inl
@@ -0,0 +1,189 @@
+/// @ref core
+/// @file glm/detail/func_packing.inl
+
+#include "../common.hpp"
+#include "type_half.hpp"
+
+namespace glm
+{
+	GLM_FUNC_QUALIFIER uint packUnorm2x16(vec2 const& v)
+	{
+		union
+		{
+			unsigned short in[2];
+			uint out;
+		} u;
+
+		vec<2, unsigned short, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 65535.0f));
+
+		u.in[0] = result[0];
+		u.in[1] = result[1];
+
+		return u.out;
+	}
+
+	GLM_FUNC_QUALIFIER vec2 unpackUnorm2x16(uint p)
+	{
+		union
+		{
+			uint in;
+			unsigned short out[2];
+		} u;
+
+		u.in = p;
+
+		return vec2(u.out[0], u.out[1]) * 1.5259021896696421759365224689097e-5f;
+	}
+
+	GLM_FUNC_QUALIFIER uint packSnorm2x16(vec2 const& v)
+	{
+		union
+		{
+			signed short in[2];
+			uint out;
+		} u;
+ 
+		vec<2, short, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 32767.0f));
+
+		u.in[0] = result[0];
+		u.in[1] = result[1];
+
+		return u.out;
+	}
+
+	GLM_FUNC_QUALIFIER vec2 unpackSnorm2x16(uint p)
+	{
+		union
+		{
+			uint in;
+			signed short out[2];
+		} u;
+
+		u.in = p;
+
+		return clamp(vec2(u.out[0], u.out[1]) * 3.0518509475997192297128208258309e-5f, -1.0f, 1.0f);
+	}
+
+	GLM_FUNC_QUALIFIER uint packUnorm4x8(vec4 const& v)
+	{
+		union
+		{
+			unsigned char in[4];
+			uint out;
+		} u;
+
+		vec<4, unsigned char, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 255.0f));
+
+		u.in[0] = result[0];
+		u.in[1] = result[1];
+		u.in[2] = result[2];
+		u.in[3] = result[3];
+
+		return u.out;
+	}
+
+	GLM_FUNC_QUALIFIER vec4 unpackUnorm4x8(uint p)
+	{
+		union
+		{
+			uint in;
+			unsigned char out[4];
+		} u;
+
+		u.in = p;
+
+		return vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0039215686274509803921568627451f;
+	}
+
+	GLM_FUNC_QUALIFIER uint packSnorm4x8(vec4 const& v)
+	{
+		union
+		{
+			signed char in[4];
+			uint out;
+		} u;
+
+		vec<4, signed char, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 127.0f));
+
+		u.in[0] = result[0];
+		u.in[1] = result[1];
+		u.in[2] = result[2];
+		u.in[3] = result[3];
+
+		return u.out;
+	}
+
+	GLM_FUNC_QUALIFIER glm::vec4 unpackSnorm4x8(uint p)
+	{
+		union
+		{
+			uint in;
+			signed char out[4];
+		} u;
+
+		u.in = p;
+
+		return clamp(vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0078740157480315f, -1.0f, 1.0f);
+	}
+
+	GLM_FUNC_QUALIFIER double packDouble2x32(uvec2 const& v)
+	{
+		union
+		{
+			uint   in[2];
+			double out;
+		} u;
+
+		u.in[0] = v[0];
+		u.in[1] = v[1];
+
+		return u.out;
+	}
+
+	GLM_FUNC_QUALIFIER uvec2 unpackDouble2x32(double v)
+	{
+		union
+		{
+			double in;
+			uint   out[2];
+		} u;
+
+		u.in = v;
+
+		return uvec2(u.out[0], u.out[1]);
+	}
+
+	GLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const& v)
+	{
+		union
+		{
+			signed short in[2];
+			uint out;
+		} u;
+
+		u.in[0] = detail::toFloat16(v.x);
+		u.in[1] = detail::toFloat16(v.y);
+
+		return u.out;
+	}
+
+	GLM_FUNC_QUALIFIER vec2 unpackHalf2x16(uint v)
+	{
+		union
+		{
+			uint in;
+			signed short out[2];
+		} u;
+
+		u.in = v;
+
+		return vec2(
+			detail::toFloat32(u.out[0]),
+			detail::toFloat32(u.out[1]));
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "func_packing_simd.inl"
+#endif
+
diff --git a/third_party/glm/detail/func_packing_simd.inl b/third_party/glm/detail/func_packing_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..fd0fe8b7d9b4a49f032fd678b7bd6a51624a6b53
--- /dev/null
+++ b/third_party/glm/detail/func_packing_simd.inl
@@ -0,0 +1,6 @@
+namespace glm{
+namespace detail
+{
+
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/detail/func_trigonometric.inl b/third_party/glm/detail/func_trigonometric.inl
new file mode 100644
index 0000000000000000000000000000000000000000..9e6d9cfb1ce74f589721a686774d1541e2d9ca49
--- /dev/null
+++ b/third_party/glm/detail/func_trigonometric.inl
@@ -0,0 +1,197 @@
+#include "_vectorize.hpp"
+#include <cmath>
+#include <limits>
+
+namespace glm
+{
+	// radians
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType radians(genType degrees)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'radians' only accept floating-point input");
+
+		return degrees * static_cast<genType>(0.01745329251994329576923690768489);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> radians(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(radians, v);
+	}
+
+	// degrees
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType degrees(genType radians)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'degrees' only accept floating-point input");
+
+		return radians * static_cast<genType>(57.295779513082320876798154814105);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> degrees(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(degrees, v);
+	}
+
+	// sin
+	using ::std::sin;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> sin(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(sin, v);
+	}
+
+	// cos
+	using std::cos;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> cos(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(cos, v);
+	}
+
+	// tan
+	using std::tan;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> tan(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(tan, v);
+	}
+
+	// asin
+	using std::asin;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> asin(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(asin, v);
+	}
+
+	// acos
+	using std::acos;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> acos(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(acos, v);
+	}
+
+	// atan
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType atan(genType y, genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'atan' only accept floating-point input");
+
+		return ::std::atan2(y, x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> atan(vec<L, T, Q> const& y, vec<L, T, Q> const& x)
+	{
+		return detail::functor2<vec, L, T, Q>::call(::std::atan2, y, x);
+	}
+
+	using std::atan;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> atan(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(atan, v);
+	}
+
+	// sinh
+	using std::sinh;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> sinh(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(sinh, v);
+	}
+
+	// cosh
+	using std::cosh;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> cosh(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(cosh, v);
+	}
+
+	// tanh
+	using std::tanh;
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> tanh(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(tanh, v);
+	}
+
+	// asinh
+#	if GLM_HAS_CXX11_STL
+		using std::asinh;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER genType asinh(genType x)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'asinh' only accept floating-point input");
+
+			return (x < static_cast<genType>(0) ? static_cast<genType>(-1) : (x > static_cast<genType>(0) ? static_cast<genType>(1) : static_cast<genType>(0))) * log(std::abs(x) + sqrt(static_cast<genType>(1) + x * x));
+		}
+#	endif
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> asinh(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(asinh, v);
+	}
+
+	// acosh
+#	if GLM_HAS_CXX11_STL
+		using std::acosh;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER genType acosh(genType x)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acosh' only accept floating-point input");
+
+			if(x < static_cast<genType>(1))
+				return static_cast<genType>(0);
+			return log(x + sqrt(x * x - static_cast<genType>(1)));
+		}
+#	endif
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> acosh(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(acosh, v);
+	}
+
+	// atanh
+#	if GLM_HAS_CXX11_STL
+		using std::atanh;
+#	else
+		template<typename genType>
+		GLM_FUNC_QUALIFIER genType atanh(genType x)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'atanh' only accept floating-point input");
+
+			if(std::abs(x) >= static_cast<genType>(1))
+				return 0;
+			return static_cast<genType>(0.5) * log((static_cast<genType>(1) + x) / (static_cast<genType>(1) - x));
+		}
+#	endif
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> atanh(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(atanh, v);
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "func_trigonometric_simd.inl"
+#endif
+
diff --git a/third_party/glm/detail/func_trigonometric_simd.inl b/third_party/glm/detail/func_trigonometric_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/third_party/glm/detail/func_vector_relational.inl b/third_party/glm/detail/func_vector_relational.inl
new file mode 100644
index 0000000000000000000000000000000000000000..80c9e87fcb97ea042c1aaf42fd6424ebc0bc6e32
--- /dev/null
+++ b/third_party/glm/detail/func_vector_relational.inl
@@ -0,0 +1,87 @@
+namespace glm
+{
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> lessThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		vec<L, bool, Q> Result(true);
+		for(length_t i = 0; i < L; ++i)
+			Result[i] = x[i] < y[i];
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> lessThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		vec<L, bool, Q> Result(true);
+		for(length_t i = 0; i < L; ++i)
+			Result[i] = x[i] <= y[i];
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> greaterThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		vec<L, bool, Q> Result(true);
+		for(length_t i = 0; i < L; ++i)
+			Result[i] = x[i] > y[i];
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> greaterThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		vec<L, bool, Q> Result(true);
+		for(length_t i = 0; i < L; ++i)
+			Result[i] = x[i] >= y[i];
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		vec<L, bool, Q> Result(true);
+		for(length_t i = 0; i < L; ++i)
+			Result[i] = x[i] == y[i];
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		vec<L, bool, Q> Result(true);
+		for(length_t i = 0; i < L; ++i)
+			Result[i] = x[i] != y[i];
+		return Result;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool any(vec<L, bool, Q> const& v)
+	{
+		bool Result = false;
+		for(length_t i = 0; i < L; ++i)
+			Result = Result || v[i];
+		return Result;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool all(vec<L, bool, Q> const& v)
+	{
+		bool Result = true;
+		for(length_t i = 0; i < L; ++i)
+			Result = Result && v[i];
+		return Result;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> not_(vec<L, bool, Q> const& v)
+	{
+		vec<L, bool, Q> Result(true);
+		for(length_t i = 0; i < L; ++i)
+			Result[i] = !v[i];
+		return Result;
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "func_vector_relational_simd.inl"
+#endif
diff --git a/third_party/glm/detail/func_vector_relational_simd.inl b/third_party/glm/detail/func_vector_relational_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..fd0fe8b7d9b4a49f032fd678b7bd6a51624a6b53
--- /dev/null
+++ b/third_party/glm/detail/func_vector_relational_simd.inl
@@ -0,0 +1,6 @@
+namespace glm{
+namespace detail
+{
+
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/detail/glm.cpp b/third_party/glm/detail/glm.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..e0755bd65d4675232490a4a9ff944506e632e5f5
--- /dev/null
+++ b/third_party/glm/detail/glm.cpp
@@ -0,0 +1,263 @@
+/// @ref core
+/// @file glm/glm.cpp
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#define GLM_ENABLE_EXPERIMENTAL
+#endif
+#include <glm/gtx/dual_quaternion.hpp>
+#include <glm/gtc/vec1.hpp>
+#include <glm/gtc/quaternion.hpp>
+#include <glm/ext/scalar_int_sized.hpp>
+#include <glm/ext/scalar_uint_sized.hpp>
+#include <glm/glm.hpp>
+
+namespace glm
+{
+// tvec1 type explicit instantiation
+template struct vec<1, uint8, lowp>;
+template struct vec<1, uint16, lowp>;
+template struct vec<1, uint32, lowp>;
+template struct vec<1, uint64, lowp>;
+template struct vec<1, int8, lowp>;
+template struct vec<1, int16, lowp>;
+template struct vec<1, int32, lowp>;
+template struct vec<1, int64, lowp>;
+template struct vec<1, float32, lowp>;
+template struct vec<1, float64, lowp>;
+
+template struct vec<1, uint8, mediump>;
+template struct vec<1, uint16, mediump>;
+template struct vec<1, uint32, mediump>;
+template struct vec<1, uint64, mediump>;
+template struct vec<1, int8, mediump>;
+template struct vec<1, int16, mediump>;
+template struct vec<1, int32, mediump>;
+template struct vec<1, int64, mediump>;
+template struct vec<1, float32, mediump>;
+template struct vec<1, float64, mediump>;
+
+template struct vec<1, uint8, highp>;
+template struct vec<1, uint16, highp>;
+template struct vec<1, uint32, highp>;
+template struct vec<1, uint64, highp>;
+template struct vec<1, int8, highp>;
+template struct vec<1, int16, highp>;
+template struct vec<1, int32, highp>;
+template struct vec<1, int64, highp>;
+template struct vec<1, float32, highp>;
+template struct vec<1, float64, highp>;
+
+// tvec2 type explicit instantiation
+template struct vec<2, uint8, lowp>;
+template struct vec<2, uint16, lowp>;
+template struct vec<2, uint32, lowp>;
+template struct vec<2, uint64, lowp>;
+template struct vec<2, int8, lowp>;
+template struct vec<2, int16, lowp>;
+template struct vec<2, int32, lowp>;
+template struct vec<2, int64, lowp>;
+template struct vec<2, float32, lowp>;
+template struct vec<2, float64, lowp>;
+
+template struct vec<2, uint8, mediump>;
+template struct vec<2, uint16, mediump>;
+template struct vec<2, uint32, mediump>;
+template struct vec<2, uint64, mediump>;
+template struct vec<2, int8, mediump>;
+template struct vec<2, int16, mediump>;
+template struct vec<2, int32, mediump>;
+template struct vec<2, int64, mediump>;
+template struct vec<2, float32, mediump>;
+template struct vec<2, float64, mediump>;
+
+template struct vec<2, uint8, highp>;
+template struct vec<2, uint16, highp>;
+template struct vec<2, uint32, highp>;
+template struct vec<2, uint64, highp>;
+template struct vec<2, int8, highp>;
+template struct vec<2, int16, highp>;
+template struct vec<2, int32, highp>;
+template struct vec<2, int64, highp>;
+template struct vec<2, float32, highp>;
+template struct vec<2, float64, highp>;
+
+// tvec3 type explicit instantiation
+template struct vec<3, uint8, lowp>;
+template struct vec<3, uint16, lowp>;
+template struct vec<3, uint32, lowp>;
+template struct vec<3, uint64, lowp>;
+template struct vec<3, int8, lowp>;
+template struct vec<3, int16, lowp>;
+template struct vec<3, int32, lowp>;
+template struct vec<3, int64, lowp>;
+template struct vec<3, float32, lowp>;
+template struct vec<3, float64, lowp>;
+
+template struct vec<3, uint8, mediump>;
+template struct vec<3, uint16, mediump>;
+template struct vec<3, uint32, mediump>;
+template struct vec<3, uint64, mediump>;
+template struct vec<3, int8, mediump>;
+template struct vec<3, int16, mediump>;
+template struct vec<3, int32, mediump>;
+template struct vec<3, int64, mediump>;
+template struct vec<3, float32, mediump>;
+template struct vec<3, float64, mediump>;
+
+template struct vec<3, uint8, highp>;
+template struct vec<3, uint16, highp>;
+template struct vec<3, uint32, highp>;
+template struct vec<3, uint64, highp>;
+template struct vec<3, int8, highp>;
+template struct vec<3, int16, highp>;
+template struct vec<3, int32, highp>;
+template struct vec<3, int64, highp>;
+template struct vec<3, float32, highp>;
+template struct vec<3, float64, highp>;
+
+// tvec4 type explicit instantiation
+template struct vec<4, uint8, lowp>;
+template struct vec<4, uint16, lowp>;
+template struct vec<4, uint32, lowp>;
+template struct vec<4, uint64, lowp>;
+template struct vec<4, int8, lowp>;
+template struct vec<4, int16, lowp>;
+template struct vec<4, int32, lowp>;
+template struct vec<4, int64, lowp>;
+template struct vec<4, float32, lowp>;
+template struct vec<4, float64, lowp>;
+
+template struct vec<4, uint8, mediump>;
+template struct vec<4, uint16, mediump>;
+template struct vec<4, uint32, mediump>;
+template struct vec<4, uint64, mediump>;
+template struct vec<4, int8, mediump>;
+template struct vec<4, int16, mediump>;
+template struct vec<4, int32, mediump>;
+template struct vec<4, int64, mediump>;
+template struct vec<4, float32, mediump>;
+template struct vec<4, float64, mediump>;
+
+template struct vec<4, uint8, highp>;
+template struct vec<4, uint16, highp>;
+template struct vec<4, uint32, highp>;
+template struct vec<4, uint64, highp>;
+template struct vec<4, int8, highp>;
+template struct vec<4, int16, highp>;
+template struct vec<4, int32, highp>;
+template struct vec<4, int64, highp>;
+template struct vec<4, float32, highp>;
+template struct vec<4, float64, highp>;
+
+// tmat2x2 type explicit instantiation
+template struct mat<2, 2, float32, lowp>;
+template struct mat<2, 2, float64, lowp>;
+
+template struct mat<2, 2, float32, mediump>;
+template struct mat<2, 2, float64, mediump>;
+
+template struct mat<2, 2, float32, highp>;
+template struct mat<2, 2, float64, highp>;
+
+// tmat2x3 type explicit instantiation
+template struct mat<2, 3, float32, lowp>;
+template struct mat<2, 3, float64, lowp>;
+
+template struct mat<2, 3, float32, mediump>;
+template struct mat<2, 3, float64, mediump>;
+
+template struct mat<2, 3, float32, highp>;
+template struct mat<2, 3, float64, highp>;
+
+// tmat2x4 type explicit instantiation
+template struct mat<2, 4, float32, lowp>;
+template struct mat<2, 4, float64, lowp>;
+
+template struct mat<2, 4, float32, mediump>;
+template struct mat<2, 4, float64, mediump>;
+
+template struct mat<2, 4, float32, highp>;
+template struct mat<2, 4, float64, highp>;
+
+// tmat3x2 type explicit instantiation
+template struct mat<3, 2, float32, lowp>;
+template struct mat<3, 2, float64, lowp>;
+
+template struct mat<3, 2, float32, mediump>;
+template struct mat<3, 2, float64, mediump>;
+
+template struct mat<3, 2, float32, highp>;
+template struct mat<3, 2, float64, highp>;
+
+// tmat3x3 type explicit instantiation
+template struct mat<3, 3, float32, lowp>;
+template struct mat<3, 3, float64, lowp>;
+
+template struct mat<3, 3, float32, mediump>;
+template struct mat<3, 3, float64, mediump>;
+
+template struct mat<3, 3, float32, highp>;
+template struct mat<3, 3, float64, highp>;
+
+// tmat3x4 type explicit instantiation
+template struct mat<3, 4, float32, lowp>;
+template struct mat<3, 4, float64, lowp>;
+
+template struct mat<3, 4, float32, mediump>;
+template struct mat<3, 4, float64, mediump>;
+
+template struct mat<3, 4, float32, highp>;
+template struct mat<3, 4, float64, highp>;
+
+// tmat4x2 type explicit instantiation
+template struct mat<4, 2, float32, lowp>;
+template struct mat<4, 2, float64, lowp>;
+
+template struct mat<4, 2, float32, mediump>;
+template struct mat<4, 2, float64, mediump>;
+
+template struct mat<4, 2, float32, highp>;
+template struct mat<4, 2, float64, highp>;
+
+// tmat4x3 type explicit instantiation
+template struct mat<4, 3, float32, lowp>;
+template struct mat<4, 3, float64, lowp>;
+
+template struct mat<4, 3, float32, mediump>;
+template struct mat<4, 3, float64, mediump>;
+
+template struct mat<4, 3, float32, highp>;
+template struct mat<4, 3, float64, highp>;
+
+// tmat4x4 type explicit instantiation
+template struct mat<4, 4, float32, lowp>;
+template struct mat<4, 4, float64, lowp>;
+
+template struct mat<4, 4, float32, mediump>;
+template struct mat<4, 4, float64, mediump>;
+
+template struct mat<4, 4, float32, highp>;
+template struct mat<4, 4, float64, highp>;
+
+// tquat type explicit instantiation
+template struct qua<float32, lowp>;
+template struct qua<float64, lowp>;
+
+template struct qua<float32, mediump>;
+template struct qua<float64, mediump>;
+
+template struct qua<float32, highp>;
+template struct qua<float64, highp>;
+
+//tdualquat type explicit instantiation
+template struct tdualquat<float32, lowp>;
+template struct tdualquat<float64, lowp>;
+
+template struct tdualquat<float32, mediump>;
+template struct tdualquat<float64, mediump>;
+
+template struct tdualquat<float32, highp>;
+template struct tdualquat<float64, highp>;
+
+}//namespace glm
+
diff --git a/third_party/glm/detail/qualifier.hpp b/third_party/glm/detail/qualifier.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..cb4e108a7aead1277c6985bf57796041a676a04b
--- /dev/null
+++ b/third_party/glm/detail/qualifier.hpp
@@ -0,0 +1,293 @@
+#pragma once
+
+#include "setup.hpp"
+
+namespace glm
+{
+	/// Qualify GLM types in term of alignment (packed, aligned) and precision in term of ULPs (lowp, mediump, highp)
+	enum qualifier
+	{
+		packed_highp, ///< Typed data is tightly packed in memory and operations are executed with high precision in term of ULPs
+		packed_mediump, ///< Typed data is tightly packed in memory  and operations are executed with medium precision in term of ULPs for higher performance
+		packed_lowp, ///< Typed data is tightly packed in memory  and operations are executed with low precision in term of ULPs to maximize performance
+
+#		if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+			aligned_highp, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs
+			aligned_mediump, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs for higher performance
+			aligned_lowp, // ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs to maximize performance
+			aligned = aligned_highp, ///< By default aligned qualifier is also high precision
+#		endif
+
+		highp = packed_highp, ///< By default highp qualifier is also packed
+		mediump = packed_mediump, ///< By default mediump qualifier is also packed
+		lowp = packed_lowp, ///< By default lowp qualifier is also packed
+		packed = packed_highp, ///< By default packed qualifier is also high precision
+
+#		if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE && defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES)
+			defaultp = aligned_highp
+#		else
+			defaultp = highp
+#		endif
+	};
+
+	typedef qualifier precision;
+
+	template<length_t L, typename T, qualifier Q = defaultp> struct vec;
+	template<length_t C, length_t R, typename T, qualifier Q = defaultp> struct mat;
+	template<typename T, qualifier Q = defaultp> struct qua;
+
+#	if GLM_HAS_TEMPLATE_ALIASES
+		template <typename T, qualifier Q = defaultp> using tvec1 = vec<1, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tvec2 = vec<2, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tvec3 = vec<3, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tvec4 = vec<4, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat2x2 = mat<2, 2, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat2x3 = mat<2, 3, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat2x4 = mat<2, 4, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat3x2 = mat<3, 2, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat3x3 = mat<3, 3, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat3x4 = mat<3, 4, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat4x2 = mat<4, 2, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat4x3 = mat<4, 3, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tmat4x4 = mat<4, 4, T, Q>;
+		template <typename T, qualifier Q = defaultp> using tquat = qua<T, Q>;
+#	endif
+
+namespace detail
+{
+	template<glm::qualifier P>
+	struct is_aligned
+	{
+		static const bool value = false;
+	};
+
+#	if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+		template<>
+		struct is_aligned<glm::aligned_lowp>
+		{
+			static const bool value = true;
+		};
+
+		template<>
+		struct is_aligned<glm::aligned_mediump>
+		{
+			static const bool value = true;
+		};
+
+		template<>
+		struct is_aligned<glm::aligned_highp>
+		{
+			static const bool value = true;
+		};
+#	endif
+
+	template<length_t L, typename T, bool is_aligned>
+	struct storage
+	{
+		typedef struct type {
+			T data[L];
+		} type;
+	};
+
+#	if GLM_HAS_ALIGNOF
+		template<length_t L, typename T>
+		struct storage<L, T, true>
+		{
+			typedef struct alignas(L * sizeof(T)) type {
+				T data[L];
+			} type;
+		};
+
+		template<typename T>
+		struct storage<3, T, true>
+		{
+			typedef struct alignas(4 * sizeof(T)) type {
+				T data[4];
+			} type;
+		};
+#	endif
+
+#	if GLM_ARCH & GLM_ARCH_SSE2_BIT
+	template<>
+	struct storage<4, float, true>
+	{
+		typedef glm_f32vec4 type;
+	};
+
+	template<>
+	struct storage<4, int, true>
+	{
+		typedef glm_i32vec4 type;
+	};
+
+	template<>
+	struct storage<4, unsigned int, true>
+	{
+		typedef glm_u32vec4 type;
+	};
+
+	template<>
+	struct storage<3, float, true>
+	{
+		typedef glm_f32vec4 type;
+	};
+
+	template<>
+	struct storage<3, int, true>
+	{
+		typedef glm_i32vec4 type;
+	};
+
+	template<>
+	struct storage<3, unsigned int, true>
+	{
+		typedef glm_i32vec4 type;
+	};
+
+	template<>
+	struct storage<2, double, true>
+	{
+		typedef glm_f64vec2 type;
+	};
+
+	template<>
+	struct storage<2, detail::int64, true>
+	{
+		typedef glm_i64vec2 type;
+	};
+
+	template<>
+	struct storage<2, detail::uint64, true>
+	{
+		typedef glm_u64vec2 type;
+	};
+
+
+	template<>
+	struct storage<3, detail::uint64, true>
+	{
+		typedef glm_u64vec2 type;
+	};
+
+	template<>
+	struct storage<4, double, true>
+	{
+#	if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+		typedef glm_f64vec4 type;
+#	else
+		struct type
+		{
+			glm_f64vec2 data[2];
+			GLM_CONSTEXPR glm_f64vec2 getv(int i) const {
+				return data[i];
+			}
+			GLM_CONSTEXPR void setv(int i, const glm_f64vec2& v) {
+				data[i] = v;
+			}
+		};
+#	endif
+	};
+
+
+	template<>
+	struct storage<3, double, true> : public storage<4, double, true>
+	{};
+	
+#	endif
+
+#	if (GLM_ARCH & GLM_ARCH_AVX2_BIT)
+	template<>
+	struct storage<4, detail::int64, true>
+	{
+		typedef glm_i64vec4 type;
+	};
+
+	template<>
+	struct storage<4, detail::uint64, true>
+	{
+		typedef glm_u64vec4 type;
+	};
+#	endif
+
+#	if GLM_ARCH & GLM_ARCH_NEON_BIT
+	template<>
+	struct storage<4, float, true>
+	{
+		typedef glm_f32vec4 type;
+	};
+
+	template<>
+	struct storage<3, float, true> : public storage<4, float, true>
+	{};
+
+	template<>
+	struct storage<4, int, true>
+	{
+		typedef glm_i32vec4 type;
+	};
+
+	template<>
+	struct storage<3, int, true> : public storage<4, int, true>
+	{};
+
+	template<>
+	struct storage<4, unsigned int, true>
+	{
+		typedef glm_u32vec4 type;
+	};
+
+	template<>
+	struct storage<3, unsigned int, true> : public storage<4, unsigned int, true>
+	{};
+
+	template<>
+	struct storage<3, double, true>
+	{
+		typedef struct alignas(4 * sizeof(double)) type {
+			double data[4];
+		} type;
+	};
+
+#	endif
+
+	enum genTypeEnum
+	{
+		GENTYPE_VEC,
+		GENTYPE_MAT,
+		GENTYPE_QUAT
+	};
+
+	template <typename genType>
+	struct genTypeTrait
+	{};
+
+	template <length_t C, length_t R, typename T>
+	struct genTypeTrait<mat<C, R, T> >
+	{
+		static const genTypeEnum GENTYPE = GENTYPE_MAT;
+	};
+
+	template<typename genType, genTypeEnum type>
+	struct init_gentype
+	{
+	};
+
+	template<typename genType>
+	struct init_gentype<genType, GENTYPE_QUAT>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity()
+		{
+			return genType(1, 0, 0, 0);
+		}
+	};
+
+	template<typename genType>
+	struct init_gentype<genType, GENTYPE_MAT>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity()
+		{
+			return genType(1);
+		}
+	};
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/detail/setup.hpp b/third_party/glm/detail/setup.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5e94f2dc16f1f828e1937e6692d437f469334245
--- /dev/null
+++ b/third_party/glm/detail/setup.hpp
@@ -0,0 +1,1191 @@
+#ifndef GLM_SETUP_INCLUDED
+
+#include <cassert>
+#include <cstddef>
+
+#define GLM_VERSION_MAJOR 1
+#define GLM_VERSION_MINOR 0
+#define GLM_VERSION_PATCH 2
+#define GLM_VERSION_REVISION 0 // Deprecated
+#define GLM_VERSION 1000 // Deprecated
+
+#define GLM_MAKE_API_VERSION(variant, major, minor, patch) \
+    ((((uint32_t)(variant)) << 29U) | (((uint32_t)(major)) << 22U) | (((uint32_t)(minor)) << 12U) | ((uint32_t)(patch)))
+
+#define GLM_VERSION_COMPLETE GLM_MAKE_API_VERSION(0, GLM_VERSION_MAJOR, GLM_VERSION_MINOR, GLM_VERSION_PATCH)
+
+#define GLM_SETUP_INCLUDED GLM_VERSION
+
+#define GLM_GET_VERSION_VARIANT(version) ((uint32_t)(version) >> 29U)
+#define GLM_GET_VERSION_MAJOR(version) (((uint32_t)(version) >> 22U) & 0x7FU)
+#define GLM_GET_VERSION_MINOR(version) (((uint32_t)(version) >> 12U) & 0x3FFU)
+#define GLM_GET_VERSION_PATCH(version) ((uint32_t)(version) & 0xFFFU)
+
+///////////////////////////////////////////////////////////////////////////////////
+// Active states
+
+#define GLM_DISABLE		0
+#define GLM_ENABLE		1
+
+///////////////////////////////////////////////////////////////////////////////////
+// Messages
+
+#if defined(GLM_FORCE_MESSAGES)
+#	define GLM_MESSAGES GLM_ENABLE
+#else
+#	define GLM_MESSAGES GLM_DISABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Detect the platform
+
+#include "../simd/platform.h"
+
+///////////////////////////////////////////////////////////////////////////////////
+// Build model
+
+#if defined(_M_ARM64) || defined(__LP64__) || defined(_M_X64) || defined(__ppc64__) || defined(__x86_64__)
+#	define GLM_MODEL	GLM_MODEL_64
+#elif defined(__i386__) || defined(__ppc__) || defined(__ILP32__) || defined(_M_ARM)
+#	define GLM_MODEL	GLM_MODEL_32
+#else
+#	define GLM_MODEL	GLM_MODEL_32
+#endif//
+
+#if !defined(GLM_MODEL) && GLM_COMPILER != 0
+#	error "GLM_MODEL undefined, your compiler may not be supported by GLM. Add #define GLM_MODEL 0 to ignore this message."
+#endif//GLM_MODEL
+
+///////////////////////////////////////////////////////////////////////////////////
+// C++ Version
+
+// User defines: GLM_FORCE_CXX98, GLM_FORCE_CXX03, GLM_FORCE_CXX11, GLM_FORCE_CXX14, GLM_FORCE_CXX17, GLM_FORCE_CXX2A
+
+#define GLM_LANG_CXX98_FLAG			(1 << 1)
+#define GLM_LANG_CXX03_FLAG			(1 << 2)
+#define GLM_LANG_CXX0X_FLAG			(1 << 3)
+#define GLM_LANG_CXX11_FLAG			(1 << 4)
+#define GLM_LANG_CXX14_FLAG			(1 << 5)
+#define GLM_LANG_CXX17_FLAG			(1 << 6)
+#define GLM_LANG_CXX20_FLAG			(1 << 7)
+#define GLM_LANG_CXXMS_FLAG			(1 << 8)
+#define GLM_LANG_CXXGNU_FLAG		(1 << 9)
+
+#define GLM_LANG_CXX98			GLM_LANG_CXX98_FLAG
+#define GLM_LANG_CXX03			(GLM_LANG_CXX98 | GLM_LANG_CXX03_FLAG)
+#define GLM_LANG_CXX0X			(GLM_LANG_CXX03 | GLM_LANG_CXX0X_FLAG)
+#define GLM_LANG_CXX11			(GLM_LANG_CXX0X | GLM_LANG_CXX11_FLAG)
+#define GLM_LANG_CXX14			(GLM_LANG_CXX11 | GLM_LANG_CXX14_FLAG)
+#define GLM_LANG_CXX17			(GLM_LANG_CXX14 | GLM_LANG_CXX17_FLAG)
+#define GLM_LANG_CXX20			(GLM_LANG_CXX17 | GLM_LANG_CXX20_FLAG)
+#define GLM_LANG_CXXMS			GLM_LANG_CXXMS_FLAG
+#define GLM_LANG_CXXGNU			GLM_LANG_CXXGNU_FLAG
+
+#if (defined(_MSC_EXTENSIONS))
+#	define GLM_LANG_EXT GLM_LANG_CXXMS_FLAG
+#elif ((GLM_COMPILER & (GLM_COMPILER_CLANG | GLM_COMPILER_GCC)) && (GLM_ARCH & GLM_ARCH_SIMD_BIT))
+#	define GLM_LANG_EXT GLM_LANG_CXXMS_FLAG
+#else
+#	define GLM_LANG_EXT 0
+#endif
+
+#if (defined(GLM_FORCE_CXX_UNKNOWN))
+#	define GLM_LANG 0
+#elif defined(GLM_FORCE_CXX20)
+#	define GLM_LANG (GLM_LANG_CXX20 | GLM_LANG_EXT)
+#	define GLM_LANG_STL11_FORCED
+#elif defined(GLM_FORCE_CXX17)
+#	define GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT)
+#	define GLM_LANG_STL11_FORCED
+#elif defined(GLM_FORCE_CXX14)
+#	define GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT)
+#	define GLM_LANG_STL11_FORCED
+#elif defined(GLM_FORCE_CXX11)
+#	define GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT)
+#	define GLM_LANG_STL11_FORCED
+#elif defined(GLM_FORCE_CXX03)
+#	define GLM_LANG (GLM_LANG_CXX03 | GLM_LANG_EXT)
+#elif defined(GLM_FORCE_CXX98)
+#	define GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT)
+#else
+#	if GLM_COMPILER & GLM_COMPILER_VC && defined(_MSVC_LANG)
+#		if GLM_COMPILER >= GLM_COMPILER_VC15_7
+#			define GLM_LANG_PLATFORM _MSVC_LANG
+#		elif GLM_COMPILER >= GLM_COMPILER_VC15
+#			if _MSVC_LANG > 201402L
+#				define GLM_LANG_PLATFORM 201402L
+#			else
+#				define GLM_LANG_PLATFORM _MSVC_LANG
+#			endif
+#		else
+#			define GLM_LANG_PLATFORM 0
+#		endif
+#	else
+#		define GLM_LANG_PLATFORM 0
+#	endif
+
+#	if __cplusplus > 201703L || GLM_LANG_PLATFORM > 201703L
+#		define GLM_LANG (GLM_LANG_CXX20 | GLM_LANG_EXT)
+#	elif __cplusplus == 201703L || GLM_LANG_PLATFORM == 201703L
+#		define GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT)
+#	elif __cplusplus == 201402L || __cplusplus == 201406L || __cplusplus == 201500L || GLM_LANG_PLATFORM == 201402L
+#		define GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT)
+#	elif __cplusplus == 201103L || GLM_LANG_PLATFORM == 201103L
+#		define GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT)
+#	elif defined(__INTEL_CXX11_MODE__) || defined(_MSC_VER) || defined(__GXX_EXPERIMENTAL_CXX0X__)
+#		define GLM_LANG (GLM_LANG_CXX0X | GLM_LANG_EXT)
+#	elif __cplusplus == 199711L
+#		define GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT)
+#	else
+#		define GLM_LANG (0 | GLM_LANG_EXT)
+#	endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Has of C++ features
+
+// http://clang.llvm.org/cxx_status.html
+// http://gcc.gnu.org/projects/cxx0x.html
+// http://msdn.microsoft.com/en-us/library/vstudio/hh567368(v=vs.120).aspx
+
+// Android has multiple STLs but C++11 STL detection doesn't always work #284 #564
+#if GLM_PLATFORM == GLM_PLATFORM_ANDROID && !defined(GLM_LANG_STL11_FORCED)
+#	define GLM_HAS_CXX11_STL 0
+#elif (GLM_COMPILER & GLM_COMPILER_CUDA_RTC) == GLM_COMPILER_CUDA_RTC
+#	define GLM_HAS_CXX11_STL 0
+#elif (GLM_COMPILER & GLM_COMPILER_HIP)
+#	define GLM_HAS_CXX11_STL 0
+#elif GLM_COMPILER & GLM_COMPILER_CLANG
+#	if (defined(_LIBCPP_VERSION) || (GLM_LANG & GLM_LANG_CXX11_FLAG) || defined(GLM_LANG_STL11_FORCED))
+#		define GLM_HAS_CXX11_STL 1
+#	else
+#		define GLM_HAS_CXX11_STL 0
+#	endif
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_CXX11_STL 1
+#else
+#	define GLM_HAS_CXX11_STL ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC48)) || \
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
+		((GLM_PLATFORM != GLM_PLATFORM_WINDOWS) && (GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15))))
+#endif
+
+// N1720
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_STATIC_ASSERT __has_feature(cxx_static_assert)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_STATIC_ASSERT 1
+#else
+#	define GLM_HAS_STATIC_ASSERT ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_VC)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP))))
+#endif
+
+// N1988
+#if GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_EXTENDED_INTEGER_TYPE 1
+#else
+#	define GLM_HAS_EXTENDED_INTEGER_TYPE (\
+		((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_VC)) || \
+		((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CLANG)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP)))
+#endif
+
+// N2672 Initializer lists http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_INITIALIZER_LISTS __has_feature(cxx_generalized_initializers)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_INITIALIZER_LISTS 1
+#else
+#	define GLM_HAS_INITIALIZER_LISTS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \
+		((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP))))
+#endif
+
+// N2544 Unrestricted unions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_UNRESTRICTED_UNIONS __has_feature(cxx_unrestricted_unions)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_UNRESTRICTED_UNIONS 1
+#else
+#	define GLM_HAS_UNRESTRICTED_UNIONS (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		(GLM_COMPILER & GLM_COMPILER_VC) || \
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP)))
+#endif
+
+// N2346
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_DEFAULTED_FUNCTIONS __has_feature(cxx_defaulted_functions)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_DEFAULTED_FUNCTIONS 1
+#else
+#	define GLM_HAS_DEFAULTED_FUNCTIONS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
+		((GLM_COMPILER & GLM_COMPILER_INTEL)) || \
+		(GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP)))
+#endif
+
+// N2118
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_RVALUE_REFERENCES __has_feature(cxx_rvalue_references)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_RVALUE_REFERENCES 1
+#else
+#	define GLM_HAS_RVALUE_REFERENCES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_VC)) || \
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP))))
+#endif
+
+// N2437 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS __has_feature(cxx_explicit_conversions)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS 1
+#else
+#	define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP))))
+#endif
+
+// N2258 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_TEMPLATE_ALIASES __has_feature(cxx_alias_templates)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_TEMPLATE_ALIASES 1
+#else
+#	define GLM_HAS_TEMPLATE_ALIASES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_INTEL)) || \
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP))))
+#endif
+
+// N2930 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2009/n2930.html
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_RANGE_FOR __has_feature(cxx_range_for)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_RANGE_FOR 1
+#else
+#	define GLM_HAS_RANGE_FOR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_INTEL)) || \
+		((GLM_COMPILER & GLM_COMPILER_VC)) || \
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP))))
+#endif
+
+// N2341 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	define GLM_HAS_ALIGNOF __has_feature(cxx_alignas)
+#elif GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_ALIGNOF 1
+#else
+#	define GLM_HAS_ALIGNOF ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15)) || \
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14)) || \
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP))))
+#endif
+
+// N2235 Generalized Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf
+// N3652 Extended Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2013/n3652.html
+#if (GLM_ARCH & GLM_ARCH_SIMD_BIT) // Compiler SIMD intrinsics don't support constexpr...
+#	define GLM_HAS_CONSTEXPR 0
+#elif (GLM_COMPILER & GLM_COMPILER_CLANG)
+#	define GLM_HAS_CONSTEXPR __has_feature(cxx_relaxed_constexpr)
+#elif (GLM_LANG & GLM_LANG_CXX14_FLAG)
+#	define GLM_HAS_CONSTEXPR 1
+#else
+#	define GLM_HAS_CONSTEXPR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && GLM_HAS_INITIALIZER_LISTS && (\
+		((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL17)) || \
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15))))
+#endif
+
+#if GLM_HAS_CONSTEXPR
+#	define GLM_CONSTEXPR constexpr
+#else
+#	define GLM_CONSTEXPR
+#endif
+
+//
+#if GLM_HAS_CONSTEXPR
+# if (GLM_COMPILER & GLM_COMPILER_CLANG)
+#	if __has_feature(cxx_if_constexpr)
+#		define GLM_HAS_IF_CONSTEXPR 1
+#	else
+# 		define GLM_HAS_IF_CONSTEXPR 0
+#	endif
+# elif (GLM_LANG & GLM_LANG_CXX17_FLAG)
+# 	define GLM_HAS_IF_CONSTEXPR 1
+# else
+# 	define GLM_HAS_IF_CONSTEXPR 0
+# endif
+#else
+#	define GLM_HAS_IF_CONSTEXPR 0
+#endif
+
+#if GLM_HAS_IF_CONSTEXPR
+# 	define GLM_IF_CONSTEXPR if constexpr
+#else
+#	define GLM_IF_CONSTEXPR if
+#endif
+
+// [nodiscard]
+#if GLM_LANG & GLM_LANG_CXX17_FLAG
+#	define GLM_NODISCARD [[nodiscard]]
+#else
+#	define GLM_NODISCARD
+#endif
+
+//
+#if GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_ASSIGNABLE 1
+#else
+#	define GLM_HAS_ASSIGNABLE ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \
+		((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC49))))
+#endif
+
+//
+#define GLM_HAS_TRIVIAL_QUERIES 0
+
+//
+#if GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_MAKE_SIGNED 1
+#else
+#	define GLM_HAS_MAKE_SIGNED ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
+		((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
+		((GLM_COMPILER & GLM_COMPILER_HIP))))
+#endif
+
+//
+#if defined(GLM_FORCE_INTRINSICS)
+#	define GLM_HAS_BITSCAN_WINDOWS ((GLM_PLATFORM & GLM_PLATFORM_WINDOWS) && (\
+		((GLM_COMPILER & GLM_COMPILER_INTEL)) || \
+		((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14) && (GLM_ARCH & GLM_ARCH_X86_BIT))))
+#else
+#	define GLM_HAS_BITSCAN_WINDOWS 0
+#endif
+
+#if GLM_LANG & GLM_LANG_CXX11_FLAG
+#	define GLM_HAS_NOEXCEPT 1
+#else
+#	define GLM_HAS_NOEXCEPT 0
+#endif
+
+#if GLM_HAS_NOEXCEPT
+#	define GLM_NOEXCEPT noexcept
+#else
+#	define GLM_NOEXCEPT
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// OpenMP
+#ifdef _OPENMP
+#	if GLM_COMPILER & GLM_COMPILER_GCC
+#		if GLM_COMPILER >= GLM_COMPILER_GCC61
+#			define GLM_HAS_OPENMP 45
+#		elif GLM_COMPILER >= GLM_COMPILER_GCC49
+#			define GLM_HAS_OPENMP 40
+#		elif GLM_COMPILER >= GLM_COMPILER_GCC47
+#			define GLM_HAS_OPENMP 31
+#		else
+#			define GLM_HAS_OPENMP 0
+#		endif
+#	elif GLM_COMPILER & GLM_COMPILER_CLANG
+#		if GLM_COMPILER >= GLM_COMPILER_CLANG38
+#			define GLM_HAS_OPENMP 31
+#		else
+#			define GLM_HAS_OPENMP 0
+#		endif
+#	elif GLM_COMPILER & GLM_COMPILER_VC
+#		define GLM_HAS_OPENMP 20
+#	elif GLM_COMPILER & GLM_COMPILER_INTEL
+#		if GLM_COMPILER >= GLM_COMPILER_INTEL16
+#			define GLM_HAS_OPENMP 40
+#		else
+#			define GLM_HAS_OPENMP 0
+#		endif
+#	else
+#		define GLM_HAS_OPENMP 0
+#	endif
+#else
+#	define GLM_HAS_OPENMP 0
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// nullptr
+
+#if GLM_LANG & GLM_LANG_CXX0X_FLAG
+#	define GLM_CONFIG_NULLPTR GLM_ENABLE
+#else
+#	define GLM_CONFIG_NULLPTR GLM_DISABLE
+#endif
+
+#if GLM_CONFIG_NULLPTR == GLM_ENABLE
+#	define GLM_NULLPTR nullptr
+#else
+#	define GLM_NULLPTR 0
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Static assert
+
+#if GLM_HAS_STATIC_ASSERT
+#	define GLM_STATIC_ASSERT(x, message) static_assert(x, message)
+#elif GLM_COMPILER & GLM_COMPILER_VC
+#	define GLM_STATIC_ASSERT(x, message) typedef char __CASSERT__##__LINE__[(x) ? 1 : -1]
+#else
+#	define GLM_STATIC_ASSERT(x, message) assert(x)
+#endif//GLM_LANG
+
+///////////////////////////////////////////////////////////////////////////////////
+// Qualifiers
+
+// User defines: GLM_CUDA_FORCE_DEVICE_FUNC, GLM_CUDA_FORCE_HOST_FUNC
+
+#if (GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP)
+#	if defined(GLM_CUDA_FORCE_DEVICE_FUNC) && defined(GLM_CUDA_FORCE_HOST_FUNC)
+#		error "GLM error: GLM_CUDA_FORCE_DEVICE_FUNC and GLM_CUDA_FORCE_HOST_FUNC should not be defined at the same time, GLM by default generates both device and host code for CUDA compiler."
+#	endif//defined(GLM_CUDA_FORCE_DEVICE_FUNC) && defined(GLM_CUDA_FORCE_HOST_FUNC)
+
+#	if defined(GLM_CUDA_FORCE_DEVICE_FUNC)
+#		define GLM_CUDA_FUNC_DEF __device__
+#		define GLM_CUDA_FUNC_DECL __device__
+#	elif defined(GLM_CUDA_FORCE_HOST_FUNC)
+#		define GLM_CUDA_FUNC_DEF __host__
+#		define GLM_CUDA_FUNC_DECL __host__
+#	else
+#		define GLM_CUDA_FUNC_DEF __device__ __host__
+#		define GLM_CUDA_FUNC_DECL __device__ __host__
+#	endif//defined(GLM_CUDA_FORCE_XXXX_FUNC)
+#else
+#	define GLM_CUDA_FUNC_DEF
+#	define GLM_CUDA_FUNC_DECL
+#endif
+
+#if defined(GLM_FORCE_INLINE)
+#	if GLM_COMPILER & GLM_COMPILER_VC
+#		define GLM_INLINE __forceinline
+#		define GLM_NEVER_INLINE __declspec(noinline)
+#	elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)
+#		define GLM_INLINE inline __attribute__((__always_inline__))
+#		define GLM_NEVER_INLINE __attribute__((__noinline__))
+#	elif (GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP)
+#		define GLM_INLINE __forceinline__
+#		define GLM_NEVER_INLINE __noinline__
+#	else
+#		define GLM_INLINE inline
+#		define GLM_NEVER_INLINE
+#	endif//GLM_COMPILER
+#else
+#	define GLM_INLINE inline
+#	define GLM_NEVER_INLINE
+#endif//defined(GLM_FORCE_INLINE)
+
+#define GLM_CTOR_DECL GLM_CUDA_FUNC_DECL GLM_CONSTEXPR
+#define GLM_FUNC_DISCARD_DECL GLM_CUDA_FUNC_DECL
+#define GLM_FUNC_DECL GLM_NODISCARD GLM_CUDA_FUNC_DECL
+#define GLM_FUNC_QUALIFIER GLM_CUDA_FUNC_DEF GLM_INLINE
+
+// Do not use CUDA function qualifiers on CUDA compiler when functions are made default
+#if GLM_HAS_DEFAULTED_FUNCTIONS
+#	define GLM_DEFAULTED_FUNC_DECL
+#	define GLM_DEFAULTED_FUNC_QUALIFIER GLM_INLINE
+#else
+#	define GLM_DEFAULTED_FUNC_DECL GLM_FUNC_DISCARD_DECL
+#	define GLM_DEFAULTED_FUNC_QUALIFIER GLM_FUNC_QUALIFIER
+#endif//GLM_HAS_DEFAULTED_FUNCTIONS
+#if !defined(GLM_FORCE_CTOR_INIT)
+#	define GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CUDA_FUNC_DECL
+#	define GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_DEFAULTED_FUNC_QUALIFIER
+#else
+#	define GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_FUNC_DISCARD_DECL
+#	define GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_FUNC_QUALIFIER
+#endif//GLM_FORCE_CTOR_INIT
+
+///////////////////////////////////////////////////////////////////////////////////
+// Swizzle operators
+
+// User defines: GLM_FORCE_SWIZZLE
+
+#define GLM_SWIZZLE_DISABLED		0
+#define GLM_SWIZZLE_OPERATOR		1
+#define GLM_SWIZZLE_FUNCTION		2
+
+#if defined(GLM_SWIZZLE)
+#	pragma message("GLM: GLM_SWIZZLE is deprecated, use GLM_FORCE_SWIZZLE instead.")
+#	define GLM_FORCE_SWIZZLE
+#endif
+
+#if defined(GLM_FORCE_SWIZZLE) && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && !defined(GLM_FORCE_XYZW_ONLY)
+#	define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_OPERATOR
+#elif defined(GLM_FORCE_SWIZZLE)
+#	define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_FUNCTION
+#else
+#	define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_DISABLED
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Allows using not basic types as genType
+
+// #define GLM_FORCE_UNRESTRICTED_GENTYPE
+
+#ifdef GLM_FORCE_UNRESTRICTED_GENTYPE
+#	define GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_ENABLE
+#else
+#	define GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_DISABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Allows using any scaler as float
+
+// #define GLM_FORCE_UNRESTRICTED_FLOAT
+
+#ifdef GLM_FORCE_UNRESTRICTED_FLOAT
+#	define GLM_CONFIG_UNRESTRICTED_FLOAT GLM_ENABLE
+#else
+#	define GLM_CONFIG_UNRESTRICTED_FLOAT GLM_DISABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Clip control, define GLM_FORCE_DEPTH_ZERO_TO_ONE before including GLM
+// to use a clip space between 0 to 1.
+// Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM
+// to use left handed coordinate system by default.
+
+#define GLM_CLIP_CONTROL_ZO_BIT		(1 << 0) // ZERO_TO_ONE
+#define GLM_CLIP_CONTROL_NO_BIT		(1 << 1) // NEGATIVE_ONE_TO_ONE
+#define GLM_CLIP_CONTROL_LH_BIT		(1 << 2) // LEFT_HANDED, For DirectX, Metal, Vulkan
+#define GLM_CLIP_CONTROL_RH_BIT		(1 << 3) // RIGHT_HANDED, For OpenGL, default in GLM
+
+#define GLM_CLIP_CONTROL_LH_ZO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_ZO_BIT)
+#define GLM_CLIP_CONTROL_LH_NO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_NO_BIT)
+#define GLM_CLIP_CONTROL_RH_ZO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_ZO_BIT)
+#define GLM_CLIP_CONTROL_RH_NO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_NO_BIT)
+
+#ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE
+#	ifdef GLM_FORCE_LEFT_HANDED
+#		define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_ZO
+#	else
+#		define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_ZO
+#	endif
+#else
+#	ifdef GLM_FORCE_LEFT_HANDED
+#		define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_NO
+#	else
+#		define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_NO
+#	endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Qualifiers
+
+#if (GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))
+#	define GLM_DEPRECATED __declspec(deprecated)
+#	define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef __declspec(align(alignment)) type name
+#elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG | GLM_COMPILER_INTEL)
+#	if GLM_LANG & GLM_LANG_CXX14_FLAG
+#		define GLM_DEPRECATED [[deprecated]]
+#	else
+#		define GLM_DEPRECATED __attribute__((__deprecated__))
+#	endif
+#	define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __attribute__((aligned(alignment)))
+#elif (GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP)
+#	define GLM_DEPRECATED
+#	define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __align__(x)
+#else
+#	define GLM_DEPRECATED
+#	define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+
+#ifdef GLM_FORCE_EXPLICIT_CTOR
+#	define GLM_EXPLICIT explicit
+#else
+#	define GLM_EXPLICIT
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Length type: all length functions returns a length_t type.
+// When GLM_FORCE_SIZE_T_LENGTH is defined, length_t is a typedef of size_t otherwise
+// length_t is a typedef of int like GLSL defines it.
+
+#define GLM_LENGTH_INT		1
+#define GLM_LENGTH_SIZE_T	2
+
+#ifdef GLM_FORCE_SIZE_T_LENGTH
+#	define GLM_CONFIG_LENGTH_TYPE		GLM_LENGTH_SIZE_T
+#	define GLM_ASSERT_LENGTH(l, max) (assert ((l) < (max)))
+#else
+#	define GLM_CONFIG_LENGTH_TYPE		GLM_LENGTH_INT
+#	define GLM_ASSERT_LENGTH(l, max) (assert ((l) >= 0 && (l) < (max)))
+#endif
+
+namespace glm
+{
+	using std::size_t;
+#	if GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T
+		typedef size_t length_t;
+#	else
+		typedef int length_t;
+#	endif
+}//namespace glm
+
+///////////////////////////////////////////////////////////////////////////////////
+// constexpr
+
+#if GLM_HAS_CONSTEXPR
+#	define GLM_CONFIG_CONSTEXP GLM_ENABLE
+
+	namespace glm
+	{
+		template<typename T, std::size_t N>
+		constexpr std::size_t countof(T const (&)[N])
+		{
+			return N;
+		}
+	}//namespace glm
+#	define GLM_COUNTOF(arr) glm::countof(arr)
+#elif defined(_MSC_VER)
+#	define GLM_CONFIG_CONSTEXP GLM_DISABLE
+
+#	define GLM_COUNTOF(arr) _countof(arr)
+#else
+#	define GLM_CONFIG_CONSTEXP GLM_DISABLE
+
+#	define GLM_COUNTOF(arr) sizeof(arr) / sizeof(arr[0])
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// uint
+
+namespace glm{
+namespace detail
+{
+	template<typename T>
+	struct is_int
+	{
+		enum test {value = 0};
+	};
+
+	template<>
+	struct is_int<unsigned int>
+	{
+		enum test {value = ~0};
+	};
+
+	template<>
+	struct is_int<signed int>
+	{
+		enum test {value = ~0};
+	};
+}//namespace detail
+
+	typedef unsigned int	uint;
+}//namespace glm
+
+///////////////////////////////////////////////////////////////////////////////////
+// 64-bit int
+
+#if GLM_HAS_EXTENDED_INTEGER_TYPE
+#	include <cstdint>
+#endif
+
+namespace glm{
+namespace detail
+{
+#	if GLM_HAS_EXTENDED_INTEGER_TYPE
+		typedef std::uint64_t						uint64;
+		typedef std::int64_t						int64;
+#	elif (defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)) // C99 detected, 64 bit types available
+		typedef uint64_t							uint64;
+		typedef int64_t								int64;
+#	elif GLM_COMPILER & GLM_COMPILER_VC
+		typedef unsigned __int64					uint64;
+		typedef signed __int64						int64;
+#	elif GLM_COMPILER & GLM_COMPILER_GCC
+#		pragma GCC diagnostic ignored "-Wlong-long"
+		__extension__ typedef unsigned long long	uint64;
+		__extension__ typedef signed long long		int64;
+#	elif (GLM_COMPILER & GLM_COMPILER_CLANG)
+#		pragma clang diagnostic ignored "-Wc++11-long-long"
+		typedef unsigned long long					uint64;
+		typedef signed long long					int64;
+#	else//unknown compiler
+		typedef unsigned long long					uint64;
+		typedef signed long long					int64;
+#	endif
+}//namespace detail
+}//namespace glm
+
+///////////////////////////////////////////////////////////////////////////////////
+// make_unsigned
+
+#if GLM_HAS_MAKE_SIGNED
+#	include <type_traits>
+
+namespace glm{
+namespace detail
+{
+	using std::make_unsigned;
+}//namespace detail
+}//namespace glm
+
+#else
+
+namespace glm{
+namespace detail
+{
+	template<typename genType>
+	struct make_unsigned
+	{};
+
+	template<>
+	struct make_unsigned<char>
+	{
+		typedef unsigned char type;
+	};
+
+	template<>
+	struct make_unsigned<signed char>
+	{
+		typedef unsigned char type;
+	};
+
+	template<>
+	struct make_unsigned<short>
+	{
+		typedef unsigned short type;
+	};
+
+	template<>
+	struct make_unsigned<int>
+	{
+		typedef unsigned int type;
+	};
+
+	template<>
+	struct make_unsigned<long>
+	{
+		typedef unsigned long type;
+	};
+
+	template<>
+	struct make_unsigned<int64>
+	{
+		typedef uint64 type;
+	};
+
+	template<>
+	struct make_unsigned<unsigned char>
+	{
+		typedef unsigned char type;
+	};
+
+	template<>
+	struct make_unsigned<unsigned short>
+	{
+		typedef unsigned short type;
+	};
+
+	template<>
+	struct make_unsigned<unsigned int>
+	{
+		typedef unsigned int type;
+	};
+
+	template<>
+	struct make_unsigned<unsigned long>
+	{
+		typedef unsigned long type;
+	};
+
+	template<>
+	struct make_unsigned<uint64>
+	{
+		typedef uint64 type;
+	};
+}//namespace detail
+}//namespace glm
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Only use x, y, z, w as vector type components
+
+#ifdef GLM_FORCE_XYZW_ONLY
+#	define GLM_CONFIG_XYZW_ONLY GLM_ENABLE
+#else
+#	define GLM_CONFIG_XYZW_ONLY GLM_DISABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Configure the use of defaulted initialized types
+
+#define GLM_CTOR_INIT_DISABLE		0
+#define GLM_CTOR_INITIALIZER_LIST	1
+#define GLM_CTOR_INITIALISATION		2
+
+#if defined(GLM_FORCE_CTOR_INIT) && GLM_HAS_INITIALIZER_LISTS
+#	define GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALIZER_LIST
+#elif defined(GLM_FORCE_CTOR_INIT) && !GLM_HAS_INITIALIZER_LISTS
+#	define GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALISATION
+#else
+#	define GLM_CONFIG_CTOR_INIT GLM_CTOR_INIT_DISABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Use SIMD instruction sets
+
+#if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (GLM_ARCH & GLM_ARCH_SIMD_BIT)
+#	define GLM_CONFIG_SIMD GLM_ENABLE
+#else
+#	define GLM_CONFIG_SIMD GLM_DISABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Configure the use of defaulted function
+
+#if GLM_HAS_DEFAULTED_FUNCTIONS
+#	define GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_ENABLE
+#	define GLM_DEFAULT = default
+#else
+#	define GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_DISABLE
+#	define GLM_DEFAULT
+#endif
+
+#if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INIT_DISABLE && GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_ENABLE
+#	define GLM_CONFIG_DEFAULTED_DEFAULT_CTOR GLM_ENABLE
+#	define GLM_DEFAULT_CTOR GLM_DEFAULT
+#else
+#	define GLM_CONFIG_DEFAULTED_DEFAULT_CTOR GLM_DISABLE
+#	define GLM_DEFAULT_CTOR
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Configure the use of aligned gentypes
+
+#ifdef GLM_FORCE_ALIGNED // Legacy define
+#	define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES
+#endif
+
+#ifdef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES
+#	define GLM_FORCE_ALIGNED_GENTYPES
+#endif
+
+#if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (defined(GLM_FORCE_ALIGNED_GENTYPES) || (GLM_CONFIG_SIMD == GLM_ENABLE))
+#	define GLM_CONFIG_ALIGNED_GENTYPES GLM_ENABLE
+#else
+#	define GLM_CONFIG_ALIGNED_GENTYPES GLM_DISABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Configure the use of anonymous structure as implementation detail
+
+#if ((GLM_CONFIG_SIMD == GLM_ENABLE) || (GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR) || (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE))
+#	define GLM_CONFIG_ANONYMOUS_STRUCT GLM_ENABLE
+#else
+#	define GLM_CONFIG_ANONYMOUS_STRUCT GLM_DISABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Silent warnings
+
+#ifdef GLM_FORCE_WARNINGS
+#	define GLM_SILENT_WARNINGS GLM_DISABLE
+#else
+#	define GLM_SILENT_WARNINGS GLM_ENABLE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Precision
+
+#define GLM_HIGHP		1
+#define GLM_MEDIUMP		2
+#define GLM_LOWP		3
+
+#if defined(GLM_FORCE_PRECISION_HIGHP_BOOL) || defined(GLM_PRECISION_HIGHP_BOOL)
+#	define GLM_CONFIG_PRECISION_BOOL		GLM_HIGHP
+#elif defined(GLM_FORCE_PRECISION_MEDIUMP_BOOL) || defined(GLM_PRECISION_MEDIUMP_BOOL)
+#	define GLM_CONFIG_PRECISION_BOOL		GLM_MEDIUMP
+#elif defined(GLM_FORCE_PRECISION_LOWP_BOOL) || defined(GLM_PRECISION_LOWP_BOOL)
+#	define GLM_CONFIG_PRECISION_BOOL		GLM_LOWP
+#else
+#	define GLM_CONFIG_PRECISION_BOOL		GLM_HIGHP
+#endif
+
+#if defined(GLM_FORCE_PRECISION_HIGHP_INT) || defined(GLM_PRECISION_HIGHP_INT)
+#	define GLM_CONFIG_PRECISION_INT			GLM_HIGHP
+#elif defined(GLM_FORCE_PRECISION_MEDIUMP_INT) || defined(GLM_PRECISION_MEDIUMP_INT)
+#	define GLM_CONFIG_PRECISION_INT			GLM_MEDIUMP
+#elif defined(GLM_FORCE_PRECISION_LOWP_INT) || defined(GLM_PRECISION_LOWP_INT)
+#	define GLM_CONFIG_PRECISION_INT			GLM_LOWP
+#else
+#	define GLM_CONFIG_PRECISION_INT			GLM_HIGHP
+#endif
+
+#if defined(GLM_FORCE_PRECISION_HIGHP_UINT) || defined(GLM_PRECISION_HIGHP_UINT)
+#	define GLM_CONFIG_PRECISION_UINT		GLM_HIGHP
+#elif defined(GLM_FORCE_PRECISION_MEDIUMP_UINT) || defined(GLM_PRECISION_MEDIUMP_UINT)
+#	define GLM_CONFIG_PRECISION_UINT		GLM_MEDIUMP
+#elif defined(GLM_FORCE_PRECISION_LOWP_UINT) || defined(GLM_PRECISION_LOWP_UINT)
+#	define GLM_CONFIG_PRECISION_UINT		GLM_LOWP
+#else
+#	define GLM_CONFIG_PRECISION_UINT		GLM_HIGHP
+#endif
+
+#if defined(GLM_FORCE_PRECISION_HIGHP_FLOAT) || defined(GLM_PRECISION_HIGHP_FLOAT)
+#	define GLM_CONFIG_PRECISION_FLOAT		GLM_HIGHP
+#elif defined(GLM_FORCE_PRECISION_MEDIUMP_FLOAT) || defined(GLM_PRECISION_MEDIUMP_FLOAT)
+#	define GLM_CONFIG_PRECISION_FLOAT		GLM_MEDIUMP
+#elif defined(GLM_FORCE_PRECISION_LOWP_FLOAT) || defined(GLM_PRECISION_LOWP_FLOAT)
+#	define GLM_CONFIG_PRECISION_FLOAT		GLM_LOWP
+#else
+#	define GLM_CONFIG_PRECISION_FLOAT		GLM_HIGHP
+#endif
+
+#if defined(GLM_FORCE_PRECISION_HIGHP_DOUBLE) || defined(GLM_PRECISION_HIGHP_DOUBLE)
+#	define GLM_CONFIG_PRECISION_DOUBLE		GLM_HIGHP
+#elif defined(GLM_FORCE_PRECISION_MEDIUMP_DOUBLE) || defined(GLM_PRECISION_MEDIUMP_DOUBLE)
+#	define GLM_CONFIG_PRECISION_DOUBLE		GLM_MEDIUMP
+#elif defined(GLM_FORCE_PRECISION_LOWP_DOUBLE) || defined(GLM_PRECISION_LOWP_DOUBLE)
+#	define GLM_CONFIG_PRECISION_DOUBLE		GLM_LOWP
+#else
+#	define GLM_CONFIG_PRECISION_DOUBLE		GLM_HIGHP
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Check inclusions of different versions of GLM
+
+#elif ((GLM_SETUP_INCLUDED != GLM_VERSION) && !defined(GLM_FORCE_IGNORE_VERSION))
+#	error "GLM error: A different version of GLM is already included. Define GLM_FORCE_IGNORE_VERSION before including GLM headers to ignore this error."
+#elif GLM_SETUP_INCLUDED == GLM_VERSION
+
+///////////////////////////////////////////////////////////////////////////////////
+// Messages
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_DISPLAYED)
+#	define GLM_MESSAGE_DISPLAYED
+#		define GLM_STR_HELPER(x) #x
+#		define GLM_STR(x) GLM_STR_HELPER(x)
+
+	// Report GLM version
+#		pragma message ("GLM: version " GLM_STR(GLM_VERSION_MAJOR) "." GLM_STR(GLM_VERSION_MINOR) "." GLM_STR(GLM_VERSION_PATCH))
+
+	// Report C++ language
+#	if (GLM_LANG & GLM_LANG_CXX20_FLAG) && (GLM_LANG & GLM_LANG_EXT)
+#		pragma message("GLM: C++ 20 with extensions")
+#	elif (GLM_LANG & GLM_LANG_CXX20_FLAG)
+#		pragma message("GLM: C++ 2A")
+#	elif (GLM_LANG & GLM_LANG_CXX17_FLAG) && (GLM_LANG & GLM_LANG_EXT)
+#		pragma message("GLM: C++ 17 with extensions")
+#	elif (GLM_LANG & GLM_LANG_CXX17_FLAG)
+#		pragma message("GLM: C++ 17")
+#	elif (GLM_LANG & GLM_LANG_CXX14_FLAG) && (GLM_LANG & GLM_LANG_EXT)
+#		pragma message("GLM: C++ 14 with extensions")
+#	elif (GLM_LANG & GLM_LANG_CXX14_FLAG)
+#		pragma message("GLM: C++ 14")
+#	elif (GLM_LANG & GLM_LANG_CXX11_FLAG) && (GLM_LANG & GLM_LANG_EXT)
+#		pragma message("GLM: C++ 11 with extensions")
+#	elif (GLM_LANG & GLM_LANG_CXX11_FLAG)
+#		pragma message("GLM: C++ 11")
+#	elif (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_LANG & GLM_LANG_EXT)
+#		pragma message("GLM: C++ 0x with extensions")
+#	elif (GLM_LANG & GLM_LANG_CXX0X_FLAG)
+#		pragma message("GLM: C++ 0x")
+#	elif (GLM_LANG & GLM_LANG_CXX03_FLAG) && (GLM_LANG & GLM_LANG_EXT)
+#		pragma message("GLM: C++ 03 with extensions")
+#	elif (GLM_LANG & GLM_LANG_CXX03_FLAG)
+#		pragma message("GLM: C++ 03")
+#	elif (GLM_LANG & GLM_LANG_CXX98_FLAG) && (GLM_LANG & GLM_LANG_EXT)
+#		pragma message("GLM: C++ 98 with extensions")
+#	elif (GLM_LANG & GLM_LANG_CXX98_FLAG)
+#		pragma message("GLM: C++ 98")
+#	else
+#		pragma message("GLM: C++ language undetected")
+#	endif//GLM_LANG
+
+	// Report compiler detection
+#	if GLM_COMPILER & GLM_COMPILER_CUDA
+#		pragma message("GLM: CUDA compiler detected")
+#	elif GLM_COMPILER & GLM_COMPILER_HIP
+#		pragma message("GLM: HIP compiler detected")
+#	elif GLM_COMPILER & GLM_COMPILER_VC
+#		pragma message("GLM: Visual C++ compiler detected")
+#	elif GLM_COMPILER & GLM_COMPILER_CLANG
+#		pragma message("GLM: Clang compiler detected")
+#	elif GLM_COMPILER & GLM_COMPILER_INTEL
+#		pragma message("GLM: Intel Compiler detected")
+#	elif GLM_COMPILER & GLM_COMPILER_GCC
+#		pragma message("GLM: GCC compiler detected")
+#	else
+#		pragma message("GLM: Compiler not detected")
+#	endif
+
+	// Report build target
+#	if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: x86 64 bits with AVX2 instruction set build target")
+#	elif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: x86 32 bits with AVX2 instruction set build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: x86 64 bits with AVX instruction set build target")
+#	elif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: x86 32 bits with AVX instruction set build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: x86 64 bits with SSE4.2 instruction set build target")
+#	elif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: x86 32 bits with SSE4.2 instruction set build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: x86 64 bits with SSE4.1 instruction set build target")
+#	elif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: x86 32 bits with SSE4.1 instruction set build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: x86 64 bits with SSSE3 instruction set build target")
+#	elif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: x86 32 bits with SSSE3 instruction set build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: x86 64 bits with SSE3 instruction set build target")
+#	elif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: x86 32 bits with SSE3 instruction set build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: x86 64 bits with SSE2 instruction set build target")
+#	elif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: x86 32 bits with SSE2 instruction set build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: x86 64 bits build target")
+#	elif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: x86 32 bits build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: ARM 64 bits with Neon instruction set build target")
+#	elif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: ARM 32 bits with Neon instruction set build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: ARM 64 bits build target")
+#	elif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: ARM 32 bits build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: MIPS 64 bits build target")
+#	elif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: MIPS 32 bits build target")
+
+#	elif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_64)
+#		pragma message("GLM: PowerPC 64 bits build target")
+#	elif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_32)
+#		pragma message("GLM: PowerPC 32 bits build target")
+#	else
+#		pragma message("GLM: Unknown build target")
+#	endif//GLM_ARCH
+
+	// Report platform name
+#	if(GLM_PLATFORM & GLM_PLATFORM_QNXNTO)
+#		pragma message("GLM: QNX platform detected")
+//#	elif(GLM_PLATFORM & GLM_PLATFORM_IOS)
+//#		pragma message("GLM: iOS platform detected")
+#	elif(GLM_PLATFORM & GLM_PLATFORM_APPLE)
+#		pragma message("GLM: Apple platform detected")
+#	elif(GLM_PLATFORM & GLM_PLATFORM_WINCE)
+#		pragma message("GLM: WinCE platform detected")
+#	elif(GLM_PLATFORM & GLM_PLATFORM_WINDOWS)
+#		pragma message("GLM: Windows platform detected")
+#	elif(GLM_PLATFORM & GLM_PLATFORM_CHROME_NACL)
+#		pragma message("GLM: Native Client detected")
+#	elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+#		pragma message("GLM: Android platform detected")
+#	elif(GLM_PLATFORM & GLM_PLATFORM_LINUX)
+#		pragma message("GLM: Linux platform detected")
+#	elif(GLM_PLATFORM & GLM_PLATFORM_UNIX)
+#		pragma message("GLM: UNIX platform detected")
+#	elif(GLM_PLATFORM & GLM_PLATFORM_UNKNOWN)
+#		pragma message("GLM: platform unknown")
+#	else
+#		pragma message("GLM: platform not detected")
+#	endif
+
+	// Report whether only xyzw component are used
+#	if defined GLM_FORCE_XYZW_ONLY
+#		pragma message("GLM: GLM_FORCE_XYZW_ONLY is defined. Only x, y, z and w component are available in vector type. This define disables swizzle operators and SIMD instruction sets.")
+#	endif
+
+	// Report swizzle operator support
+#	if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+#		pragma message("GLM: GLM_FORCE_SWIZZLE is defined, swizzling operators enabled.")
+#	elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+#		pragma message("GLM: GLM_FORCE_SWIZZLE is defined, swizzling functions enabled. Enable compiler C++ language extensions to enable swizzle operators.")
+#	else
+#		pragma message("GLM: GLM_FORCE_SWIZZLE is undefined. swizzling functions or operators are disabled.")
+#	endif
+
+	// Report .length() type
+#	if GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T
+#		pragma message("GLM: GLM_FORCE_SIZE_T_LENGTH is defined. .length() returns a glm::length_t, a typedef of std::size_t.")
+#	else
+#		pragma message("GLM: GLM_FORCE_SIZE_T_LENGTH is undefined. .length() returns a glm::length_t, a typedef of int following GLSL.")
+#	endif
+
+#	if GLM_CONFIG_UNRESTRICTED_GENTYPE == GLM_ENABLE
+#		pragma message("GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is defined. Removes GLSL restrictions on valid function genTypes.")
+#	else
+#		pragma message("GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is undefined. Follows strictly GLSL on valid function genTypes.")
+#	endif
+
+#	if GLM_SILENT_WARNINGS == GLM_ENABLE
+#		pragma message("GLM: GLM_FORCE_SILENT_WARNINGS is defined. Ignores C++ warnings from using C++ language extensions.")
+#	else
+#		pragma message("GLM: GLM_FORCE_SILENT_WARNINGS is undefined. Shows C++ warnings from using C++ language extensions.")
+#	endif
+
+#	ifdef GLM_FORCE_SINGLE_ONLY
+#		pragma message("GLM: GLM_FORCE_SINGLE_ONLY is defined. Using only single precision floating-point types.")
+#	endif
+
+#	if defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE)
+#		undef GLM_FORCE_ALIGNED_GENTYPES
+#		pragma message("GLM: GLM_FORCE_ALIGNED_GENTYPES is defined, allowing aligned types. This prevents the use of C++ constexpr.")
+#	elif defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE)
+#		undef GLM_FORCE_ALIGNED_GENTYPES
+#		pragma message("GLM: GLM_FORCE_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.")
+#	endif
+
+#	if defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES)
+#		if GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE
+#			undef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES
+#			pragma message("GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.")
+#		elif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+#			pragma message("GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined. All gentypes (e.g. vec3) will be aligned and padded by default.")
+#		endif
+#	endif
+
+#	if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+#		pragma message("GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is defined. Using zero to one depth clip space.")
+#	else
+#		pragma message("GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is undefined. Using negative one to one depth clip space.")
+#	endif
+
+#	if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+#		pragma message("GLM: GLM_FORCE_LEFT_HANDED is defined. Using left handed coordinate system.")
+#	else
+#		pragma message("GLM: GLM_FORCE_LEFT_HANDED is undefined. Using right handed coordinate system.")
+#	endif
+#endif//GLM_MESSAGES
+
+#endif//GLM_SETUP_INCLUDED
diff --git a/third_party/glm/detail/type_float.hpp b/third_party/glm/detail/type_float.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c8037ebd7aa265cb56e3b809cf19df8fa807bcf8
--- /dev/null
+++ b/third_party/glm/detail/type_float.hpp
@@ -0,0 +1,68 @@
+#pragma once
+
+#include "setup.hpp"
+
+#if GLM_COMPILER == GLM_COMPILER_VC12
+#	pragma warning(push)
+#	pragma warning(disable: 4512) // assignment operator could not be generated
+#endif
+
+namespace glm{
+namespace detail
+{
+	template <typename T>
+	union float_t
+	{};
+
+	// https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
+	template <>
+	union float_t<float>
+	{
+		typedef int int_type;
+		typedef float float_type;
+
+		GLM_CONSTEXPR float_t(float_type Num = 0.0f) : f(Num) {}
+
+		GLM_CONSTEXPR float_t& operator=(float_t const& x)
+		{
+			f = x.f;
+			return *this;
+		}
+
+		// Portable extraction of components.
+		GLM_CONSTEXPR bool negative() const { return i < 0; }
+		GLM_CONSTEXPR int_type mantissa() const { return i & ((1 << 23) - 1); }
+		GLM_CONSTEXPR int_type exponent() const { return (i >> 23) & ((1 << 8) - 1); }
+
+		int_type i;
+		float_type f;
+	};
+
+	template <>
+	union float_t<double>
+	{
+		typedef detail::int64 int_type;
+		typedef double float_type;
+
+		GLM_CONSTEXPR float_t(float_type Num = static_cast<float_type>(0)) : f(Num) {}
+
+		GLM_CONSTEXPR float_t& operator=(float_t const& x)
+		{
+			f = x.f;
+			return *this;
+		}
+
+		// Portable extraction of components.
+		GLM_CONSTEXPR bool negative() const { return i < 0; }
+		GLM_CONSTEXPR int_type mantissa() const { return i & ((int_type(1) << 52) - 1); }
+		GLM_CONSTEXPR int_type exponent() const { return (i >> 52) & ((int_type(1) << 11) - 1); }
+
+		int_type i;
+		float_type f;
+	};
+}//namespace detail
+}//namespace glm
+
+#if GLM_COMPILER == GLM_COMPILER_VC12
+#	pragma warning(pop)
+#endif
diff --git a/third_party/glm/detail/type_half.hpp b/third_party/glm/detail/type_half.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..40b8bec00d34143d2e1f0ff60a743aad9e30580f
--- /dev/null
+++ b/third_party/glm/detail/type_half.hpp
@@ -0,0 +1,16 @@
+#pragma once
+
+#include "setup.hpp"
+
+namespace glm{
+namespace detail
+{
+	typedef short hdata;
+
+	GLM_FUNC_DECL float toFloat32(hdata value);
+	GLM_FUNC_DECL hdata toFloat16(float const& value);
+
+}//namespace detail
+}//namespace glm
+
+#include "type_half.inl"
diff --git a/third_party/glm/detail/type_half.inl b/third_party/glm/detail/type_half.inl
new file mode 100644
index 0000000000000000000000000000000000000000..5d239cf22c250f31d0beb72aa3293763f1f51836
--- /dev/null
+++ b/third_party/glm/detail/type_half.inl
@@ -0,0 +1,241 @@
+namespace glm{
+namespace detail
+{
+	GLM_FUNC_QUALIFIER float overflow()
+	{
+		volatile float f = 1e10;
+
+		for(int i = 0; i < 10; ++i)
+			f = f * f; // this will overflow before the for loop terminates
+		return f;
+	}
+
+	union uif32
+	{
+		GLM_FUNC_QUALIFIER uif32() :
+			i(0)
+		{}
+
+		GLM_FUNC_QUALIFIER uif32(float f_) :
+			f(f_)
+		{}
+
+		GLM_FUNC_QUALIFIER uif32(unsigned int i_) :
+			i(i_)
+		{}
+
+		float f;
+		unsigned int i;
+	};
+
+	GLM_FUNC_QUALIFIER float toFloat32(hdata value)
+	{
+		int s = (value >> 15) & 0x00000001;
+		int e = (value >> 10) & 0x0000001f;
+		int m =  value        & 0x000003ff;
+
+		if(e == 0)
+		{
+			if(m == 0)
+			{
+				//
+				// Plus or minus zero
+				//
+
+				detail::uif32 result;
+				result.i = static_cast<unsigned int>(s << 31);
+				return result.f;
+			}
+			else
+			{
+				//
+				// Denormalized number -- renormalize it
+				//
+
+				while(!(m & 0x00000400))
+				{
+					m <<= 1;
+					e -=  1;
+				}
+
+				e += 1;
+				m &= ~0x00000400;
+			}
+		}
+		else if(e == 31)
+		{
+			if(m == 0)
+			{
+				//
+				// Positive or negative infinity
+				//
+
+				uif32 result;
+				result.i = static_cast<unsigned int>((s << 31) | 0x7f800000);
+				return result.f;
+			}
+			else
+			{
+				//
+				// Nan -- preserve sign and significand bits
+				//
+
+				uif32 result;
+				result.i = static_cast<unsigned int>((s << 31) | 0x7f800000 | (m << 13));
+				return result.f;
+			}
+		}
+
+		//
+		// Normalized number
+		//
+
+		e = e + (127 - 15);
+		m = m << 13;
+
+		//
+		// Assemble s, e and m.
+		//
+
+		uif32 Result;
+		Result.i = static_cast<unsigned int>((s << 31) | (e << 23) | m);
+		return Result.f;
+	}
+
+	GLM_FUNC_QUALIFIER hdata toFloat16(float const& f)
+	{
+		uif32 Entry;
+		Entry.f = f;
+		int i = static_cast<int>(Entry.i);
+
+		//
+		// Our floating point number, f, is represented by the bit
+		// pattern in integer i.  Disassemble that bit pattern into
+		// the sign, s, the exponent, e, and the significand, m.
+		// Shift s into the position where it will go in the
+		// resulting half number.
+		// Adjust e, accounting for the different exponent bias
+		// of float and half (127 versus 15).
+		//
+
+		int s =  (i >> 16) & 0x00008000;
+		int e = ((i >> 23) & 0x000000ff) - (127 - 15);
+		int m =   i        & 0x007fffff;
+
+		//
+		// Now reassemble s, e and m into a half:
+		//
+
+		if(e <= 0)
+		{
+			if(e < -10)
+			{
+				//
+				// E is less than -10.  The absolute value of f is
+				// less than half_MIN (f may be a small normalized
+				// float, a denormalized float or a zero).
+				//
+				// We convert f to a half zero.
+				//
+
+				return hdata(s);
+			}
+
+			//
+			// E is between -10 and 0.  F is a normalized float,
+			// whose magnitude is less than __half_NRM_MIN.
+			//
+			// We convert f to a denormalized half.
+			//
+
+			m = (m | 0x00800000) >> (1 - e);
+
+			//
+			// Round to nearest, round "0.5" up.
+			//
+			// Rounding may cause the significand to overflow and make
+			// our number normalized.  Because of the way a half's bits
+			// are laid out, we don't have to treat this case separately;
+			// the code below will handle it correctly.
+			//
+
+			if(m & 0x00001000)
+				m += 0x00002000;
+
+			//
+			// Assemble the half from s, e (zero) and m.
+			//
+
+			return hdata(s | (m >> 13));
+		}
+		else if(e == 0xff - (127 - 15))
+		{
+			if(m == 0)
+			{
+				//
+				// F is an infinity; convert f to a half
+				// infinity with the same sign as f.
+				//
+
+				return hdata(s | 0x7c00);
+			}
+			else
+			{
+				//
+				// F is a NAN; we produce a half NAN that preserves
+				// the sign bit and the 10 leftmost bits of the
+				// significand of f, with one exception: If the 10
+				// leftmost bits are all zero, the NAN would turn
+				// into an infinity, so we have to set at least one
+				// bit in the significand.
+				//
+
+				m >>= 13;
+
+				return hdata(s | 0x7c00 | m | (m == 0));
+			}
+		}
+		else
+		{
+			//
+			// E is greater than zero.  F is a normalized float.
+			// We try to convert f to a normalized half.
+			//
+
+			//
+			// Round to nearest, round "0.5" up
+			//
+
+			if(m &  0x00001000)
+			{
+				m += 0x00002000;
+
+				if(m & 0x00800000)
+				{
+					m =  0;     // overflow in significand,
+					e += 1;     // adjust exponent
+				}
+			}
+
+			//
+			// Handle exponent overflow
+			//
+
+			if (e > 30)
+			{
+				overflow();        // Cause a hardware floating point overflow;
+
+				return hdata(s | 0x7c00);
+				// if this returns, the half becomes an
+			}   // infinity with the same sign as f.
+
+			//
+			// Assemble the half from s, e and m.
+			//
+
+			return hdata(s | (e << 10) | (m >> 13));
+		}
+	}
+
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/detail/type_mat2x2.hpp b/third_party/glm/detail/type_mat2x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..82e9f66cd594c9d246c9a42f46e82094b4cc2b25
--- /dev/null
+++ b/third_party/glm/detail/type_mat2x2.hpp
@@ -0,0 +1,177 @@
+/// @ref core
+/// @file glm/detail/type_mat2x2.hpp
+
+#pragma once
+
+#include "type_vec2.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<2, 2, T, Q>
+	{
+		typedef vec<2, T, Q> col_type;
+		typedef vec<2, T, Q> row_type;
+		typedef mat<2, 2, T, Q> type;
+		typedef mat<2, 2, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[2];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<2, 2, T, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(T scalar);
+		GLM_CTOR_DECL mat(
+			T const& x1, T const& y1,
+			T const& x2, T const& y2);
+		GLM_CTOR_DECL mat(
+			col_type const& v1,
+			col_type const& v2);
+
+		// -- Conversions --
+
+		template<typename U, typename V, typename M, typename N>
+		GLM_CTOR_DECL mat(
+			U const& x1, V const& y1,
+			M const& x2, N const& y2);
+
+		template<typename U, typename V>
+		GLM_CTOR_DECL mat(
+			vec<2, U, Q> const& v1,
+			vec<2, V, Q> const& v2);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 2, U, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 3, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator=(mat<2, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator+=(mat<2, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator-=(mat<2, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator*=(mat<2, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator/=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator/=(mat<2, 2, U, Q> const& m);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator++ ();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 2, T, Q> & operator-- ();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type operator*(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<2, 2, T, Q>::row_type operator*(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2);
+} //namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat2x2.inl"
+#endif
diff --git a/third_party/glm/detail/type_mat2x2.inl b/third_party/glm/detail/type_mat2x2.inl
new file mode 100644
index 0000000000000000000000000000000000000000..afb2b31e59008e87eb7a57dce52e490d5b1bf3f0
--- /dev/null
+++ b/third_party/glm/detail/type_mat2x2.inl
@@ -0,0 +1,536 @@
+#include "../matrix.hpp"
+
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0), col_type(0, 1)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+				this->value[0] = col_type(1, 0);
+				this->value[1] = col_type(0, 1);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(T scalar)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(scalar, 0), col_type(0, scalar)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(scalar, 0);
+			this->value[1] = col_type(0, scalar);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat
+	(
+		T const& x0, T const& y0,
+		T const& x1, T const& y1
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0), col_type(x1, y1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0);
+			this->value[1] = col_type(x1, y1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(col_type const& v0, col_type const& v1)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{v0, v1}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = v0;
+			this->value[1] = v1;
+#		endif
+	}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<typename X1, typename Y1, typename X2, typename Y2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat
+	(
+		X1 const& x1, Y1 const& y1,
+		X2 const& x2, Y2 const& y2
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(static_cast<T>(x1), value_type(y1)), col_type(static_cast<T>(x2), value_type(y2)) }
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(static_cast<T>(x1), value_type(y1));
+			this->value[1] = col_type(static_cast<T>(x2), value_type(y2));
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V1, typename V2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v1), col_type(v2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v1);
+			this->value[1] = col_type(v2);
+#		endif
+	}
+
+	// -- mat2x2 matrix conversions --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type const& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary updatable operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator=(mat<2, 2, U, Q> const& m)
+	{
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(U scalar)
+	{
+		this->value[0] += scalar;
+		this->value[1] += scalar;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(mat<2, 2, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(U scalar)
+	{
+		this->value[0] -= scalar;
+		this->value[1] -= scalar;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(mat<2, 2, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(U scalar)
+	{
+		this->value[0] *= scalar;
+		this->value[1] *= scalar;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(mat<2, 2, U, Q> const& m)
+	{
+		return (*this = *this * m);
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(U scalar)
+	{
+		this->value[0] /= scalar;
+		this->value[1] /= scalar;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(mat<2, 2, U, Q> const& m)
+	{
+		return *this *= inverse(m);
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> mat<2, 2, T, Q>::operator++(int)
+	{
+		mat<2, 2, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> mat<2, 2, T, Q>::operator--(int)
+	{
+		mat<2, 2, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m)
+	{
+		return mat<2, 2, T, Q>(
+			-m[0],
+			-m[1]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar)
+	{
+		return mat<2, 2, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m)
+	{
+		return mat<2, 2, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)
+	{
+		return mat<2, 2, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar)
+	{
+		return mat<2, 2, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m)
+	{
+		return mat<2, 2, T, Q>(
+			scalar - m[0],
+			scalar - m[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)
+	{
+		return mat<2, 2, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar)
+	{
+		return mat<2, 2, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m)
+	{
+		return mat<2, 2, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type operator*
+	(
+		mat<2, 2, T, Q> const& m,
+		typename mat<2, 2, T, Q>::row_type const& v
+	)
+	{
+		return vec<2, T, Q>(
+			m[0][0] * v.x + m[1][0] * v.y,
+			m[0][1] * v.x + m[1][1] * v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::row_type operator*
+	(
+		typename mat<2, 2, T, Q>::col_type const& v,
+		mat<2, 2, T, Q> const& m
+	)
+	{
+		return vec<2, T, Q>(
+			v.x * m[0][0] + v.y * m[0][1],
+			v.x * m[1][0] + v.y * m[1][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)
+	{
+		return mat<2, 2, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)
+	{
+		return mat<3, 2, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)
+	{
+		return mat<4, 2, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],
+			m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1],
+			m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar)
+	{
+		return mat<2, 2, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m)
+	{
+		return mat<2, 2, T, Q>(
+			scalar / m[0],
+			scalar / m[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v)
+	{
+		return inverse(m) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m)
+	{
+		return v *  inverse(m);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)
+	{
+		mat<2, 2, T, Q> m1_copy(m1);
+		return m1_copy /= m2;
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]);
+	}
+} //namespace glm
diff --git a/third_party/glm/detail/type_mat2x3.hpp b/third_party/glm/detail/type_mat2x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..b65d1c5c46d32bcb7124cf0a7766b1705246d830
--- /dev/null
+++ b/third_party/glm/detail/type_mat2x3.hpp
@@ -0,0 +1,159 @@
+/// @ref core
+/// @file glm/detail/type_mat2x3.hpp
+
+#pragma once
+
+#include "type_vec2.hpp"
+#include "type_vec3.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<2, 3, T, Q>
+	{
+		typedef vec<3, T, Q> col_type;
+		typedef vec<2, T, Q> row_type;
+		typedef mat<2, 3, T, Q> type;
+		typedef mat<3, 2, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[2];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<2, 3, T, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(T scalar);
+		GLM_CTOR_DECL mat(
+			T x0, T y0, T z0,
+			T x1, T y1, T z1);
+		GLM_CTOR_DECL mat(
+			col_type const& v0,
+			col_type const& v1);
+
+		// -- Conversions --
+
+		template<typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2>
+		GLM_CTOR_DECL mat(
+			X1 x1, Y1 y1, Z1 z1,
+			X2 x2, Y2 y2, Z2 z2);
+
+		template<typename U, typename V>
+		GLM_CTOR_DECL mat(
+			vec<3, U, Q> const& v1,
+			vec<3, V, Q> const& v2);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 3, U, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 3, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator=(mat<2, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator+=(mat<2, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator-=(mat<2, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator/=(U s);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator++ ();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 3, T, Q> & operator-- ();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<2, 3, T, Q>::col_type operator*(mat<2, 3, T, Q> const& m, typename mat<2, 3, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<2, 3, T, Q>::row_type operator*(typename mat<2, 3, T, Q>::col_type const& v, mat<2, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat2x3.inl"
+#endif
diff --git a/third_party/glm/detail/type_mat2x3.inl b/third_party/glm/detail/type_mat2x3.inl
new file mode 100644
index 0000000000000000000000000000000000000000..345ac8ac650dd27b5440dcf55f686230d51ef62c
--- /dev/null
+++ b/third_party/glm/detail/type_mat2x3.inl
@@ -0,0 +1,510 @@
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0, 0), col_type(0, 1, 0)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+				this->value[0] = col_type(1, 0, 0);
+				this->value[1] = col_type(0, 1, 0);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m.value[0];
+			this->value[1] = m.value[1];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(T scalar)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(scalar, 0, 0), col_type(0, scalar, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(scalar, 0, 0);
+			this->value[1] = col_type(0, scalar, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat
+	(
+		T x0, T y0, T z0,
+		T x1, T y1, T z1
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0, z0), col_type(x1, y1, z1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0, z0);
+			this->value[1] = col_type(x1, y1, z1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(col_type const& v0, col_type const& v1)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v0);
+			this->value[1] = col_type(v1);
+#		endif
+	}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<
+		typename X1, typename Y1, typename Z1,
+		typename X2, typename Y2, typename Z2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat
+	(
+		X1 x1, Y1 y1, Z1 z1,
+		X2 x2, Y2 y2, Z2 z2
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x1, y1, z1), col_type(x2, y2, z2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x1, y1, z1);
+			this->value[1] = col_type(x2, y2, z2);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V1, typename V2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v1), col_type(v2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v1);
+			this->value[1] = col_type(v2);
+#		endif
+	}
+
+	// -- Matrix conversions --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR  mat<2, 3, T, Q>::mat(mat<3, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+		: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 3, T, Q>::col_type & mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 3, T, Q>::col_type const& mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary updatable operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator=(mat<2, 3, U, Q> const& m)
+	{
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator+=(U s)
+	{
+		this->value[0] += s;
+		this->value[1] += s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator+=(mat<2, 3, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(U s)
+	{
+		this->value[0] -= s;
+		this->value[1] -= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(mat<2, 3, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator*=(U s)
+	{
+		this->value[0] *= s;
+		this->value[1] *= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator/=(U s)
+	{
+		this->value[0] /= s;
+		this->value[1] /= s;
+		return *this;
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> mat<2, 3, T, Q>::operator++(int)
+	{
+		mat<2, 3, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> mat<2, 3, T, Q>::operator--(int)
+	{
+		mat<2, 3, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m)
+	{
+		return mat<2, 3, T, Q>(
+			-m[0],
+			-m[1]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar)
+	{
+		return mat<2, 3, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)
+	{
+		return mat<2, 3, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar)
+	{
+		return mat<2, 3, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)
+	{
+		return mat<2, 3, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar)
+	{
+		return mat<2, 3, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m)
+	{
+		return mat<2, 3, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 3, T, Q>::col_type operator*
+	(
+		mat<2, 3, T, Q> const& m,
+		typename mat<2, 3, T, Q>::row_type const& v)
+	{
+		return typename mat<2, 3, T, Q>::col_type(
+			m[0][0] * v.x + m[1][0] * v.y,
+			m[0][1] * v.x + m[1][1] * v.y,
+			m[0][2] * v.x + m[1][2] * v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 3, T, Q>::row_type operator*
+	(
+		typename mat<2, 3, T, Q>::col_type const& v,
+		mat<2, 3, T, Q> const& m)
+	{
+		return typename mat<2, 3, T, Q>::row_type(
+			v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2],
+			v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2)
+	{
+		return mat<2, 3, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2)
+	{
+		T SrcA00 = m1[0][0];
+		T SrcA01 = m1[0][1];
+		T SrcA02 = m1[0][2];
+		T SrcA10 = m1[1][0];
+		T SrcA11 = m1[1][1];
+		T SrcA12 = m1[1][2];
+
+		T SrcB00 = m2[0][0];
+		T SrcB01 = m2[0][1];
+		T SrcB10 = m2[1][0];
+		T SrcB11 = m2[1][1];
+		T SrcB20 = m2[2][0];
+		T SrcB21 = m2[2][1];
+
+		mat<3, 3, T, Q> Result;
+		Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01;
+		Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01;
+		Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01;
+		Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11;
+		Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11;
+		Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11;
+		Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21;
+		Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21;
+		Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2)
+	{
+		return mat<4, 3, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],
+			m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1],
+			m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1],
+			m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1],
+			m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar)
+	{
+		return mat<2, 3, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m)
+	{
+		return mat<2, 3, T, Q>(
+			scalar / m[0],
+			scalar / m[1]);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]);
+	}
+} //namespace glm
diff --git a/third_party/glm/detail/type_mat2x4.hpp b/third_party/glm/detail/type_mat2x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..7ca43e59a11e5a70b9c7bc78b852e02307e604bc
--- /dev/null
+++ b/third_party/glm/detail/type_mat2x4.hpp
@@ -0,0 +1,161 @@
+/// @ref core
+/// @file glm/detail/type_mat2x4.hpp
+
+#pragma once
+
+#include "type_vec2.hpp"
+#include "type_vec4.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<2, 4, T, Q>
+	{
+		typedef vec<4, T, Q> col_type;
+		typedef vec<2, T, Q> row_type;
+		typedef mat<2, 4, T, Q> type;
+		typedef mat<4, 2, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[2];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; }
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<2, 4, T, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(T scalar);
+		GLM_CTOR_DECL mat(
+			T x0, T y0, T z0, T w0,
+			T x1, T y1, T z1, T w1);
+		GLM_CTOR_DECL mat(
+			col_type const& v0,
+			col_type const& v1);
+
+		// -- Conversions --
+
+		template<
+			typename X1, typename Y1, typename Z1, typename W1,
+			typename X2, typename Y2, typename Z2, typename W2>
+		GLM_CTOR_DECL mat(
+			X1 x1, Y1 y1, Z1 z1, W1 w1,
+			X2 x2, Y2 y2, Z2 z2, W2 w2);
+
+		template<typename U, typename V>
+		GLM_CTOR_DECL mat(
+			vec<4, U, Q> const& v1,
+			vec<4, V, Q> const& v2);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 4, U, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 3, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator=(mat<2, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator+=(mat<2, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator-=(mat<2, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator/=(U s);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator++ ();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<2, 4, T, Q> & operator-- ();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat2x4.inl"
+#endif
diff --git a/third_party/glm/detail/type_mat2x4.inl b/third_party/glm/detail/type_mat2x4.inl
new file mode 100644
index 0000000000000000000000000000000000000000..1c182c9ddfee87c738357deba1d438d82a05da93
--- /dev/null
+++ b/third_party/glm/detail/type_mat2x4.inl
@@ -0,0 +1,520 @@
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+				this->value[0] = col_type(1, 0, 0, 0);
+				this->value[1] = col_type(0, 1, 0, 0);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(T s)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(s, 0, 0, 0);
+			this->value[1] = col_type(0, s, 0, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat
+	(
+		T x0, T y0, T z0, T w0,
+		T x1, T y1, T z1, T w1
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0, z0, w0), col_type(x1, y1, z1, w1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0, z0, w0);
+			this->value[1] = col_type(x1, y1, z1, w1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(col_type const& v0, col_type const& v1)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = v0;
+			this->value[1] = v1;
+#		endif
+	}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<
+		typename X1, typename Y1, typename Z1, typename W1,
+		typename X2, typename Y2, typename Z2, typename W2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat
+	(
+		X1 x1, Y1 y1, Z1 z1, W1 w1,
+		X2 x2, Y2 y2, Z2 z2, W2 w2
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{
+				col_type(x1, y1, z1, w1),
+				col_type(x2, y2, z2, w2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x1, y1, z1, w1);
+			this->value[1] = col_type(x2, y2, z2, w2);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V1, typename V2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v1), col_type(v2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v1);
+			this->value[1] = col_type(v2);
+#		endif
+	}
+
+	// -- Matrix conversions --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 4, T, Q>::col_type & mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 4, T, Q>::col_type const& mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary updatable operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator=(mat<2, 4, U, Q> const& m)
+	{
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(U s)
+	{
+		this->value[0] += s;
+		this->value[1] += s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(mat<2, 4, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(U s)
+	{
+		this->value[0] -= s;
+		this->value[1] -= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(mat<2, 4, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator*=(U s)
+	{
+		this->value[0] *= s;
+		this->value[1] *= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> & mat<2, 4, T, Q>::operator/=(U s)
+	{
+		this->value[0] /= s;
+		this->value[1] /= s;
+		return *this;
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> mat<2, 4, T, Q>::operator++(int)
+	{
+		mat<2, 4, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> mat<2, 4, T, Q>::operator--(int)
+	{
+		mat<2, 4, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m)
+	{
+		return mat<2, 4, T, Q>(
+			-m[0],
+			-m[1]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar)
+	{
+		return mat<2, 4, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)
+	{
+		return mat<2, 4, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar)
+	{
+		return mat<2, 4, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)
+	{
+		return mat<2, 4, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar)
+	{
+		return mat<2, 4, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m)
+	{
+		return mat<2, 4, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v)
+	{
+		return typename mat<2, 4, T, Q>::col_type(
+			m[0][0] * v.x + m[1][0] * v.y,
+			m[0][1] * v.x + m[1][1] * v.y,
+			m[0][2] * v.x + m[1][2] * v.y,
+			m[0][3] * v.x + m[1][3] * v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m)
+	{
+		return typename mat<2, 4, T, Q>::row_type(
+			v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3],
+			v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2)
+	{
+		T SrcA00 = m1[0][0];
+		T SrcA01 = m1[0][1];
+		T SrcA02 = m1[0][2];
+		T SrcA03 = m1[0][3];
+		T SrcA10 = m1[1][0];
+		T SrcA11 = m1[1][1];
+		T SrcA12 = m1[1][2];
+		T SrcA13 = m1[1][3];
+
+		T SrcB00 = m2[0][0];
+		T SrcB01 = m2[0][1];
+		T SrcB10 = m2[1][0];
+		T SrcB11 = m2[1][1];
+		T SrcB20 = m2[2][0];
+		T SrcB21 = m2[2][1];
+		T SrcB30 = m2[3][0];
+		T SrcB31 = m2[3][1];
+
+		mat<4, 4, T, Q> Result;
+		Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01;
+		Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01;
+		Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01;
+		Result[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01;
+		Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11;
+		Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11;
+		Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11;
+		Result[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11;
+		Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21;
+		Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21;
+		Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21;
+		Result[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21;
+		Result[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31;
+		Result[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31;
+		Result[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31;
+		Result[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2)
+	{
+		return mat<2, 4, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],
+			m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],
+			m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2)
+	{
+		return mat<3, 4, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],
+			m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],
+			m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],
+			m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1],
+			m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar)
+	{
+		return mat<2, 4, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m)
+	{
+		return mat<2, 4, T, Q>(
+			scalar / m[0],
+			scalar / m[1]);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]);
+	}
+} //namespace glm
diff --git a/third_party/glm/detail/type_mat3x2.hpp b/third_party/glm/detail/type_mat3x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..0249befd4eceae165c43ef845d74e087231c2b9a
--- /dev/null
+++ b/third_party/glm/detail/type_mat3x2.hpp
@@ -0,0 +1,167 @@
+/// @ref core
+/// @file glm/detail/type_mat3x2.hpp
+
+#pragma once
+
+#include "type_vec2.hpp"
+#include "type_vec3.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<3, 2, T, Q>
+	{
+		typedef vec<2, T, Q> col_type;
+		typedef vec<3, T, Q> row_type;
+		typedef mat<3, 2, T, Q> type;
+		typedef mat<2, 3, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[3];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<3, 2, T, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(T scalar);
+		GLM_CTOR_DECL mat(
+			T x0, T y0,
+			T x1, T y1,
+			T x2, T y2);
+		GLM_CTOR_DECL mat(
+			col_type const& v0,
+			col_type const& v1,
+			col_type const& v2);
+
+		// -- Conversions --
+
+		template<
+			typename X1, typename Y1,
+			typename X2, typename Y2,
+			typename X3, typename Y3>
+			GLM_CTOR_DECL mat(
+			X1 x1, Y1 y1,
+			X2 x2, Y2 y2,
+			X3 x3, Y3 y3);
+
+		template<typename V1, typename V2, typename V3>
+		GLM_CTOR_DECL mat(
+			vec<2, V1, Q> const& v1,
+			vec<2, V2, Q> const& v2,
+			vec<2, V3, Q> const& v3);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 2, U, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 3, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator=(mat<3, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator+=(mat<3, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator-=(mat<3, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator/=(U s);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator++ ();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 2, T, Q> & operator-- ();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2);
+
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat3x2.inl"
+#endif
diff --git a/third_party/glm/detail/type_mat3x2.inl b/third_party/glm/detail/type_mat3x2.inl
new file mode 100644
index 0000000000000000000000000000000000000000..cd9f46ccc6e18a2f9527601e3ab3891ec63a1911
--- /dev/null
+++ b/third_party/glm/detail/type_mat3x2.inl
@@ -0,0 +1,532 @@
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0), col_type(0, 1), col_type(0, 0)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+				this->value[0] = col_type(1, 0);
+				this->value[1] = col_type(0, 1);
+				this->value[2] = col_type(0, 0);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = m[2];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(T s)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(s, 0), col_type(0, s), col_type(0, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(s, 0);
+			this->value[1] = col_type(0, s);
+			this->value[2] = col_type(0, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat
+	(
+		T x0, T y0,
+		T x1, T y1,
+		T x2, T y2
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0);
+			this->value[1] = col_type(x1, y1);
+			this->value[2] = col_type(x2, y2);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = v0;
+			this->value[1] = v1;
+			this->value[2] = v2;
+#		endif
+	}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<
+		typename X0, typename Y0,
+		typename X1, typename Y1,
+		typename X2, typename Y2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat
+	(
+		X0 x0, Y0 y0,
+		X1 x1, Y1 y1,
+		X2 x2, Y2 y2
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0);
+			this->value[1] = col_type(x1, y1);
+			this->value[2] = col_type(x2, y2);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V0, typename V1, typename V2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v0);
+			this->value[1] = col_type(v1);
+			this->value[2] = col_type(v2);
+#		endif
+	}
+
+	// -- Matrix conversions --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = m[2];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 2, T, Q>::col_type & mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 2, T, Q>::col_type const& mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary updatable operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator=(mat<3, 2, U, Q> const& m)
+	{
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		this->value[2] = m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(U s)
+	{
+		this->value[0] += s;
+		this->value[1] += s;
+		this->value[2] += s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(mat<3, 2, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		this->value[2] += m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(U s)
+	{
+		this->value[0] -= s;
+		this->value[1] -= s;
+		this->value[2] -= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(mat<3, 2, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		this->value[2] -= m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator*=(U s)
+	{
+		this->value[0] *= s;
+		this->value[1] *= s;
+		this->value[2] *= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> & mat<3, 2, T, Q>::operator/=(U s)
+	{
+		this->value[0] /= s;
+		this->value[1] /= s;
+		this->value[2] /= s;
+		return *this;
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		++this->value[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		--this->value[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> mat<3, 2, T, Q>::operator++(int)
+	{
+		mat<3, 2, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> mat<3, 2, T, Q>::operator--(int)
+	{
+		mat<3, 2, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m)
+	{
+		return mat<3, 2, T, Q>(
+			-m[0],
+			-m[1],
+			-m[2]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar)
+	{
+		return mat<3, 2, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar,
+			m[2] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)
+	{
+		return mat<3, 2, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1],
+			m1[2] + m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar)
+	{
+		return mat<3, 2, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar,
+			m[2] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)
+	{
+		return mat<3, 2, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1],
+			m1[2] - m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar)
+	{
+		return mat<3, 2, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m)
+	{
+		return mat<3, 2, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v)
+	{
+		return typename mat<3, 2, T, Q>::col_type(
+			m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z,
+			m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m)
+	{
+		return typename mat<3, 2, T, Q>::row_type(
+			v.x * m[0][0] + v.y * m[0][1],
+			v.x * m[1][0] + v.y * m[1][1],
+			v.x * m[2][0] + v.y * m[2][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2)
+	{
+		const T SrcA00 = m1[0][0];
+		const T SrcA01 = m1[0][1];
+		const T SrcA10 = m1[1][0];
+		const T SrcA11 = m1[1][1];
+		const T SrcA20 = m1[2][0];
+		const T SrcA21 = m1[2][1];
+
+		const T SrcB00 = m2[0][0];
+		const T SrcB01 = m2[0][1];
+		const T SrcB02 = m2[0][2];
+		const T SrcB10 = m2[1][0];
+		const T SrcB11 = m2[1][1];
+		const T SrcB12 = m2[1][2];
+
+		mat<2, 2, T, Q> Result;
+		Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02;
+		Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02;
+		Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12;
+		Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+	{
+		return mat<3, 2, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2)
+	{
+		return mat<4, 2, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],
+			m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2],
+			m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar)
+	{
+		return mat<3, 2, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar,
+			m[2] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m)
+	{
+		return mat<3, 2, T, Q>(
+			scalar / m[0],
+			scalar / m[1],
+			scalar / m[2]);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);
+	}
+} //namespace glm
diff --git a/third_party/glm/detail/type_mat3x3.hpp b/third_party/glm/detail/type_mat3x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..e4cbbdceda7484a07adfd4911bf6d9aa4fa2c75e
--- /dev/null
+++ b/third_party/glm/detail/type_mat3x3.hpp
@@ -0,0 +1,184 @@
+/// @ref core
+/// @file glm/detail/type_mat3x3.hpp
+
+#pragma once
+
+#include "type_vec3.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<3, 3, T, Q>
+	{
+		typedef vec<3, T, Q> col_type;
+		typedef vec<3, T, Q> row_type;
+		typedef mat<3, 3, T, Q> type;
+		typedef mat<3, 3, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[3];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<3, 3, T, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(T scalar);
+		GLM_CTOR_DECL mat(
+			T x0, T y0, T z0,
+			T x1, T y1, T z1,
+			T x2, T y2, T z2);
+		GLM_CTOR_DECL mat(
+			col_type const& v0,
+			col_type const& v1,
+			col_type const& v2);
+
+		// -- Conversions --
+
+		template<
+			typename X1, typename Y1, typename Z1,
+			typename X2, typename Y2, typename Z2,
+			typename X3, typename Y3, typename Z3>
+		GLM_CTOR_DECL mat(
+			X1 x1, Y1 y1, Z1 z1,
+			X2 x2, Y2 y2, Z2 z2,
+			X3 x3, Y3 y3, Z3 z3);
+
+		template<typename V1, typename V2, typename V3>
+		GLM_CTOR_DECL mat(
+			vec<3, V1, Q> const& v1,
+			vec<3, V2, Q> const& v2,
+			vec<3, V3, Q> const& v3);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 3, U, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 3, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator=(mat<3, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator+=(mat<3, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator-=(mat<3, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator*=(mat<3, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator/=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator/=(mat<3, 3, U, Q> const& m);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator++();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 3, T, Q> & operator--();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat3x3.inl"
+#endif
diff --git a/third_party/glm/detail/type_mat3x3.inl b/third_party/glm/detail/type_mat3x3.inl
new file mode 100644
index 0000000000000000000000000000000000000000..5ccfb22932a961044600b55ccf1c974148aaf244
--- /dev/null
+++ b/third_party/glm/detail/type_mat3x3.inl
@@ -0,0 +1,635 @@
+#include "../matrix.hpp"
+#include "../common.hpp"
+
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+			this->value[0] = col_type(1, 0, 0);
+				this->value[1] = col_type(0, 1, 0);
+				this->value[2] = col_type(0, 0, 1);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(T s)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(s, 0, 0);
+			this->value[1] = col_type(0, s, 0);
+			this->value[2] = col_type(0, 0, s);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat
+	(
+		T x0, T y0, T z0,
+		T x1, T y1, T z1,
+		T x2, T y2, T z2
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0, z0);
+			this->value[1] = col_type(x1, y1, z1);
+			this->value[2] = col_type(x2, y2, z2);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v0);
+			this->value[1] = col_type(v1);
+			this->value[2] = col_type(v2);
+#		endif
+	}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<
+		typename X1, typename Y1, typename Z1,
+		typename X2, typename Y2, typename Z2,
+		typename X3, typename Y3, typename Z3>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat
+	(
+		X1 x1, Y1 y1, Z1 z1,
+		X2 x2, Y2 y2, Z2 z2,
+		X3 x3, Y3 y3, Z3 z3
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x1, y1, z1);
+			this->value[1] = col_type(x2, y2, z2);
+			this->value[2] = col_type(x3, y3, z3);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V1, typename V2, typename V3>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v1), col_type(v2), col_type(v3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v1);
+			this->value[1] = col_type(v2);
+			this->value[2] = col_type(v3);
+#		endif
+	}
+
+	// -- Matrix conversions --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(m[2], 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(m[2], 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type & mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type const& mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary updatable operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator=(mat<3, 3, U, Q> const& m)
+	{
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		this->value[2] = m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(U s)
+	{
+		this->value[0] += s;
+		this->value[1] += s;
+		this->value[2] += s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(mat<3, 3, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		this->value[2] += m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(U s)
+	{
+		this->value[0] -= s;
+		this->value[1] -= s;
+		this->value[2] -= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(mat<3, 3, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		this->value[2] -= m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(U s)
+	{
+		col_type sv(s);
+		this->value[0] *= sv;
+		this->value[1] *= sv;
+		this->value[2] *= sv;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(mat<3, 3, U, Q> const& m)
+	{
+		return (*this = *this * m);
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(U s)
+	{
+		this->value[0] /= s;
+		this->value[1] /= s;
+		this->value[2] /= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(mat<3, 3, U, Q> const& m)
+	{
+		return *this *= inverse(m);
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		++this->value[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		--this->value[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> mat<3, 3, T, Q>::operator++(int)
+	{
+		mat<3, 3, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> mat<3, 3, T, Q>::operator--(int)
+	{
+		mat<3, 3, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m)
+	{
+		return mat<3, 3, T, Q>(
+			-m[0],
+			-m[1],
+			-m[2]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar)
+	{
+		return mat<3, 3, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar,
+			m[2] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m)
+	{
+		return mat<3, 3, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar,
+			m[2] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+	{
+		return mat<3, 3, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1],
+			m1[2] + m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar)
+	{
+		return mat<3, 3, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar,
+			m[2] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m)
+	{
+		return mat<3, 3, T, Q>(
+			scalar - m[0],
+			scalar - m[1],
+			scalar - m[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+	{
+		return mat<3, 3, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1],
+			m1[2] - m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar)
+	{
+		return mat<3, 3, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m)
+	{
+		return mat<3, 3, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v)
+	{
+		return typename mat<3, 3, T, Q>::col_type(
+			m[0] * splatX(v) + m[1] * splatY(v) + m[2] * splatZ(v));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m)
+	{
+		return typename mat<3, 3, T, Q>::row_type(
+			dot(m[0], v),
+			dot(m[1], v),
+			dot(m[2], v));
+	}
+
+	namespace detail
+	{
+		template<typename T, qualifier Q, bool is_aligned>
+		struct mul3x3 {};
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+		template<typename T, qualifier Q>
+		struct mul3x3<T, Q, true>
+		{
+			GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+			{
+				typename mat<4, 4, T, Q>::col_type const SrcA0 = xyzz(m1[0]);
+				typename mat<4, 4, T, Q>::col_type const SrcA1 = xyzz(m1[1]);
+				typename mat<4, 4, T, Q>::col_type const SrcA2 = xyzz(m1[2]);
+
+				typename mat<4, 4, T, Q>::col_type const SrcB0 = xyzz(m2[0]);
+				typename mat<4, 4, T, Q>::col_type const SrcB1 = xyzz(m2[1]);
+				typename mat<4, 4, T, Q>::col_type const SrcB2 = xyzz(m2[2]);
+
+				mat<3, 3, T, Q> Result;
+				Result[0] = xyz(glm::fma(SrcA2, splatZ(SrcB0), glm::fma(SrcA1, splatY(SrcB0), SrcA0 * splatX(SrcB0))));
+				Result[1] = xyz(glm::fma(SrcA2, splatZ(SrcB1), glm::fma(SrcA1, splatY(SrcB1), SrcA0 * splatX(SrcB1))));
+				Result[2] = xyz(glm::fma(SrcA2, splatZ(SrcB2), glm::fma(SrcA1, splatY(SrcB2), SrcA0 * splatX(SrcB2))));
+				return mat<3, 3, T, Q>(Result);
+			}
+		};
+#endif
+		template<typename T, qualifier Q>
+		struct mul3x3<T, Q, false>
+		{
+			GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+			{
+				typename mat<3, 3, T, Q>::col_type const& SrcA0 = m1[0];
+				typename mat<3, 3, T, Q>::col_type const& SrcA1 = m1[1];
+				typename mat<3, 3, T, Q>::col_type const& SrcA2 = m1[2];
+
+				typename mat<3, 3, T, Q>::col_type const& SrcB0 = m2[0];
+				typename mat<3, 3, T, Q>::col_type const& SrcB1 = m2[1];
+				typename mat<3, 3, T, Q>::col_type const& SrcB2 = m2[2];
+
+				mat<3, 3, T, Q> Result;
+				// note: the following lines are decomposed to have consistent results between simd and non simd code (prevent rounding error because of operation order)
+				//Result[0] = SrcA2 * SrcB1.z + SrcA1 * SrcB1.y + SrcA0 * SrcB1.x;
+				//Result[1] = SrcA2 * SrcB1.z + SrcA1 * SrcB1.y + SrcA0 * SrcB1.x;
+				//Result[2] = SrcA2 * SrcB2.z + SrcA1 * SrcB2.y + SrcA0 * SrcB2.x;
+
+				typename mat<3, 3, T, Q>::col_type tmp;
+				tmp = SrcA0 * SrcB0.x;
+				tmp += SrcA1 * SrcB0.y;
+				tmp += SrcA2 * SrcB0.z;
+				Result[0] = tmp;
+				tmp = SrcA0 * SrcB1.x;
+				tmp += SrcA1 * SrcB1.y;
+				tmp += SrcA2 * SrcB1.z;
+				Result[1] = tmp;
+				tmp = SrcA0 * SrcB2.x;
+				tmp += SrcA1 * SrcB2.y;
+				tmp += SrcA2 * SrcB2.z;
+				Result[2] = tmp;
+				return Result;
+			}
+		};
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+	{
+		return detail::mul3x3<T, Q, detail::is_aligned<Q>::value>::call(m1, m2);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2)
+	{
+		return mat<2, 3, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)
+	{
+		return mat<4, 3, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],
+			m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2],
+			m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2],
+			m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2],
+			m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m,	T scalar)
+	{
+		return mat<3, 3, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar,
+			m[2] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m)
+	{
+		return mat<3, 3, T, Q>(
+			scalar / m[0],
+			scalar / m[1],
+			scalar / m[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v)
+	{
+		return  inverse(m) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m)
+	{
+		return v * inverse(m);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+	{
+		mat<3, 3, T, Q> m1_copy(m1);
+		return m1_copy /= m2;
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);
+	}
+} //namespace glm
diff --git a/third_party/glm/detail/type_mat3x4.hpp b/third_party/glm/detail/type_mat3x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f9913d271ef0b188bb6808e5b1191446ffd7ae5b
--- /dev/null
+++ b/third_party/glm/detail/type_mat3x4.hpp
@@ -0,0 +1,166 @@
+/// @ref core
+/// @file glm/detail/type_mat3x4.hpp
+
+#pragma once
+
+#include "type_vec3.hpp"
+#include "type_vec4.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<3, 4, T, Q>
+	{
+		typedef vec<4, T, Q> col_type;
+		typedef vec<3, T, Q> row_type;
+		typedef mat<3, 4, T, Q> type;
+		typedef mat<4, 3, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[3];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; }
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<3, 4, T, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(T scalar);
+		GLM_CTOR_DECL mat(
+			T x0, T y0, T z0, T w0,
+			T x1, T y1, T z1, T w1,
+			T x2, T y2, T z2, T w2);
+		GLM_CTOR_DECL mat(
+			col_type const& v0,
+			col_type const& v1,
+			col_type const& v2);
+
+		// -- Conversions --
+
+		template<
+			typename X1, typename Y1, typename Z1, typename W1,
+			typename X2, typename Y2, typename Z2, typename W2,
+			typename X3, typename Y3, typename Z3, typename W3>
+		GLM_CTOR_DECL mat(
+			X1 x1, Y1 y1, Z1 z1, W1 w1,
+			X2 x2, Y2 y2, Z2 z2, W2 w2,
+			X3 x3, Y3 y3, Z3 z3, W3 w3);
+
+		template<typename V1, typename V2, typename V3>
+		GLM_CTOR_DECL mat(
+			vec<4, V1, Q> const& v1,
+			vec<4, V2, Q> const& v2,
+			vec<4, V3, Q> const& v3);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 4, U, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 3, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator=(mat<3, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator+=(mat<3, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator-=(mat<3, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator/=(U s);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator++();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<3, 4, T, Q> & operator--();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<3, 4, T, Q>::col_type operator*(mat<3, 4, T, Q> const& m, typename mat<3, 4, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<3, 4, T, Q>::row_type operator*(typename mat<3, 4, T, Q>::col_type const& v, mat<3, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1,	mat<4, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1,	mat<3, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat3x4.inl"
+#endif
diff --git a/third_party/glm/detail/type_mat3x4.inl b/third_party/glm/detail/type_mat3x4.inl
new file mode 100644
index 0000000000000000000000000000000000000000..209e9d90b5e1c7112cdff6e2c6719159057b2a59
--- /dev/null
+++ b/third_party/glm/detail/type_mat3x4.inl
@@ -0,0 +1,578 @@
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+				this->value[0] = col_type(1, 0, 0, 0);
+				this->value[1] = col_type(0, 1, 0, 0);
+				this->value[2] = col_type(0, 0, 1, 0);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = m[2];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(T s)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(s, 0, 0, 0);
+			this->value[1] = col_type(0, s, 0, 0);
+			this->value[2] = col_type(0, 0, s, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat
+	(
+		T x0, T y0, T z0, T w0,
+		T x1, T y1, T z1, T w1,
+		T x2, T y2, T z2, T w2
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{
+				col_type(x0, y0, z0, w0),
+				col_type(x1, y1, z1, w1),
+				col_type(x2, y2, z2, w2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0, z0, w0);
+			this->value[1] = col_type(x1, y1, z1, w1);
+			this->value[2] = col_type(x2, y2, z2, w2);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = v0;
+			this->value[1] = v1;
+			this->value[2] = v2;
+#		endif
+	}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<
+		typename X0, typename Y0, typename Z0, typename W0,
+		typename X1, typename Y1, typename Z1, typename W1,
+		typename X2, typename Y2, typename Z2, typename W2>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat
+	(
+		X0 x0, Y0 y0, Z0 z0, W0 w0,
+		X1 x1, Y1 y1, Z1 z1, W1 w1,
+		X2 x2, Y2 y2, Z2 z2, W2 w2
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{
+				col_type(x0, y0, z0, w0),
+				col_type(x1, y1, z1, w1),
+				col_type(x2, y2, z2, w2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0, z0, w0);
+			this->value[1] = col_type(x1, y1, z1, w1);
+			this->value[2] = col_type(x2, y2, z2, w2);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V1, typename V2, typename V3>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(vec<4, V1, Q> const& v0, vec<4, V2, Q> const& v1, vec<4, V3, Q> const& v2)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v0);
+			this->value[1] = col_type(v1);
+			this->value[2] = col_type(v2);
+#		endif
+	}
+
+	// -- Matrix conversions --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+			this->value[2] = col_type(0, 0, 1, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(m[2], 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(0, 0, 1, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+			this->value[2] = col_type(m[2], 1, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0, 0, 1, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+			this->value[2] = col_type(m[2], 1, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(m[2], 0);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 4, T, Q>::col_type & mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 4, T, Q>::col_type const& mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary updatable operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator=(mat<3, 4, U, Q> const& m)
+	{
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		this->value[2] = m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(U s)
+	{
+		this->value[0] += s;
+		this->value[1] += s;
+		this->value[2] += s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(mat<3, 4, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		this->value[2] += m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(U s)
+	{
+		this->value[0] -= s;
+		this->value[1] -= s;
+		this->value[2] -= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(mat<3, 4, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		this->value[2] -= m[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator*=(U s)
+	{
+		this->value[0] *= s;
+		this->value[1] *= s;
+		this->value[2] *= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> & mat<3, 4, T, Q>::operator/=(U s)
+	{
+		this->value[0] /= s;
+		this->value[1] /= s;
+		this->value[2] /= s;
+		return *this;
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		++this->value[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		--this->value[2];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> mat<3, 4, T, Q>::operator++(int)
+	{
+		mat<3, 4, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> mat<3, 4, T, Q>::operator--(int)
+	{
+		mat<3, 4, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m)
+	{
+		return mat<3, 4, T, Q>(
+			-m[0],
+			-m[1],
+			-m[2]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar)
+	{
+		return mat<3, 4, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar,
+			m[2] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)
+	{
+		return mat<3, 4, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1],
+			m1[2] + m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m,	T scalar)
+	{
+		return mat<3, 4, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar,
+			m[2] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)
+	{
+		return mat<3, 4, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1],
+			m1[2] - m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar)
+	{
+		return mat<3, 4, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m)
+	{
+		return mat<3, 4, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 4, T, Q>::col_type operator*
+	(
+		mat<3, 4, T, Q> const& m,
+		typename mat<3, 4, T, Q>::row_type const& v
+	)
+	{
+		return typename mat<3, 4, T, Q>::col_type(
+			m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z,
+			m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z,
+			m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z,
+			m[0][3] * v.x + m[1][3] * v.y + m[2][3] * v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 4, T, Q>::row_type operator*
+	(
+		typename mat<3, 4, T, Q>::col_type const& v,
+		mat<3, 4, T, Q> const& m
+	)
+	{
+		return typename mat<3, 4, T, Q>::row_type(
+			v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3],
+			v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3],
+			v.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2] + v.w * m[2][3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<4, 3, T, Q> const& m2)
+	{
+		const T SrcA00 = m1[0][0];
+		const T SrcA01 = m1[0][1];
+		const T SrcA02 = m1[0][2];
+		const T SrcA03 = m1[0][3];
+		const T SrcA10 = m1[1][0];
+		const T SrcA11 = m1[1][1];
+		const T SrcA12 = m1[1][2];
+		const T SrcA13 = m1[1][3];
+		const T SrcA20 = m1[2][0];
+		const T SrcA21 = m1[2][1];
+		const T SrcA22 = m1[2][2];
+		const T SrcA23 = m1[2][3];
+
+		const T SrcB00 = m2[0][0];
+		const T SrcB01 = m2[0][1];
+		const T SrcB02 = m2[0][2];
+		const T SrcB10 = m2[1][0];
+		const T SrcB11 = m2[1][1];
+		const T SrcB12 = m2[1][2];
+		const T SrcB20 = m2[2][0];
+		const T SrcB21 = m2[2][1];
+		const T SrcB22 = m2[2][2];
+		const T SrcB30 = m2[3][0];
+		const T SrcB31 = m2[3][1];
+		const T SrcB32 = m2[3][2];
+
+		mat<4, 4, T, Q> Result;
+		Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02;
+		Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02;
+		Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02;
+		Result[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01 + SrcA23 * SrcB02;
+		Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12;
+		Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12;
+		Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12;
+		Result[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11 + SrcA23 * SrcB12;
+		Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22;
+		Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22;
+		Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22;
+		Result[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21 + SrcA23 * SrcB22;
+		Result[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31 + SrcA20 * SrcB32;
+		Result[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31 + SrcA21 * SrcB32;
+		Result[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31 + SrcA22 * SrcB32;
+		Result[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31 + SrcA23 * SrcB32;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2)
+	{
+		return mat<2, 4, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],
+			m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],
+			m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<3, 3, T, Q> const& m2)
+	{
+		return mat<3, 4, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2],
+			m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2],
+			m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2],
+			m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2],
+			m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m,	T scalar)
+	{
+		return mat<3, 4, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar,
+			m[2] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m)
+	{
+		return mat<3, 4, T, Q>(
+			scalar / m[0],
+			scalar / m[1],
+			scalar / m[2]);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]);
+	}
+} //namespace glm
diff --git a/third_party/glm/detail/type_mat4x2.hpp b/third_party/glm/detail/type_mat4x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..7057d4ce17a13379b59342e68c880faaec66c351
--- /dev/null
+++ b/third_party/glm/detail/type_mat4x2.hpp
@@ -0,0 +1,171 @@
+/// @ref core
+/// @file glm/detail/type_mat4x2.hpp
+
+#pragma once
+
+#include "type_vec2.hpp"
+#include "type_vec4.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<4, 2, T, Q>
+	{
+		typedef vec<2, T, Q> col_type;
+		typedef vec<4, T, Q> row_type;
+		typedef mat<4, 2, T, Q> type;
+		typedef mat<2, 4, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[4];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; }
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<4, 2, T, P> const& m);
+
+		GLM_CTOR_DECL mat(T scalar);
+		GLM_CTOR_DECL mat(
+			T x0, T y0,
+			T x1, T y1,
+			T x2, T y2,
+			T x3, T y3);
+		GLM_CTOR_DECL mat(
+			col_type const& v0,
+			col_type const& v1,
+			col_type const& v2,
+			col_type const& v3);
+
+		// -- Conversions --
+
+		template<
+			typename X0, typename Y0,
+			typename X1, typename Y1,
+			typename X2, typename Y2,
+			typename X3, typename Y3>
+		GLM_CTOR_DECL mat(
+			X0 x0, Y0 y0,
+			X1 x1, Y1 y1,
+			X2 x2, Y2 y2,
+			X3 x3, Y3 y3);
+
+		template<typename V1, typename V2, typename V3, typename V4>
+		GLM_CTOR_DECL mat(
+			vec<2, V1, Q> const& v1,
+			vec<2, V2, Q> const& v2,
+			vec<2, V3, Q> const& v3,
+			vec<2, V4, Q> const& v4);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL mat(mat<4, 2, U, P> const& m);
+
+		GLM_CTOR_DECL mat(mat<2, 2, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<3, 3, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<4, 4, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<2, 3, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<3, 2, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<2, 4, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<4, 3, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<3, 4, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator=(mat<4, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator+=(mat<4, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator-=(mat<4, 2, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator/=(U s);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator++ ();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 2, T, Q> & operator-- ();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1,	mat<4, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat4x2.inl"
+#endif
diff --git a/third_party/glm/detail/type_mat4x2.inl b/third_party/glm/detail/type_mat4x2.inl
new file mode 100644
index 0000000000000000000000000000000000000000..2b9b617a3068da2c9aa5d7c87c4db1389209f287
--- /dev/null
+++ b/third_party/glm/detail/type_mat4x2.inl
@@ -0,0 +1,574 @@
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0), col_type(0, 1), col_type(0, 0), col_type(0, 0)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+				this->value[0] = col_type(1, 0);
+				this->value[1] = col_type(0, 1);
+				this->value[2] = col_type(0, 0);
+				this->value[3] = col_type(0, 0);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = m[2];
+			this->value[3] = m[3];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(T s)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(s, 0), col_type(0, s), col_type(0, 0), col_type(0, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(s, 0);
+			this->value[1] = col_type(0, s);
+			this->value[2] = col_type(0, 0);
+			this->value[3] = col_type(0, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat
+	(
+		T x0, T y0,
+		T x1, T y1,
+		T x2, T y2,
+		T x3, T y3
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0);
+			this->value[1] = col_type(x1, y1);
+			this->value[2] = col_type(x2, y2);
+			this->value[3] = col_type(x3, y3);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = v0;
+			this->value[1] = v1;
+			this->value[2] = v2;
+			this->value[3] = v3;
+#		endif
+	}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<
+		typename X0, typename Y0,
+		typename X1, typename Y1,
+		typename X2, typename Y2,
+		typename X3, typename Y3>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat
+	(
+		X0 x0, Y0 y0,
+		X1 x1, Y1 y1,
+		X2 x2, Y2 y2,
+		X3 x3, Y3 y3
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0);
+			this->value[1] = col_type(x1, y1);
+			this->value[2] = col_type(x2, y2);
+			this->value[3] = col_type(x3, y3);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V0, typename V1, typename V2, typename V3>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2, vec<2, V3, Q> const& v3)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v0);
+			this->value[1] = col_type(v1);
+			this->value[2] = col_type(v2);
+			this->value[3] = col_type(v3);
+#		endif
+	}
+
+	// -- Conversion --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(m[3]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(m[3]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+				this->value[0] = col_type(m[0]);
+				this->value[1] = col_type(m[1]);
+				this->value[2] = col_type(m[2]);
+				this->value[3] = col_type(m[3]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 2, T, Q>::col_type & mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 2, T, Q>::col_type const& mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary updatable operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>& mat<4, 2, T, Q>::operator=(mat<4, 2, U, Q> const& m)
+	{
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		this->value[2] = m[2];
+		this->value[3] = m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(U s)
+	{
+		this->value[0] += s;
+		this->value[1] += s;
+		this->value[2] += s;
+		this->value[3] += s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(mat<4, 2, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		this->value[2] += m[2];
+		this->value[3] += m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(U s)
+	{
+		this->value[0] -= s;
+		this->value[1] -= s;
+		this->value[2] -= s;
+		this->value[3] -= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(mat<4, 2, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		this->value[2] -= m[2];
+		this->value[3] -= m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator*=(U s)
+	{
+		this->value[0] *= s;
+		this->value[1] *= s;
+		this->value[2] *= s;
+		this->value[3] *= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator/=(U s)
+	{
+		this->value[0] /= s;
+		this->value[1] /= s;
+		this->value[2] /= s;
+		this->value[3] /= s;
+		return *this;
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		++this->value[2];
+		++this->value[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		--this->value[2];
+		--this->value[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> mat<4, 2, T, Q>::operator++(int)
+	{
+		mat<4, 2, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> mat<4, 2, T, Q>::operator--(int)
+	{
+		mat<4, 2, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m)
+	{
+		return mat<4, 2, T, Q>(
+			-m[0],
+			-m[1],
+			-m[2],
+			-m[3]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar)
+	{
+		return mat<4, 2, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar,
+			m[2] + scalar,
+			m[3] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)
+	{
+		return mat<4, 2, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1],
+			m1[2] + m2[2],
+			m1[3] + m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar)
+	{
+		return mat<4, 2, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar,
+			m[2] - scalar,
+			m[3] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)
+	{
+		return mat<4, 2, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1],
+			m1[2] - m2[2],
+			m1[3] - m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar)
+	{
+		return mat<4, 2, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar,
+			m[3] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m)
+	{
+		return mat<4, 2, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar,
+			m[3] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v)
+	{
+		return typename mat<4, 2, T, Q>::col_type(
+			m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w,
+			m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m)
+	{
+		return typename mat<4, 2, T, Q>::row_type(
+			v.x * m[0][0] + v.y * m[0][1],
+			v.x * m[1][0] + v.y * m[1][1],
+			v.x * m[2][0] + v.y * m[2][1],
+			v.x * m[3][0] + v.y * m[3][1]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2)
+	{
+		T const SrcA00 = m1[0][0];
+		T const SrcA01 = m1[0][1];
+		T const SrcA10 = m1[1][0];
+		T const SrcA11 = m1[1][1];
+		T const SrcA20 = m1[2][0];
+		T const SrcA21 = m1[2][1];
+		T const SrcA30 = m1[3][0];
+		T const SrcA31 = m1[3][1];
+
+		T const SrcB00 = m2[0][0];
+		T const SrcB01 = m2[0][1];
+		T const SrcB02 = m2[0][2];
+		T const SrcB03 = m2[0][3];
+		T const SrcB10 = m2[1][0];
+		T const SrcB11 = m2[1][1];
+		T const SrcB12 = m2[1][2];
+		T const SrcB13 = m2[1][3];
+
+		mat<2, 2, T, Q> Result;
+		Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03;
+		Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03;
+		Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13;
+		Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2)
+	{
+		return mat<3, 2, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+	{
+		return mat<4, 2, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],
+			m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3],
+			m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar)
+	{
+		return mat<4, 2, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar,
+			m[2] / scalar,
+			m[3] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m)
+	{
+		return mat<4, 2, T, Q>(
+			scalar / m[0],
+			scalar / m[1],
+			scalar / m[2],
+			scalar / m[3]);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);
+	}
+} //namespace glm
diff --git a/third_party/glm/detail/type_mat4x3.hpp b/third_party/glm/detail/type_mat4x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..52a38d871fc5d06295096d59268ebad91b3ad83d
--- /dev/null
+++ b/third_party/glm/detail/type_mat4x3.hpp
@@ -0,0 +1,171 @@
+/// @ref core
+/// @file glm/detail/type_mat4x3.hpp
+
+#pragma once
+
+#include "type_vec3.hpp"
+#include "type_vec4.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<4, 3, T, Q>
+	{
+		typedef vec<3, T, Q> col_type;
+		typedef vec<4, T, Q> row_type;
+		typedef mat<4, 3, T, Q> type;
+		typedef mat<3, 4, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[4];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; }
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<4, 3, T, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(T s);
+		GLM_CTOR_DECL mat(
+			T const& x0, T const& y0, T const& z0,
+			T const& x1, T const& y1, T const& z1,
+			T const& x2, T const& y2, T const& z2,
+			T const& x3, T const& y3, T const& z3);
+		GLM_CTOR_DECL mat(
+			col_type const& v0,
+			col_type const& v1,
+			col_type const& v2,
+			col_type const& v3);
+
+		// -- Conversions --
+
+		template<
+			typename X1, typename Y1, typename Z1,
+			typename X2, typename Y2, typename Z2,
+			typename X3, typename Y3, typename Z3,
+			typename X4, typename Y4, typename Z4>
+		GLM_CTOR_DECL mat(
+			X1 const& x1, Y1 const& y1, Z1 const& z1,
+			X2 const& x2, Y2 const& y2, Z2 const& z2,
+			X3 const& x3, Y3 const& y3, Z3 const& z3,
+			X4 const& x4, Y4 const& y4, Z4 const& z4);
+
+		template<typename V1, typename V2, typename V3, typename V4>
+		GLM_CTOR_DECL mat(
+			vec<3, V1, Q> const& v1,
+			vec<3, V2, Q> const& v2,
+			vec<3, V3, Q> const& v3,
+			vec<3, V4, Q> const& v4);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL mat(mat<4, 3, U, P> const& m);
+
+		GLM_CTOR_DECL mat(mat<2, 2, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<3, 3, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<4, 4, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<2, 3, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<3, 2, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<2, 4, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<4, 2, T, Q> const& x);
+		GLM_CTOR_DECL mat(mat<3, 4, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q> & operator=(mat<4, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q> & operator+=(mat<4, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q> & operator-=(mat<4, 3, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q> & operator/=(U s);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q>& operator++();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 3, T, Q>& operator--();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator*(T scalar, mat<4, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<4, 3, T, Q>::col_type operator*(mat<4, 3, T, Q> const& m, typename mat<4, 3, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<4, 3, T, Q>::row_type operator*(typename mat<4, 3, T, Q>::col_type const& v, mat<4, 3, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1,	mat<3, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 3, T, Q> operator/(T scalar, mat<4, 3, T, Q> const& m);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat4x3.inl"
+#endif //GLM_EXTERNAL_TEMPLATE
diff --git a/third_party/glm/detail/type_mat4x3.inl b/third_party/glm/detail/type_mat4x3.inl
new file mode 100644
index 0000000000000000000000000000000000000000..8430bc07a4083e8b0a1a7943d5ade590ec574042
--- /dev/null
+++ b/third_party/glm/detail/type_mat4x3.inl
@@ -0,0 +1,598 @@
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1), col_type(0, 0, 0)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+				this->value[0] = col_type(1, 0, 0);
+				this->value[1] = col_type(0, 1, 0);
+				this->value[2] = col_type(0, 0, 1);
+				this->value[3] = col_type(0, 0, 0);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = m[2];
+			this->value[3] = m[3];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(T s)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s), col_type(0, 0, 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(s, 0, 0);
+			this->value[1] = col_type(0, s, 0);
+			this->value[2] = col_type(0, 0, s);
+			this->value[3] = col_type(0, 0, 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat
+	(
+		T const& x0, T const& y0, T const& z0,
+		T const& x1, T const& y1, T const& z1,
+		T const& x2, T const& y2, T const& z2,
+		T const& x3, T const& y3, T const& z3
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0, z0);
+			this->value[1] = col_type(x1, y1, z1);
+			this->value[2] = col_type(x2, y2, z2);
+			this->value[3] = col_type(x3, y3, z3);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = v0;
+			this->value[1] = v1;
+			this->value[2] = v2;
+			this->value[3] = v3;
+#		endif
+	}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<
+		typename X0, typename Y0, typename Z0,
+		typename X1, typename Y1, typename Z1,
+		typename X2, typename Y2, typename Z2,
+		typename X3, typename Y3, typename Z3>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat
+	(
+		X0 const& x0, Y0 const& y0, Z0 const& z0,
+		X1 const& x1, Y1 const& y1, Z1 const& z1,
+		X2 const& x2, Y2 const& y2, Z2 const& z2,
+		X3 const& x3, Y3 const& y3, Z3 const& z3
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0, z0);
+			this->value[1] = col_type(x1, y1, z1);
+			this->value[2] = col_type(x2, y2, z2);
+			this->value[3] = col_type(x3, y3, z3);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V1, typename V2, typename V3, typename V4>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3, vec<3, V4, Q> const& v4)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v1);
+			this->value[1] = col_type(v2);
+			this->value[2] = col_type(v3);
+			this->value[3] = col_type(v4);
+#		endif
+	}
+
+	// -- Matrix conversions --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(m[3]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(0, 0, 1);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(m[3]);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0, 0, 1);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(m[2], 1);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(0, 0, 1);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(m[3], 0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(m[2], 1);
+			this->value[3] = col_type(m[3], 0);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(0);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 3, T, Q>::col_type & mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 3, T, Q>::col_type const& mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary updatable operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>& mat<4, 3, T, Q>::operator=(mat<4, 3, U, Q> const& m)
+	{
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		this->value[2] = m[2];
+		this->value[3] = m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(U s)
+	{
+		this->value[0] += s;
+		this->value[1] += s;
+		this->value[2] += s;
+		this->value[3] += s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(mat<4, 3, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		this->value[2] += m[2];
+		this->value[3] += m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(U s)
+	{
+		this->value[0] -= s;
+		this->value[1] -= s;
+		this->value[2] -= s;
+		this->value[3] -= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(mat<4, 3, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		this->value[2] -= m[2];
+		this->value[3] -= m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator*=(U s)
+	{
+		this->value[0] *= s;
+		this->value[1] *= s;
+		this->value[2] *= s;
+		this->value[3] *= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator/=(U s)
+	{
+		this->value[0] /= s;
+		this->value[1] /= s;
+		this->value[2] /= s;
+		this->value[3] /= s;
+		return *this;
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		++this->value[2];
+		++this->value[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		--this->value[2];
+		--this->value[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> mat<4, 3, T, Q>::operator++(int)
+	{
+		mat<4, 3, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> mat<4, 3, T, Q>::operator--(int)
+	{
+		mat<4, 3, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m)
+	{
+		return mat<4, 3, T, Q>(
+			-m[0],
+			-m[1],
+			-m[2],
+			-m[3]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T scalar)
+	{
+		return mat<4, 3, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar,
+			m[2] + scalar,
+			m[3] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)
+	{
+		return mat<4, 3, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1],
+			m1[2] + m2[2],
+			m1[3] + m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T scalar)
+	{
+		return mat<4, 3, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar,
+			m[2] - scalar,
+			m[3] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)
+	{
+		return mat<4, 3, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1],
+			m1[2] - m2[2],
+			m1[3] - m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T scalar)
+	{
+		return mat<4, 3, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar,
+			m[3] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator*(T scalar, mat<4, 3, T, Q> const& m)
+	{
+		return mat<4, 3, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar,
+			m[3] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 3, T, Q>::col_type operator*
+	(
+		mat<4, 3, T, Q> const& m,
+		typename mat<4, 3, T, Q>::row_type const& v)
+	{
+		return typename mat<4, 3, T, Q>::col_type(
+			m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w,
+			m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w,
+			m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * v.w);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 3, T, Q>::row_type operator*
+	(
+		typename mat<4, 3, T, Q>::col_type const& v,
+		mat<4, 3, T, Q> const& m)
+	{
+		return typename mat<4, 3, T, Q>::row_type(
+			v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2],
+			v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2],
+			v.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2],
+			v.x * m[3][0] + v.y * m[3][1] + v.z * m[3][2]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2)
+	{
+		return mat<2, 3, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<3, 4, T, Q> const& m2)
+	{
+		T const SrcA00 = m1[0][0];
+		T const SrcA01 = m1[0][1];
+		T const SrcA02 = m1[0][2];
+		T const SrcA10 = m1[1][0];
+		T const SrcA11 = m1[1][1];
+		T const SrcA12 = m1[1][2];
+		T const SrcA20 = m1[2][0];
+		T const SrcA21 = m1[2][1];
+		T const SrcA22 = m1[2][2];
+		T const SrcA30 = m1[3][0];
+		T const SrcA31 = m1[3][1];
+		T const SrcA32 = m1[3][2];
+
+		T const SrcB00 = m2[0][0];
+		T const SrcB01 = m2[0][1];
+		T const SrcB02 = m2[0][2];
+		T const SrcB03 = m2[0][3];
+		T const SrcB10 = m2[1][0];
+		T const SrcB11 = m2[1][1];
+		T const SrcB12 = m2[1][2];
+		T const SrcB13 = m2[1][3];
+		T const SrcB20 = m2[2][0];
+		T const SrcB21 = m2[2][1];
+		T const SrcB22 = m2[2][2];
+		T const SrcB23 = m2[2][3];
+
+		mat<3, 3, T, Q> Result;
+		Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03;
+		Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03;
+		Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02 + SrcA32 * SrcB03;
+		Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13;
+		Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13;
+		Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12 + SrcA32 * SrcB13;
+		Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22 + SrcA30 * SrcB23;
+		Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22 + SrcA31 * SrcB23;
+		Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22 + SrcA32 * SrcB23;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+	{
+		return mat<4, 3, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],
+			m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3],
+			m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3],
+			m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3],
+			m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2] + m1[3][2] * m2[3][3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T scalar)
+	{
+		return mat<4, 3, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar,
+			m[2] / scalar,
+			m[3] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q> operator/(T scalar, mat<4, 3, T, Q> const& m)
+	{
+		return mat<4, 3, T, Q>(
+			scalar / m[0],
+			scalar / m[1],
+			scalar / m[2],
+			scalar / m[3]);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);
+	}
+} //namespace glm
diff --git a/third_party/glm/detail/type_mat4x4.hpp b/third_party/glm/detail/type_mat4x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ad7597b8e2c5409900f47e87de59b0310e5da2bf
--- /dev/null
+++ b/third_party/glm/detail/type_mat4x4.hpp
@@ -0,0 +1,189 @@
+/// @ref core
+/// @file glm/detail/type_mat4x4.hpp
+
+#pragma once
+
+#include "type_vec4.hpp"
+#include <limits>
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct mat<4, 4, T, Q>
+	{
+		typedef vec<4, T, Q> col_type;
+		typedef vec<4, T, Q> row_type;
+		typedef mat<4, 4, T, Q> type;
+		typedef mat<4, 4, T, Q> transpose_type;
+		typedef T value_type;
+
+	private:
+		col_type value[4];
+
+	public:
+		// -- Accesses --
+
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}
+
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type & operator[](length_type i) GLM_NOEXCEPT;
+		GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const GLM_NOEXCEPT;
+
+		// -- Constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR mat() GLM_DEFAULT_CTOR;
+		template<qualifier P>
+		GLM_CTOR_DECL mat(mat<4, 4, T, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(T s);
+		GLM_CTOR_DECL mat(
+			T const& x0, T const& y0, T const& z0, T const& w0,
+			T const& x1, T const& y1, T const& z1, T const& w1,
+			T const& x2, T const& y2, T const& z2, T const& w2,
+			T const& x3, T const& y3, T const& z3, T const& w3);
+		GLM_CTOR_DECL mat(
+			col_type const& v0,
+			col_type const& v1,
+			col_type const& v2,
+			col_type const& v3);
+
+		// -- Conversions --
+
+		template<
+			typename X1, typename Y1, typename Z1, typename W1,
+			typename X2, typename Y2, typename Z2, typename W2,
+			typename X3, typename Y3, typename Z3, typename W3,
+			typename X4, typename Y4, typename Z4, typename W4>
+		GLM_CTOR_DECL mat(
+			X1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1,
+			X2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2,
+			X3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3,
+			X4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4);
+
+		template<typename V1, typename V2, typename V3, typename V4>
+		GLM_CTOR_DECL mat(
+			vec<4, V1, Q> const& v1,
+			vec<4, V2, Q> const& v2,
+			vec<4, V3, Q> const& v3,
+			vec<4, V4, Q> const& v4);
+
+		// -- Matrix conversions --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 4, U, P> const& m);
+
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 3, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<2, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 2, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<3, 4, T, Q> const& x);
+		GLM_CTOR_DECL GLM_EXPLICIT mat(mat<4, 3, T, Q> const& x);
+
+		// -- Unary arithmetic operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator=(mat<4, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator+=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator+=(mat<4, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator-=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator-=(mat<4, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator*=(mat<4, 4, U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator/=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator/=(mat<4, 4, U, Q> const& m);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator++();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR mat<4, 4, T, Q> & operator--();
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator--(int);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator+(T scalar, mat<4, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator-(T scalar, mat<4, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1,	mat<4, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator*(T scalar, mat<4, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type operator*(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<4, 4, T, Q>::row_type operator*(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator/(T scalar, mat<4, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1,	mat<4, 4, T, Q> const& m2);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_mat4x4.inl"
+#endif//GLM_EXTERNAL_TEMPLATE
diff --git a/third_party/glm/detail/type_mat4x4.inl b/third_party/glm/detail/type_mat4x4.inl
new file mode 100644
index 0000000000000000000000000000000000000000..6e328a9e441ae3ff9d595de83c49943761a29a22
--- /dev/null
+++ b/third_party/glm/detail/type_mat4x4.inl
@@ -0,0 +1,771 @@
+#include "../matrix.hpp"
+#include "../geometric.hpp"
+
+namespace glm
+{
+	// -- Constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat()
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST
+				: value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}
+#			endif
+		{
+#			if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION
+				this->value[0] = col_type(1, 0, 0, 0);
+				this->value[1] = col_type(0, 1, 0, 0);
+				this->value[2] = col_type(0, 0, 1, 0);
+				this->value[3] = col_type(0, 0, 0, 1);
+#			endif
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, T, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = m[2];
+			this->value[3] = m[3];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(T s)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0), col_type(0, 0, 0, s)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(s, 0, 0, 0);
+			this->value[1] = col_type(0, s, 0, 0);
+			this->value[2] = col_type(0, 0, s, 0);
+			this->value[3] = col_type(0, 0, 0, s);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat
+	(
+		T const& x0, T const& y0, T const& z0, T const& w0,
+		T const& x1, T const& y1, T const& z1, T const& w1,
+		T const& x2, T const& y2, T const& z2, T const& w2,
+		T const& x3, T const& y3, T const& z3, T const& w3
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{
+				col_type(x0, y0, z0, w0),
+				col_type(x1, y1, z1, w1),
+				col_type(x2, y2, z2, w2),
+				col_type(x3, y3, z3, w3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x0, y0, z0, w0);
+			this->value[1] = col_type(x1, y1, z1, w1);
+			this->value[2] = col_type(x2, y2, z2, w2);
+			this->value[3] = col_type(x3, y3, z3, w3);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = v0;
+			this->value[1] = v1;
+			this->value[2] = v2;
+			this->value[3] = v3;
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, U, P> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0]);
+			this->value[1] = col_type(m[1]);
+			this->value[2] = col_type(m[2]);
+			this->value[3] = col_type(m[3]);
+#		endif
+	}
+
+	// -- Conversions --
+
+	template<typename T, qualifier Q>
+	template<
+		typename X1, typename Y1, typename Z1, typename W1,
+		typename X2, typename Y2, typename Z2, typename W2,
+		typename X3, typename Y3, typename Z3, typename W3,
+		typename X4, typename Y4, typename Z4, typename W4>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat
+	(
+		X1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1,
+		X2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2,
+		X3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3,
+		X4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4
+	)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2), col_type(x3, y3, z3, w3), col_type(x4, y4, z4, w4)}
+#		endif
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<X1>::is_iec559 || std::numeric_limits<X1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 1st parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<Y1>::is_iec559 || std::numeric_limits<Y1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<Z1>::is_iec559 || std::numeric_limits<Z1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<W1>::is_iec559 || std::numeric_limits<W1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 4th parameter type invalid.");
+
+		GLM_STATIC_ASSERT(std::numeric_limits<X2>::is_iec559 || std::numeric_limits<X2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 5th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<Y2>::is_iec559 || std::numeric_limits<Y2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 6th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<Z2>::is_iec559 || std::numeric_limits<Z2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 7th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<W2>::is_iec559 || std::numeric_limits<W2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 8th parameter type invalid.");
+
+		GLM_STATIC_ASSERT(std::numeric_limits<X3>::is_iec559 || std::numeric_limits<X3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 9th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<Y3>::is_iec559 || std::numeric_limits<Y3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 10th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<Z3>::is_iec559 || std::numeric_limits<Z3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 11th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<W3>::is_iec559 || std::numeric_limits<W3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 12th parameter type invalid.");
+
+		GLM_STATIC_ASSERT(std::numeric_limits<X4>::is_iec559 || std::numeric_limits<X4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 13th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<Y4>::is_iec559 || std::numeric_limits<Y4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 14th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<Z4>::is_iec559 || std::numeric_limits<Z4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 15th parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<W4>::is_iec559 || std::numeric_limits<W4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 16th parameter type invalid.");
+
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(x1, y1, z1, w1);
+			this->value[1] = col_type(x2, y2, z2, w2);
+			this->value[2] = col_type(x3, y3, z3, w3);
+			this->value[3] = col_type(x4, y4, z4, w4);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	template<typename V1, typename V2, typename V3, typename V4>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2, vec<4, V3, Q> const& v3, vec<4, V4, Q> const& v4)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)}
+#		endif
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<V1>::is_iec559 || std::numeric_limits<V1>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 1st parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<V2>::is_iec559 || std::numeric_limits<V2>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<V3>::is_iec559 || std::numeric_limits<V3>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid.");
+		GLM_STATIC_ASSERT(std::numeric_limits<V4>::is_iec559 || std::numeric_limits<V4>::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 4th parameter type invalid.");
+
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(v1);
+			this->value[1] = col_type(v2);
+			this->value[2] = col_type(v3);
+			this->value[3] = col_type(v4);
+#		endif
+	}
+
+	// -- Matrix conversions --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+			this->value[2] = col_type(0, 0, 1, 0);
+			this->value[3] = col_type(0, 0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(0, 0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(m[2], 0);
+			this->value[3] = col_type(0, 0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(0, 0, 1, 0);
+			this->value[3] = col_type(0, 0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0), col_type(0, 0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+			this->value[2] = col_type(m[2], 1, 0);
+			this->value[3] = col_type(0, 0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = col_type(0, 0, 1, 0);
+			this->value[3] = col_type(0, 0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 2, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0, 0);
+			this->value[1] = col_type(m[1], 0, 0);
+			this->value[2] = col_type(0, 0, 1, 0);
+			this->value[3] = col_type(0, 0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 4, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0, 0, 0, 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = m[0];
+			this->value[1] = m[1];
+			this->value[2] = m[2];
+			this->value[3] = col_type(0, 0, 0, 1);
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 3, T, Q> const& m)
+#		if GLM_HAS_INITIALIZER_LISTS
+			: value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(m[3], 1)}
+#		endif
+	{
+#		if !GLM_HAS_INITIALIZER_LISTS
+			this->value[0] = col_type(m[0], 0);
+			this->value[1] = col_type(m[1], 0);
+			this->value[2] = col_type(m[2], 0);
+			this->value[3] = col_type(m[3], 1);
+#		endif
+	}
+
+	// -- Accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type & mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i) GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type const& mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i) const GLM_NOEXCEPT
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		return this->value[i];
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator=(mat<4, 4, U, Q> const& m)
+	{
+		//memcpy could be faster
+		//memcpy(&this->value, &m.value, 16 * sizeof(valType));
+		this->value[0] = m[0];
+		this->value[1] = m[1];
+		this->value[2] = m[2];
+		this->value[3] = m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(U s)
+	{
+		this->value[0] += s;
+		this->value[1] += s;
+		this->value[2] += s;
+		this->value[3] += s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(mat<4, 4, U, Q> const& m)
+	{
+		this->value[0] += m[0];
+		this->value[1] += m[1];
+		this->value[2] += m[2];
+		this->value[3] += m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(U s)
+	{
+		this->value[0] -= s;
+		this->value[1] -= s;
+		this->value[2] -= s;
+		this->value[3] -= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(mat<4, 4, U, Q> const& m)
+	{
+		this->value[0] -= m[0];
+		this->value[1] -= m[1];
+		this->value[2] -= m[2];
+		this->value[3] -= m[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(U s)
+	{
+		this->value[0] *= s;
+		this->value[1] *= s;
+		this->value[2] *= s;
+		this->value[3] *= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(mat<4, 4, U, Q> const& m)
+	{
+		return (*this = *this * m);
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(U s)
+	{
+		this->value[0] /= s;
+		this->value[1] /= s;
+		this->value[2] /= s;
+		this->value[3] /= s;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(mat<4, 4, U, Q> const& m)
+	{
+		return *this *= inverse(m);
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator++()
+	{
+		++this->value[0];
+		++this->value[1];
+		++this->value[2];
+		++this->value[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator--()
+	{
+		--this->value[0];
+		--this->value[1];
+		--this->value[2];
+		--this->value[3];
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> mat<4, 4, T, Q>::operator++(int)
+	{
+		mat<4, 4, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> mat<4, 4, T, Q>::operator--(int)
+	{
+		mat<4, 4, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary constant operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m)
+	{
+		return m;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m)
+	{
+		return mat<4, 4, T, Q>(
+			-m[0],
+			-m[1],
+			-m[2],
+			-m[3]);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T scalar)
+	{
+		return mat<4, 4, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar,
+			m[2] + scalar,
+			m[3] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator+(T scalar, mat<4, 4, T, Q> const& m)
+	{
+		return mat<4, 4, T, Q>(
+			m[0] + scalar,
+			m[1] + scalar,
+			m[2] + scalar,
+			m[3] + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+	{
+		return mat<4, 4, T, Q>(
+			m1[0] + m2[0],
+			m1[1] + m2[1],
+			m1[2] + m2[2],
+			m1[3] + m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T scalar)
+	{
+		return mat<4, 4, T, Q>(
+			m[0] - scalar,
+			m[1] - scalar,
+			m[2] - scalar,
+			m[3] - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator-(T scalar, mat<4, 4, T, Q> const& m)
+	{
+		return mat<4, 4, T, Q>(
+			scalar - m[0],
+			scalar - m[1],
+			scalar - m[2],
+			scalar - m[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+	{
+		return mat<4, 4, T, Q>(
+			m1[0] - m2[0],
+			m1[1] - m2[1],
+			m1[2] - m2[2],
+			m1[3] - m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T scalar)
+	{
+		return mat<4, 4, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar,
+			m[3] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator*(T scalar, mat<4, 4, T, Q> const& m)
+	{
+		return mat<4, 4, T, Q>(
+			m[0] * scalar,
+			m[1] * scalar,
+			m[2] * scalar,
+			m[3] * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type operator*
+	(
+		mat<4, 4, T, Q> const& m,
+		typename mat<4, 4, T, Q>::row_type const& v
+	)
+	{
+/*
+		__m128 v0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 v1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 v2 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 v3 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 m0 = _mm_mul_ps(m[0].data, v0);
+		__m128 m1 = _mm_mul_ps(m[1].data, v1);
+		__m128 a0 = _mm_add_ps(m0, m1);
+
+		__m128 m2 = _mm_mul_ps(m[2].data, v2);
+		__m128 m3 = _mm_mul_ps(m[3].data, v3);
+		__m128 a1 = _mm_add_ps(m2, m3);
+
+		__m128 a2 = _mm_add_ps(a0, a1);
+
+		return typename mat<4, 4, T, Q>::col_type(a2);
+*/
+
+		typename mat<4, 4, T, Q>::col_type const Mov0(v[0]);
+		typename mat<4, 4, T, Q>::col_type const Mov1(v[1]);
+		typename mat<4, 4, T, Q>::col_type const Mul0 = m[0] * Mov0;
+		typename mat<4, 4, T, Q>::col_type const Mul1 = m[1] * Mov1;
+		typename mat<4, 4, T, Q>::col_type const Add0 = Mul0 + Mul1;
+		typename mat<4, 4, T, Q>::col_type const Mov2(v[2]);
+		typename mat<4, 4, T, Q>::col_type const Mov3(v[3]);
+		typename mat<4, 4, T, Q>::col_type const Mul2 = m[2] * Mov2;
+		typename mat<4, 4, T, Q>::col_type const Mul3 = m[3] * Mov3;
+		typename mat<4, 4, T, Q>::col_type const Add1 = Mul2 + Mul3;
+		typename mat<4, 4, T, Q>::col_type const Add2 = Add0 + Add1;
+		return Add2;
+
+/*
+		return typename mat<4, 4, T, Q>::col_type(
+			m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0] * v[3],
+			m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1] * v[3],
+			m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2] * v[3],
+			m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3] * v[3]);
+*/
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::row_type operator*
+	(
+		typename mat<4, 4, T, Q>::col_type const& v,
+		mat<4, 4, T, Q> const& m
+	)
+	{
+		return typename mat<4, 4, T, Q>::row_type(
+			glm::dot(m[0], v),
+			glm::dot(m[1], v),
+			glm::dot(m[2], v),
+			glm::dot(m[3], v));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2)
+	{
+		return mat<2, 4, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],
+			m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],
+			m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2)
+	{
+		return mat<3, 4, T, Q>(
+			m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3],
+			m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3],
+			m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3],
+			m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3],
+			m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3],
+			m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3],
+			m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3],
+			m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3],
+			m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3],
+			m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3],
+			m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3],
+			m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2] + m1[3][3] * m2[2][3]);
+	}
+
+	namespace detail
+	{
+		template<typename T, qualifier Q, bool is_aligned>
+		struct mul4x4 {};
+
+		template<typename T, qualifier Q>
+		struct mul4x4<T, Q, true>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+			{
+				typename mat<4, 4, T, Q>::col_type const SrcA0 = m1[0];
+				typename mat<4, 4, T, Q>::col_type const SrcA1 = m1[1];
+				typename mat<4, 4, T, Q>::col_type const SrcA2 = m1[2];
+				typename mat<4, 4, T, Q>::col_type const SrcA3 = m1[3];
+
+				typename mat<4, 4, T, Q>::col_type const SrcB0 = m2[0];
+				typename mat<4, 4, T, Q>::col_type const SrcB1 = m2[1];
+				typename mat<4, 4, T, Q>::col_type const SrcB2 = m2[2];
+				typename mat<4, 4, T, Q>::col_type const SrcB3 = m2[3];
+
+				mat<4, 4, T, Q> Result;
+				Result[0] = glm::fma(SrcA3, splatW(SrcB0), glm::fma(SrcA2, splatZ(SrcB0), glm::fma(SrcA1, splatY(SrcB0), SrcA0 * splatX(SrcB0))));
+				Result[1] = glm::fma(SrcA3, splatW(SrcB1), glm::fma(SrcA2, splatZ(SrcB1), glm::fma(SrcA1, splatY(SrcB1), SrcA0 * splatX(SrcB1))));
+				Result[2] = glm::fma(SrcA3, splatW(SrcB2), glm::fma(SrcA2, splatZ(SrcB2), glm::fma(SrcA1, splatY(SrcB2), SrcA0 * splatX(SrcB2))));
+				Result[3] = glm::fma(SrcA3, splatW(SrcB3), glm::fma(SrcA2, splatZ(SrcB3), glm::fma(SrcA1, splatY(SrcB3), SrcA0 * splatX(SrcB3))));
+				return mat < 4, 4, T, Q > (Result);
+			}
+		};
+
+		template<typename T, qualifier Q>
+		struct mul4x4<T, Q, false>
+		{
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+			{
+				typename mat<4, 4, T, Q>::col_type const& SrcA0 = m1[0];
+				typename mat<4, 4, T, Q>::col_type const& SrcA1 = m1[1];
+				typename mat<4, 4, T, Q>::col_type const& SrcA2 = m1[2];
+				typename mat<4, 4, T, Q>::col_type const& SrcA3 = m1[3];
+
+				typename mat<4, 4, T, Q>::col_type const& SrcB0 = m2[0];
+				typename mat<4, 4, T, Q>::col_type const& SrcB1 = m2[1];
+				typename mat<4, 4, T, Q>::col_type const& SrcB2 = m2[2];
+				typename mat<4, 4, T, Q>::col_type const& SrcB3 = m2[3];
+
+				mat<4, 4, T, Q> Result;
+				// note: the following lines are decomposed to have consistent results between simd and non simd code (prevent rounding error because of operation order)
+				//Result[0] = SrcA3 * SrcB0.w + SrcA2 * SrcB0.z + SrcA1 * SrcB0.y + SrcA0 * SrcB0.x;
+				//Result[1] = SrcA3 * SrcB1.w + SrcA2 * SrcB1.z + SrcA1 * SrcB1.y + SrcA0 * SrcB1.x;
+				//Result[2] = SrcA3 * SrcB2.w + SrcA2 * SrcB2.z + SrcA1 * SrcB2.y + SrcA0 * SrcB2.x;
+				//Result[3] = SrcA3 * SrcB3.w + SrcA2 * SrcB3.z + SrcA1 * SrcB3.y + SrcA0 * SrcB3.x;
+
+				typename mat<4, 4, T, Q>::col_type tmp;
+				tmp =  SrcA0 * SrcB0.x;
+				tmp += SrcA1 * SrcB0.y;
+				tmp += SrcA2 * SrcB0.z;
+				tmp += SrcA3 * SrcB0.w;
+				Result[0] = tmp;
+				tmp =  SrcA0 * SrcB1.x;
+				tmp += SrcA1 * SrcB1.y;
+				tmp += SrcA2 * SrcB1.z;
+				tmp += SrcA3 * SrcB1.w;
+				Result[1] = tmp;
+				tmp =  SrcA0 * SrcB2.x;
+				tmp += SrcA1 * SrcB2.y;
+				tmp += SrcA2 * SrcB2.z;
+				tmp += SrcA3 * SrcB2.w;
+				Result[2] = tmp;
+				tmp =  SrcA0 * SrcB3.x;
+				tmp += SrcA1 * SrcB3.y;
+				tmp += SrcA2 * SrcB3.z;
+				tmp += SrcA3 * SrcB3.w;
+				Result[3] = tmp;
+
+				return Result;
+			}
+		};
+	}
+
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+	{
+		return detail::mul4x4<T, Q, detail::is_aligned<Q>::value>::call(m1, m2);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T scalar)
+	{
+		return mat<4, 4, T, Q>(
+			m[0] / scalar,
+			m[1] / scalar,
+			m[2] / scalar,
+			m[3] / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator/(T scalar,	mat<4, 4, T, Q> const& m)
+	{
+		return mat<4, 4, T, Q>(
+			scalar / m[0],
+			scalar / m[1],
+			scalar / m[2],
+			scalar / m[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v)
+	{
+		return inverse(m) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m)
+	{
+		return v * inverse(m);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+	{
+		mat<4, 4, T, Q> m1_copy(m1);
+		return m1_copy /= m2;
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+	{
+		return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2)
+	{
+		return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]);
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "type_mat4x4_simd.inl"
+#endif
diff --git a/third_party/glm/detail/type_mat4x4_simd.inl b/third_party/glm/detail/type_mat4x4_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..fb3a16f062901d31b8ed8c493efd17e1cf87468f
--- /dev/null
+++ b/third_party/glm/detail/type_mat4x4_simd.inl
@@ -0,0 +1,6 @@
+/// @ref core
+
+namespace glm
+{
+
+}//namespace glm
diff --git a/third_party/glm/detail/type_quat.hpp b/third_party/glm/detail/type_quat.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1b41e15602775156e3db313251fc4ec7122f557d
--- /dev/null
+++ b/third_party/glm/detail/type_quat.hpp
@@ -0,0 +1,193 @@
+/// @ref core
+/// @file glm/detail/type_quat.hpp
+
+#pragma once
+
+// Dependency:
+#include "../detail/type_mat3x3.hpp"
+#include "../detail/type_mat4x4.hpp"
+#include "../detail/type_vec3.hpp"
+#include "../detail/type_vec4.hpp"
+#include "../ext/vector_relational.hpp"
+#include "../ext/quaternion_relational.hpp"
+#include "../gtc/constants.hpp"
+#include "../gtc/matrix_transform.hpp"
+
+namespace glm
+{
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic push
+#				pragma GCC diagnostic ignored "-Wpedantic"
+#			elif GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic push
+#				pragma clang diagnostic ignored "-Wgnu-anonymous-struct"
+#				pragma clang diagnostic ignored "-Wnested-anon-types"
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(push)
+#				pragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union
+#			endif
+#		endif
+
+	template<typename T, qualifier Q>
+	struct qua
+	{
+		// -- Implementation detail --
+
+		typedef qua<T, Q> type;
+		typedef T value_type;
+
+		// -- Data --
+
+#		if GLM_LANG & GLM_LANG_CXXMS_FLAG
+			union
+			{
+#				ifdef GLM_FORCE_QUAT_DATA_WXYZ
+					struct { T w, x, y, z; };
+#				else
+					struct { T x, y, z, w; };
+#				endif
+
+				typename detail::storage<4, T, detail::is_aligned<Q>::value>::type data;
+			};
+#		else
+#			ifdef GLM_FORCE_QUAT_DATA_WXYZ
+				T w, x, y, z;
+#			else
+				T x, y, z, w;
+#			endif
+#		endif
+
+		// -- Component accesses --
+
+		typedef length_t length_type;
+
+		/// Return the count of components of a quaternion
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}
+
+		GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);
+		GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;
+
+		// -- Implicit basic constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR qua() GLM_DEFAULT_CTOR;
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR qua(qua<T, Q> const& q) GLM_DEFAULT;
+		template<qualifier P>
+		GLM_CTOR_DECL qua(qua<T, P> const& q);
+
+		// -- Explicit basic constructors --
+
+		GLM_CTOR_DECL qua(T s, vec<3, T, Q> const& v);
+
+#		ifdef GLM_FORCE_QUAT_DATA_XYZW
+		GLM_CTOR_DECL qua(T x, T y, T z, T w);
+#		else
+		GLM_CTOR_DECL qua(T w, T x, T y, T z);
+#		endif
+
+		GLM_FUNC_DECL static GLM_CONSTEXPR qua<T, Q> wxyz(T w, T x, T y, T z);
+
+		// -- Conversion constructors --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT qua(qua<U, P> const& q);
+
+		/// Explicit conversion operators
+#		if GLM_HAS_EXPLICIT_CONVERSION_OPERATORS
+			GLM_FUNC_DECL explicit operator mat<3, 3, T, Q>() const;
+			GLM_FUNC_DECL explicit operator mat<4, 4, T, Q>() const;
+#		endif
+
+		/// Create a quaternion from two normalized axis
+		///
+		/// @param u A first normalized axis
+		/// @param v A second normalized axis
+		/// @see gtc_quaternion
+		/// @see http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors
+		GLM_FUNC_DISCARD_DECL qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v);
+
+		/// Build a quaternion from euler angles (pitch, yaw, roll), in radians.
+		GLM_CTOR_DECL GLM_EXPLICIT qua(vec<3, T, Q> const& eulerAngles);
+		GLM_CTOR_DECL GLM_EXPLICIT qua(mat<3, 3, T, Q> const& q);
+		GLM_CTOR_DECL GLM_EXPLICIT qua(mat<4, 4, T, Q> const& q);
+
+		// -- Unary arithmetic operators --
+
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR qua<T, Q>& operator=(qua<T, Q> const& q) GLM_DEFAULT;
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR qua<T, Q>& operator=(qua<U, Q> const& q);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR qua<T, Q>& operator+=(qua<U, Q> const& q);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR qua<T, Q>& operator-=(qua<U, Q> const& q);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR qua<T, Q>& operator*=(qua<U, Q> const& q);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR qua<T, Q>& operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR qua<T, Q>& operator/=(U s);
+	};
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(pop)
+#			endif
+#		endif
+
+	// -- Unary bit operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q, qua<T, Q> const& p);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q, qua<T, Q> const& p);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, qua<T, Q> const& p);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(qua<T, Q> const& q, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua<T, Q> const& q);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(qua<T, Q> const& q, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua<T, Q> const& q);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, T const& s);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator*(T const& s, qua<T, Q> const& q);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> operator/(qua<T, Q> const& q, T const& s);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(qua<T, Q> const& q1, qua<T, Q> const& q2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(qua<T, Q> const& q1, qua<T, Q> const& q2);
+} //namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_quat.inl"
+#endif//GLM_EXTERNAL_TEMPLATE
diff --git a/third_party/glm/detail/type_quat.inl b/third_party/glm/detail/type_quat.inl
new file mode 100644
index 0000000000000000000000000000000000000000..6a8f9871bcfd1dcf8b622a63f457de67a6f9668f
--- /dev/null
+++ b/third_party/glm/detail/type_quat.inl
@@ -0,0 +1,424 @@
+#include "../trigonometric.hpp"
+#include "../exponential.hpp"
+#include "../ext/quaternion_common.hpp"
+#include "../ext/quaternion_geometric.hpp"
+#include <limits>
+
+namespace glm{
+namespace detail
+{
+	template <typename T>
+	struct genTypeTrait<qua<T> >
+	{
+		static const genTypeEnum GENTYPE = GENTYPE_QUAT;
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_dot<qua<T, Q>, T, Aligned>
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(qua<T, Q> const& a, qua<T, Q> const& b)
+		{
+			vec<4, T, Q> tmp(a.w * b.w, a.x * b.x, a.y * b.y, a.z * b.z);
+			return (tmp.x + tmp.y) + (tmp.z + tmp.w);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_quat_add
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, qua<T, Q> const& p)
+		{
+			return qua<T, Q>::wxyz(q.w + p.w, q.x + p.x, q.y + p.y, q.z + p.z);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_quat_sub
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, qua<T, Q> const& p)
+		{
+			return qua<T, Q>::wxyz(q.w - p.w, q.x - p.x, q.y - p.y, q.z - p.z);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_quat_mul_scalar
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, T s)
+		{
+			return qua<T, Q>::wxyz(q.w * s, q.x * s, q.y * s, q.z * s);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_quat_div_scalar
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua<T, Q> call(qua<T, Q> const& q, T s)
+		{
+			return qua<T, Q>::wxyz(q.w / s, q.x / s, q.y / s, q.z / s);
+		}
+	};
+
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_quat_mul_vec4
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(qua<T, Q> const& q, vec<4, T, Q> const& v)
+		{
+			return vec<4, T, Q>(q * vec<3, T, Q>(v), v.w);
+		}
+	};
+}//namespace detail
+
+	// -- Component accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & qua<T, Q>::operator[](typename qua<T, Q>::length_type i)
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+#		ifdef GLM_FORCE_QUAT_DATA_WXYZ
+			return (&w)[i];
+#		else
+			return (&x)[i];
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& qua<T, Q>::operator[](typename qua<T, Q>::length_type i) const
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+#		ifdef GLM_FORCE_QUAT_DATA_WXYZ
+			return (&w)[i];
+#		else
+			return (&x)[i];
+#		endif
+	}
+
+	// -- Implicit basic constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua()
+#			if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE
+#				ifdef GLM_FORCE_QUAT_DATA_WXYZ
+					: w(1), x(0), y(0), z(0)
+#				else
+					: x(0), y(0), z(0), w(1)
+#				endif
+#			endif
+		{}
+#	endif
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<T, Q> const& q)
+#			ifdef GLM_FORCE_QUAT_DATA_WXYZ
+				: w(q.w), x(q.x), y(q.y), z(q.z)
+#			else
+				: x(q.x), y(q.y), z(q.z), w(q.w)
+#			endif
+		{}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<T, P> const& q)
+#		ifdef GLM_FORCE_QUAT_DATA_WXYZ
+			: w(q.w), x(q.x), y(q.y), z(q.z)
+#		else
+			: x(q.x), y(q.y), z(q.z), w(q.w)
+#		endif
+	{}
+
+	// -- Explicit basic constructors --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(T s, vec<3, T, Q> const& v)
+#		ifdef GLM_FORCE_QUAT_DATA_WXYZ
+			: w(s), x(v.x), y(v.y), z(v.z)
+#		else
+			: x(v.x), y(v.y), z(v.z), w(s)
+#		endif
+	{}
+
+	template <typename T, qualifier Q>
+#		ifdef GLM_FORCE_QUAT_DATA_XYZW
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(T _x, T _y, T _z, T _w)
+#		else
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(T _w, T _x, T _y, T _z)
+#		endif
+#		ifdef GLM_FORCE_QUAT_DATA_WXYZ
+			: w(_w), x(_x), y(_y), z(_z)
+#		else
+			: x(_x), y(_y), z(_z), w(_w)
+#		endif
+	{}
+
+	template <typename T, qualifier Q>
+	GLM_CONSTEXPR qua<T, Q> qua<T, Q>::wxyz(T w, T x, T y, T z) {
+#	ifdef GLM_FORCE_QUAT_DATA_XYZW
+		return qua<T, Q>(x, y, z, w);
+#	else
+		return qua<T, Q>(w, x, y, z);
+#	endif
+	}
+	
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(qua<U, P> const& q)
+#		ifdef GLM_FORCE_QUAT_DATA_WXYZ
+			: w(static_cast<T>(q.w)), x(static_cast<T>(q.x)), y(static_cast<T>(q.y)), z(static_cast<T>(q.z))
+#		else
+			: x(static_cast<T>(q.x)), y(static_cast<T>(q.y)), z(static_cast<T>(q.z)), w(static_cast<T>(q.w))
+#		endif
+	{}
+
+	//template<typename valType>
+	//GLM_FUNC_QUALIFIER qua<valType>::qua
+	//(
+	//	valType const& pitch,
+	//	valType const& yaw,
+	//	valType const& roll
+	//)
+	//{
+	//	vec<3, valType> eulerAngle(pitch * valType(0.5), yaw * valType(0.5), roll * valType(0.5));
+	//	vec<3, valType> c = glm::cos(eulerAngle * valType(0.5));
+	//	vec<3, valType> s = glm::sin(eulerAngle * valType(0.5));
+	//
+	//	this->w = c.x * c.y * c.z + s.x * s.y * s.z;
+	//	this->x = s.x * c.y * c.z - c.x * s.y * s.z;
+	//	this->y = c.x * s.y * c.z + s.x * c.y * s.z;
+	//	this->z = c.x * c.y * s.z - s.x * s.y * c.z;
+	//}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q>::qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v)
+	{
+		T norm_u_norm_v = sqrt(dot(u, u) * dot(v, v));
+		T real_part = norm_u_norm_v + dot(u, v);
+		vec<3, T, Q> t;
+
+		if(real_part < static_cast<T>(1.e-6f) * norm_u_norm_v)
+		{
+			// If u and v are exactly opposite, rotate 180 degrees
+			// around an arbitrary orthogonal axis. Axis normalisation
+			// can happen later, when we normalise the quaternion.
+			real_part = static_cast<T>(0);
+			t = abs(u.x) > abs(u.z) ? vec<3, T, Q>(-u.y, u.x, static_cast<T>(0)) : vec<3, T, Q>(static_cast<T>(0), -u.z, u.y);
+		}
+		else
+		{
+			// Otherwise, build quaternion the standard way.
+			t = cross(u, v);
+		}
+
+		*this = normalize(qua<T, Q>::wxyz(real_part, t.x, t.y, t.z));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(vec<3, T, Q> const& eulerAngle)
+	{
+		vec<3, T, Q> c = glm::cos(eulerAngle * T(0.5));
+		vec<3, T, Q> s = glm::sin(eulerAngle * T(0.5));
+
+		this->w = c.x * c.y * c.z + s.x * s.y * s.z;
+		this->x = s.x * c.y * c.z - c.x * s.y * s.z;
+		this->y = c.x * s.y * c.z + s.x * c.y * s.z;
+		this->z = c.x * c.y * s.z - s.x * s.y * c.z;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(mat<3, 3, T, Q> const& m)
+	{
+		*this = quat_cast(m);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q>::qua(mat<4, 4, T, Q> const& m)
+	{
+		*this = quat_cast(m);
+	}
+
+#	if GLM_HAS_EXPLICIT_CONVERSION_OPERATORS
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q>::operator mat<3, 3, T, Q>() const
+	{
+		return mat3_cast(*this);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q>::operator mat<4, 4, T, Q>() const
+	{
+		return mat4_cast(*this);
+	}
+#	endif//GLM_HAS_EXPLICIT_CONVERSION_OPERATORS
+
+	// -- Unary arithmetic operators --
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator=(qua<T, Q> const& q)
+		{
+			this->w = q.w;
+			this->x = q.x;
+			this->y = q.y;
+			this->z = q.z;
+			return *this;
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator=(qua<U, Q> const& q)
+	{
+		this->w = static_cast<T>(q.w);
+		this->x = static_cast<T>(q.x);
+		this->y = static_cast<T>(q.y);
+		this->z = static_cast<T>(q.z);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator+=(qua<U, Q> const& q)
+	{
+		return (*this = detail::compute_quat_add<T, Q, detail::is_aligned<Q>::value>::call(*this, qua<T, Q>(q)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator-=(qua<U, Q> const& q)
+	{
+		return (*this = detail::compute_quat_sub<T, Q, detail::is_aligned<Q>::value>::call(*this, qua<T, Q>(q)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator*=(qua<U, Q> const& r)
+	{
+		qua<T, Q> const p(*this);
+		qua<T, Q> const q(r);
+
+		this->w = p.w * q.w - p.x * q.x - p.y * q.y - p.z * q.z;
+		this->x = p.w * q.x + p.x * q.w + p.y * q.z - p.z * q.y;
+		this->y = p.w * q.y + p.y * q.w + p.z * q.x - p.x * q.z;
+		this->z = p.w * q.z + p.z * q.w + p.x * q.y - p.y * q.x;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator*=(U s)
+	{
+		return (*this = detail::compute_quat_mul_scalar<T, Q, detail::is_aligned<Q>::value>::call(*this, static_cast<U>(s)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> & qua<T, Q>::operator/=(U s)
+	{
+		return (*this = detail::compute_quat_div_scalar<T, Q, detail::is_aligned<Q>::value>::call(*this, static_cast<U>(s)));
+	}
+
+	// -- Unary bit operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q)
+	{
+		return q;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q)
+	{
+		return qua<T, Q>::wxyz(-q.w, -q.x, -q.y, -q.z);
+	}
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator+(qua<T, Q> const& q, qua<T, Q> const& p)
+	{
+		return qua<T, Q>(q) += p;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator-(qua<T, Q> const& q, qua<T, Q> const& p)
+	{
+		return qua<T, Q>(q) -= p;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, qua<T, Q> const& p)
+	{
+		return qua<T, Q>(q) *= p;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(qua<T, Q> const& q, vec<3, T, Q> const& v)
+	{
+		vec<3, T, Q> const QuatVector(q.x, q.y, q.z);
+		vec<3, T, Q> const uv(glm::cross(QuatVector, v));
+		vec<3, T, Q> const uuv(glm::cross(QuatVector, uv));
+
+		return v + ((uv * q.w) + uuv) * static_cast<T>(2);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua<T, Q> const& q)
+	{
+		return glm::inverse(q) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(qua<T, Q> const& q, vec<4, T, Q> const& v)
+	{
+		return detail::compute_quat_mul_vec4<T, Q, detail::is_aligned<Q>::value>::call(q, v);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua<T, Q> const& q)
+	{
+		return glm::inverse(q) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(qua<T, Q> const& q, T const& s)
+	{
+		return qua<T, Q>::wxyz(
+			q.w * s, q.x * s, q.y * s, q.z * s);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator*(T const& s, qua<T, Q> const& q)
+	{
+		return q * s;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> operator/(qua<T, Q> const& q, T const& s)
+	{
+		return qua<T, Q>::wxyz(
+			q.w / s, q.x / s, q.y / s, q.z / s);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(qua<T, Q> const& q1, qua<T, Q> const& q2)
+	{
+		return q1.x == q2.x && q1.y == q2.y && q1.z == q2.z && q1.w == q2.w;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(qua<T, Q> const& q1, qua<T, Q> const& q2)
+	{
+		return q1.x != q2.x || q1.y != q2.y || q1.z != q2.z || q1.w != q2.w;
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "type_quat_simd.inl"
+#endif
+
diff --git a/third_party/glm/detail/type_quat_simd.inl b/third_party/glm/detail/type_quat_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..fa6da198326cdb2a1aefe945f600465e75bd8d73
--- /dev/null
+++ b/third_party/glm/detail/type_quat_simd.inl
@@ -0,0 +1,208 @@
+/// @ref core
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+namespace glm{
+namespace detail
+{
+/*
+	template<qualifier Q>
+	struct compute_quat_mul<float, Q, true>
+	{
+		static qua<float, Q> call(qua<float, Q> const& q1, qua<float, Q> const& q2)
+		{
+			// SSE2 STATS: 11 shuffle, 8 mul, 8 add
+			// SSE4 STATS: 3 shuffle, 4 mul, 4 dpps
+
+			__m128 const mul0 = _mm_mul_ps(q1.data, _mm_shuffle_ps(q2.data, q2.data, _MM_SHUFFLE(0, 1, 2, 3)));
+			__m128 const mul1 = _mm_mul_ps(q1.data, _mm_shuffle_ps(q2.data, q2.data, _MM_SHUFFLE(1, 0, 3, 2)));
+			__m128 const mul2 = _mm_mul_ps(q1.data, _mm_shuffle_ps(q2.data, q2.data, _MM_SHUFFLE(2, 3, 0, 1)));
+			__m128 const mul3 = _mm_mul_ps(q1.data, q2.data);
+
+#			if GLM_ARCH & GLM_ARCH_SSE41_BIT
+				__m128 const add0 = _mm_dp_ps(mul0, _mm_set_ps(1.0f, -1.0f,  1.0f,  1.0f), 0xff);
+				__m128 const add1 = _mm_dp_ps(mul1, _mm_set_ps(1.0f,  1.0f,  1.0f, -1.0f), 0xff);
+				__m128 const add2 = _mm_dp_ps(mul2, _mm_set_ps(1.0f,  1.0f, -1.0f,  1.0f), 0xff);
+				__m128 const add3 = _mm_dp_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f), 0xff);
+#			else
+				__m128 const mul4 = _mm_mul_ps(mul0, _mm_set_ps(1.0f, -1.0f,  1.0f,  1.0f));
+				__m128 const add0 = _mm_add_ps(mul0, _mm_movehl_ps(mul4, mul4));
+				__m128 const add4 = _mm_add_ss(add0, _mm_shuffle_ps(add0, add0, 1));
+
+				__m128 const mul5 = _mm_mul_ps(mul1, _mm_set_ps(1.0f,  1.0f,  1.0f, -1.0f));
+				__m128 const add1 = _mm_add_ps(mul1, _mm_movehl_ps(mul5, mul5));
+				__m128 const add5 = _mm_add_ss(add1, _mm_shuffle_ps(add1, add1, 1));
+
+				__m128 const mul6 = _mm_mul_ps(mul2, _mm_set_ps(1.0f,  1.0f, -1.0f,  1.0f));
+				__m128 const add2 = _mm_add_ps(mul6, _mm_movehl_ps(mul6, mul6));
+				__m128 const add6 = _mm_add_ss(add2, _mm_shuffle_ps(add2, add2, 1));
+
+				__m128 const mul7 = _mm_mul_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f));
+				__m128 const add3 = _mm_add_ps(mul3, _mm_movehl_ps(mul7, mul7));
+				__m128 const add7 = _mm_add_ss(add3, _mm_shuffle_ps(add3, add3, 1));
+		#endif
+
+			// This SIMD code is a politically correct way of doing this, but in every test I've tried it has been slower than
+			// the final code below. I'll keep this here for reference - maybe somebody else can do something better...
+			//
+			//__m128 xxyy = _mm_shuffle_ps(add4, add5, _MM_SHUFFLE(0, 0, 0, 0));
+			//__m128 zzww = _mm_shuffle_ps(add6, add7, _MM_SHUFFLE(0, 0, 0, 0));
+			//
+			//return _mm_shuffle_ps(xxyy, zzww, _MM_SHUFFLE(2, 0, 2, 0));
+
+			qua<float, Q> Result;
+			_mm_store_ss(&Result.x, add4);
+			_mm_store_ss(&Result.y, add5);
+			_mm_store_ss(&Result.z, add6);
+			_mm_store_ss(&Result.w, add7);
+			return Result;
+		}
+	};
+*/
+
+	template<qualifier Q>
+	struct compute_quat_add<float, Q, true>
+	{
+		static qua<float, Q> call(qua<float, Q> const& q, qua<float, Q> const& p)
+		{
+			qua<float, Q> Result;
+			Result.data = _mm_add_ps(q.data, p.data);
+			return Result;
+		}
+	};
+
+#	if GLM_ARCH & GLM_ARCH_AVX_BIT
+	template<qualifier Q>
+	struct compute_quat_add<double, Q, true>
+	{
+		static qua<double, Q> call(qua<double, Q> const& a, qua<double, Q> const& b)
+		{
+			qua<double, Q> Result;
+			Result.data = _mm256_add_pd(a.data, b.data);
+			return Result;
+		}
+	};
+#	endif
+
+	template<qualifier Q>
+	struct compute_quat_sub<float, Q, true>
+	{
+		static qua<float, Q> call(qua<float, Q> const& q, qua<float, Q> const& p)
+		{
+			qua<float, Q> Result;
+			Result.data = _mm_sub_ps(q.data, p.data);
+			return Result;
+		}
+	};
+
+#	if GLM_ARCH & GLM_ARCH_AVX_BIT
+	template<qualifier Q>
+	struct compute_quat_sub<double, Q, true>
+	{
+		static qua<double, Q> call(qua<double, Q> const& a, qua<double, Q> const& b)
+		{
+			qua<double, Q> Result;
+			Result.data = _mm256_sub_pd(a.data, b.data);
+			return Result;
+		}
+	};
+#	endif
+
+	template<qualifier Q>
+	struct compute_quat_mul_scalar<float, Q, true>
+	{
+		static qua<float, Q> call(qua<float, Q> const& q, float s)
+		{
+			vec<4, float, Q> Result;
+			Result.data = _mm_mul_ps(q.data, _mm_set_ps1(s));
+			return Result;
+		}
+	};
+
+#	if GLM_ARCH & GLM_ARCH_AVX_BIT
+	template<qualifier Q>
+	struct compute_quat_mul_scalar<double, Q, true>
+	{
+		static qua<double, Q> call(qua<double, Q> const& q, double s)
+		{
+			qua<double, Q> Result;
+			Result.data = _mm256_mul_pd(q.data, _mm_set_ps1(s));
+			return Result;
+		}
+	};
+#	endif
+
+	template<qualifier Q>
+	struct compute_quat_div_scalar<float, Q, true>
+	{
+		static qua<float, Q> call(qua<float, Q> const& q, float s)
+		{
+			vec<4, float, Q> Result;
+			Result.data = _mm_div_ps(q.data, _mm_set_ps1(s));
+			return Result;
+		}
+	};
+
+#	if GLM_ARCH & GLM_ARCH_AVX_BIT
+	template<qualifier Q>
+	struct compute_quat_div_scalar<double, Q, true>
+	{
+		static qua<double, Q> call(qua<double, Q> const& q, double s)
+		{
+			qua<double, Q> Result;
+			Result.data = _mm256_div_pd(q.data, _mm_set_ps1(s));
+			return Result;
+		}
+	};
+#	endif
+
+	template<qualifier Q>
+	struct compute_quat_mul_vec4<float, Q, true>
+	{
+		static vec<4, float, Q> call(qua<float, Q> const& q, vec<4, float, Q> const& v)
+		{
+#			ifdef GLM_FORCE_QUAT_DATA_WXYZ
+				__m128 const q_wwww = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(0, 0, 0, 0));
+				__m128 const q_swp0 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(0, 1, 3, 2));
+				__m128 const q_swp1 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(0, 2, 1, 3));
+				__m128 const v_swp0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 0, 2, 1));
+				__m128 const v_swp1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 1, 0, 2));
+
+				__m128 uv = _mm_sub_ps(_mm_mul_ps(q_swp0, v_swp1), _mm_mul_ps(q_swp1, v_swp0));
+				__m128 uv_swp0 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 0, 2, 1));
+				__m128 uv_swp1 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 1, 0, 2));
+				__m128 uuv = _mm_sub_ps(_mm_mul_ps(q_swp0, uv_swp1), _mm_mul_ps(q_swp1, uv_swp0));
+
+				__m128 const two = _mm_set1_ps(2.0f);
+				uv = _mm_mul_ps(uv, _mm_mul_ps(q_wwww, two));
+				uuv = _mm_mul_ps(uuv, two);
+
+				vec<4, float, Q> Result;
+				Result.data = _mm_add_ps(v.data, _mm_add_ps(uv, uuv));
+				return Result;
+#			else
+				__m128 const q_wwww = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 3, 3, 3));
+				__m128 const q_swp0 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 0, 2, 1));
+				__m128 const q_swp1 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 1, 0, 2));
+				__m128 const v_swp0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 0, 2, 1));
+				__m128 const v_swp1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 1, 0, 2));
+
+				__m128 uv      = _mm_sub_ps(_mm_mul_ps(q_swp0, v_swp1), _mm_mul_ps(q_swp1, v_swp0));
+				__m128 uv_swp0 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 0, 2, 1));
+				__m128 uv_swp1 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 1, 0, 2));
+				__m128 uuv     = _mm_sub_ps(_mm_mul_ps(q_swp0, uv_swp1), _mm_mul_ps(q_swp1, uv_swp0));
+
+				__m128 const two = _mm_set1_ps(2.0f);
+				uv  = _mm_mul_ps(uv, _mm_mul_ps(q_wwww, two));
+				uuv = _mm_mul_ps(uuv, two);
+
+				vec<4, float, Q> Result;
+				Result.data = _mm_add_ps(v.data, _mm_add_ps(uv, uuv));
+				return Result;
+#			endif
+		}
+	};
+}//namespace detail
+}//namespace glm
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/detail/type_vec1.hpp b/third_party/glm/detail/type_vec1.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..0cc7b5d4c92622fd71f38f3f8d73e9691be63cf2
--- /dev/null
+++ b/third_party/glm/detail/type_vec1.hpp
@@ -0,0 +1,308 @@
+/// @ref core
+/// @file glm/detail/type_vec1.hpp
+
+#pragma once
+
+#include "qualifier.hpp"
+#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+#	include "_swizzle.hpp"
+#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+#	include "_swizzle_func.hpp"
+#endif
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct vec<1, T, Q>
+	{
+		// -- Implementation detail --
+
+		typedef T value_type;
+		typedef vec<1, T, Q> type;
+		typedef vec<1, bool, Q> bool_type;
+
+		// -- Data --
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic push
+#				pragma GCC diagnostic ignored "-Wpedantic"
+#			elif GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic push
+#				pragma clang diagnostic ignored "-Wgnu-anonymous-struct"
+#				pragma clang diagnostic ignored "-Wnested-anon-types"
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(push)
+#				pragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union
+#			endif
+#		endif
+
+#		if GLM_CONFIG_XYZW_ONLY
+			T x;
+#		elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE
+			union
+			{
+				T x;
+				T r;
+				T s;
+
+				typename detail::storage<1, T, detail::is_aligned<Q>::value>::type data;
+/*
+#				if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+					_GLM_SWIZZLE1_2_MEMBERS(T, Q, x)
+					_GLM_SWIZZLE1_2_MEMBERS(T, Q, r)
+					_GLM_SWIZZLE1_2_MEMBERS(T, Q, s)
+					_GLM_SWIZZLE1_3_MEMBERS(T, Q, x)
+					_GLM_SWIZZLE1_3_MEMBERS(T, Q, r)
+					_GLM_SWIZZLE1_3_MEMBERS(T, Q, s)
+					_GLM_SWIZZLE1_4_MEMBERS(T, Q, x)
+					_GLM_SWIZZLE1_4_MEMBERS(T, Q, r)
+					_GLM_SWIZZLE1_4_MEMBERS(T, Q, s)
+#				endif
+*/
+			};
+#		else
+			union {T x, r, s;};
+/*
+#			if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+				GLM_SWIZZLE_GEN_VEC_FROM_VEC1(T, Q)
+#			endif
+*/
+#		endif
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(pop)
+#			endif
+#		endif
+
+		// -- Component accesses --
+
+		/// Return the count of components of the vector
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 1;}
+
+		GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);
+		GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;
+
+		// -- Implicit basic constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR vec() GLM_DEFAULT_CTOR;
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;
+		template<qualifier P>
+		GLM_CTOR_DECL vec(vec<1, T, P> const& v);
+
+		// -- Explicit basic constructors --
+
+		GLM_CTOR_DECL explicit vec(T scalar);
+
+		// -- Conversion vector constructors --
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<2, U, P> const& v);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<3, U, P> const& v);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<4, U, P> const& v);
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<1, U, P> const& v);
+
+		// -- Swizzle constructors --
+/*
+#		if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+			template<int E0>
+			GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec(detail::_swizzle<1, T, Q, E0, -1,-2,-3> const& that)
+			{
+				*this = that();
+			}
+#		endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+*/
+		// -- Unary arithmetic operators --
+
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec const& v) GLM_DEFAULT;
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(vec<1, U, Q> const& v);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator++();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator--();
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator--(int);
+
+		// -- Unary bit operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(vec<1, U, Q> const& v);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2);
+
+	template<qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_vec1.inl"
+#endif//GLM_EXTERNAL_TEMPLATE
diff --git a/third_party/glm/detail/type_vec1.inl b/third_party/glm/detail/type_vec1.inl
new file mode 100644
index 0000000000000000000000000000000000000000..18411e7f76c5d6f92f0033ff64dafdee84798cc5
--- /dev/null
+++ b/third_party/glm/detail/type_vec1.inl
@@ -0,0 +1,553 @@
+/// @ref core
+
+#include "./compute_vector_relational.hpp"
+
+namespace glm
+{
+	// -- Implicit basic constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec()
+#			if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE
+				: x(0)
+#			endif
+		{}
+#	endif
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, Q> const& v)
+			: x(v.x)
+		{}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, P> const& v)
+		: x(v.x)
+	{}
+
+	// -- Explicit basic constructors --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(T scalar)
+		: x(scalar)
+	{}
+
+	// -- Conversion vector constructors --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, U, P> const& v)
+		: x(static_cast<T>(v.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<2, U, P> const& v)
+		: x(static_cast<T>(v.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<3, U, P> const& v)
+		: x(static_cast<T>(v.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<4, U, P> const& v)
+		: x(static_cast<T>(v.x))
+	{}
+
+	// -- Component accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type)
+	{
+		return x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type) const
+	{
+		return x;
+	}
+
+	// -- Unary arithmetic operators --
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, T, Q> const& v)
+		{
+			this->x = v.x;
+			return *this;
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, U, Q> const& v)
+	{
+		this->x = static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(U scalar)
+	{
+		this->x += static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(vec<1, U, Q> const& v)
+	{
+		this->x += static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(U scalar)
+	{
+		this->x -= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(vec<1, U, Q> const& v)
+	{
+		this->x -= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(U scalar)
+	{
+		this->x *= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(vec<1, U, Q> const& v)
+	{
+		this->x *= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(U scalar)
+	{
+		this->x /= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(vec<1, U, Q> const& v)
+	{
+		this->x /= static_cast<T>(v.x);
+		return *this;
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator++()
+	{
+		++this->x;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator--()
+	{
+		--this->x;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator++(int)
+	{
+		vec<1, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator--(int)
+	{
+		vec<1, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary bit operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(U scalar)
+	{
+		this->x %= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(vec<1, U, Q> const& v)
+	{
+		this->x %= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(U scalar)
+	{
+		this->x &= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(vec<1, U, Q> const& v)
+	{
+		this->x &= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(U scalar)
+	{
+		this->x |= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(vec<1, U, Q> const& v)
+	{
+		this->x |= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(U scalar)
+	{
+		this->x ^= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(vec<1, U, Q> const& v)
+	{
+		this->x ^= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(U scalar)
+	{
+		this->x <<= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(vec<1, U, Q> const& v)
+	{
+		this->x <<= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(U scalar)
+	{
+		this->x >>= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(vec<1, U, Q> const& v)
+	{
+		this->x >>= static_cast<T>(v.x);
+		return *this;
+	}
+
+	// -- Unary constant operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v)
+	{
+		return v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			-v.x);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			v.x + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			scalar + v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			v1.x + v2.x);
+	}
+
+	//operator-
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			v.x - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			scalar - v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			v1.x - v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			v.x * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			scalar * v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			v1.x * v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			v.x / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			scalar / v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			v1.x / v2.x);
+	}
+
+	// -- Binary bit operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			v.x % scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			scalar % v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			v1.x % v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			v.x & scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			scalar & v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			v1.x & v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			v.x | scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			scalar | v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			v1.x | v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			v.x ^ scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			scalar ^ v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			v1.x ^ v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			static_cast<T>(v.x << scalar));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			static_cast<T>(scalar << v.x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			static_cast<T>(v1.x << v2.x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar)
+	{
+		return vec<1, T, Q>(
+			static_cast<T>(v.x >> scalar));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			static_cast<T>(scalar >> v.x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<1, T, Q>(
+			static_cast<T>(v1.x >> v2.x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v)
+	{
+		return vec<1, T, Q>(
+			~v.x);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return !(v1 == v2);
+	}
+
+	template<qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2)
+	{
+		return vec<1, bool, Q>(v1.x && v2.x);
+	}
+
+	template<qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2)
+	{
+		return vec<1, bool, Q>(v1.x || v2.x);
+	}
+}//namespace glm
diff --git a/third_party/glm/detail/type_vec2.hpp b/third_party/glm/detail/type_vec2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..66c6137cee968e40fcb570246b99531c9a5640f2
--- /dev/null
+++ b/third_party/glm/detail/type_vec2.hpp
@@ -0,0 +1,406 @@
+/// @ref core
+/// @file glm/detail/type_vec2.hpp
+
+#pragma once
+
+#include "qualifier.hpp"
+#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+#	include "_swizzle.hpp"
+#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+#	include "_swizzle_func.hpp"
+#endif
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct vec<2, T, Q>
+	{
+		// -- Implementation detail --
+
+		typedef T value_type;
+		typedef vec<2, T, Q> type;
+		typedef vec<2, bool, Q> bool_type;
+		enum is_aligned
+		{
+			value = false
+		};
+
+		// -- Data --
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic push
+#				pragma GCC diagnostic ignored "-Wpedantic"
+#			elif GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic push
+#				pragma clang diagnostic ignored "-Wgnu-anonymous-struct"
+#				pragma clang diagnostic ignored "-Wnested-anon-types"
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(push)
+#				pragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union
+#			endif
+#		endif
+
+#		if GLM_CONFIG_XYZW_ONLY
+			T x, y;
+#			if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+			GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, Q, x, y)
+#			endif//GLM_CONFIG_SWIZZLE
+#		elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE
+			union
+			{
+				struct{ T x, y; };
+				struct{ T r, g; };
+				struct{ T s, t; };
+
+				typename detail::storage<2, T, detail::is_aligned<Q>::value>::type data;
+
+#				if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+					GLM_SWIZZLE2_2_MEMBERS(T, Q, x, y)
+					GLM_SWIZZLE2_2_MEMBERS(T, Q, r, g)
+					GLM_SWIZZLE2_2_MEMBERS(T, Q, s, t)
+					GLM_SWIZZLE2_3_MEMBERS(T, Q, x, y)
+					GLM_SWIZZLE2_3_MEMBERS(T, Q, r, g)
+					GLM_SWIZZLE2_3_MEMBERS(T, Q, s, t)
+					GLM_SWIZZLE2_4_MEMBERS(T, Q, x, y)
+					GLM_SWIZZLE2_4_MEMBERS(T, Q, r, g)
+					GLM_SWIZZLE2_4_MEMBERS(T, Q, s, t)
+#				endif
+			};
+#		else
+			union {T x, r, s;};
+			union {T y, g, t;};
+
+#			if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+				GLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, Q)
+#			endif//GLM_CONFIG_SWIZZLE
+#		endif
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(pop)
+#			endif
+#		endif
+
+		// -- Component accesses --
+
+		/// Return the count of components of the vector
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;}
+
+		GLM_FUNC_DECL GLM_CONSTEXPR T& operator[](length_type i);
+		GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;
+
+		// -- Implicit basic constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR vec() GLM_DEFAULT_CTOR;
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;
+		template<qualifier P>
+		GLM_CTOR_DECL vec(vec<2, T, P> const& v);
+
+		// -- Explicit basic constructors --
+
+		GLM_CTOR_DECL explicit vec(T scalar);
+		GLM_CTOR_DECL vec(T x, T y);
+
+		// -- Conversion constructors --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL explicit vec(vec<1, U, P> const& v);
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B>
+		GLM_CTOR_DECL vec(A x, B y);
+		template<typename A, typename B>
+		GLM_CTOR_DECL vec(vec<1, A, Q> const& x, B y);
+		template<typename A, typename B>
+		GLM_CTOR_DECL vec(A x, vec<1, B, Q> const& y);
+		template<typename A, typename B>
+		GLM_CTOR_DECL vec(vec<1, A, Q> const& x, vec<1, B, Q> const& y);
+
+		// -- Conversion vector constructors --
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<3, U, P> const& v);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<4, U, P> const& v);
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<2, U, P> const& v);
+
+		// -- Swizzle constructors --
+#		if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+			template<int E0, int E1>
+			GLM_FUNC_DISCARD_DECL vec(detail::_swizzle<2, T, Q, E0, E1,-1,-2> const& that)
+			{
+				*this = that();
+			}
+#		endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+
+		// -- Unary arithmetic operators --
+
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec const& v) GLM_DEFAULT;
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<2, U, Q> const& v);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator++();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator--();
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator--(int);
+
+		// -- Unary bit operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<2, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<2, U, Q> const& v);
+	};
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2);
+
+	template<qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2);
+
+	template<qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_vec2.inl"
+#endif//GLM_EXTERNAL_TEMPLATE
diff --git a/third_party/glm/detail/type_vec2.inl b/third_party/glm/detail/type_vec2.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e8408997f2162e79f4283e4fe1245df9454f3130
--- /dev/null
+++ b/third_party/glm/detail/type_vec2.inl
@@ -0,0 +1,915 @@
+/// @ref core
+
+#include "./compute_vector_relational.hpp"
+
+namespace glm
+{
+	// -- Implicit basic constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec()
+#			if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE
+				: x(0), y(0)
+#			endif
+		{}
+#	endif
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, Q> const& v)
+			: x(v.x), y(v.y)
+		{}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, P> const& v)
+		: x(v.x), y(v.y)
+	{}
+
+	// -- Explicit basic constructors --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T scalar)
+		: x(scalar), y(scalar)
+	{}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T _x, T _y)
+		: x(_x), y(_y)
+	{}
+
+	// -- Conversion scalar constructors --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, B _y)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, B _y)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, vec<1, B, Q> const& _y)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, vec<1, B, Q> const& _y)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y.x))
+	{}
+
+	// -- Conversion vector constructors --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<3, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<4, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.y))
+	{}
+
+	// -- Component accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i)
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		switch(i)
+		{
+		default:
+		case 0:
+			return x;
+		case 1:
+			return y;
+		}
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i) const
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		switch(i)
+		{
+		default:
+		case 0:
+			return x;
+		case 1:
+			return y;
+		}
+	}
+
+	// -- Unary arithmetic operators --
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, T, Q> const& v)
+		{
+			this->x = v.x;
+			this->y = v.y;
+			return *this;
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, U, Q> const& v)
+	{
+		this->x = static_cast<T>(v.x);
+		this->y = static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(U scalar)
+	{
+		this->x += static_cast<T>(scalar);
+		this->y += static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<1, U, Q> const& v)
+	{
+		this->x += static_cast<T>(v.x);
+		this->y += static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<2, U, Q> const& v)
+	{
+		this->x += static_cast<T>(v.x);
+		this->y += static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(U scalar)
+	{
+		this->x -= static_cast<T>(scalar);
+		this->y -= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<1, U, Q> const& v)
+	{
+		this->x -= static_cast<T>(v.x);
+		this->y -= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<2, U, Q> const& v)
+	{
+		this->x -= static_cast<T>(v.x);
+		this->y -= static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(U scalar)
+	{
+		this->x *= static_cast<T>(scalar);
+		this->y *= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<1, U, Q> const& v)
+	{
+		this->x *= static_cast<T>(v.x);
+		this->y *= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<2, U, Q> const& v)
+	{
+		this->x *= static_cast<T>(v.x);
+		this->y *= static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(U scalar)
+	{
+		this->x /= static_cast<T>(scalar);
+		this->y /= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<1, U, Q> const& v)
+	{
+		this->x /= static_cast<T>(v.x);
+		this->y /= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<2, U, Q> const& v)
+	{
+		this->x /= static_cast<T>(v.x);
+		this->y /= static_cast<T>(v.y);
+		return *this;
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator++()
+	{
+		++this->x;
+		++this->y;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator--()
+	{
+		--this->x;
+		--this->y;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator++(int)
+	{
+		vec<2, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator--(int)
+	{
+		vec<2, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary bit operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(U scalar)
+	{
+		this->x %= static_cast<T>(scalar);
+		this->y %= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<1, U, Q> const& v)
+	{
+		this->x %= static_cast<T>(v.x);
+		this->y %= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<2, U, Q> const& v)
+	{
+		this->x %= static_cast<T>(v.x);
+		this->y %= static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(U scalar)
+	{
+		this->x &= static_cast<T>(scalar);
+		this->y &= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<1, U, Q> const& v)
+	{
+		this->x &= static_cast<T>(v.x);
+		this->y &= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<2, U, Q> const& v)
+	{
+		this->x &= static_cast<T>(v.x);
+		this->y &= static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(U scalar)
+	{
+		this->x |= static_cast<T>(scalar);
+		this->y |= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<1, U, Q> const& v)
+	{
+		this->x |= static_cast<T>(v.x);
+		this->y |= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<2, U, Q> const& v)
+	{
+		this->x |= static_cast<T>(v.x);
+		this->y |= static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(U scalar)
+	{
+		this->x ^= static_cast<T>(scalar);
+		this->y ^= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<1, U, Q> const& v)
+	{
+		this->x ^= static_cast<T>(v.x);
+		this->y ^= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<2, U, Q> const& v)
+	{
+		this->x ^= static_cast<T>(v.x);
+		this->y ^= static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(U scalar)
+	{
+		this->x <<= static_cast<T>(scalar);
+		this->y <<= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<1, U, Q> const& v)
+	{
+		this->x <<= static_cast<T>(v.x);
+		this->y <<= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<2, U, Q> const& v)
+	{
+		this->x <<= static_cast<T>(v.x);
+		this->y <<= static_cast<T>(v.y);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(U scalar)
+	{
+		this->x >>= static_cast<T>(scalar);
+		this->y >>= static_cast<T>(scalar);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<1, U, Q> const& v)
+	{
+		this->x >>= static_cast<T>(v.x);
+		this->y >>= static_cast<T>(v.x);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<2, U, Q> const& v)
+	{
+		this->x >>= static_cast<T>(v.x);
+		this->y >>= static_cast<T>(v.y);
+		return *this;
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v)
+	{
+		return v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			-v.x,
+			-v.y);
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x + scalar,
+			v.y + scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x + v2.x,
+			v1.y + v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar + v.x,
+			scalar + v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x + v2.x,
+			v1.x + v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x + v2.x,
+			v1.y + v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x - scalar,
+			v.y - scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x - v2.x,
+			v1.y - v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar - v.x,
+			scalar - v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x - v2.x,
+			v1.x - v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x - v2.x,
+			v1.y - v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x * scalar,
+			v.y * scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x * v2.x,
+			v1.y * v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar * v.x,
+			scalar * v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x * v2.x,
+			v1.x * v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x * v2.x,
+			v1.y * v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x / scalar,
+			v.y / scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x / v2.x,
+			v1.y / v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar / v.x,
+			scalar / v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x / v2.x,
+			v1.x / v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x / v2.x,
+			v1.y / v2.y);
+	}
+
+	// -- Binary bit operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x % scalar,
+			v.y % scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x % v2.x,
+			v1.y % v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar % v.x,
+			scalar % v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x % v2.x,
+			v1.x % v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x % v2.x,
+			v1.y % v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x & scalar,
+			v.y & scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x & v2.x,
+			v1.y & v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar & v.x,
+			scalar & v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x & v2.x,
+			v1.x & v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x & v2.x,
+			v1.y & v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x | scalar,
+			v.y | scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x | v2.x,
+			v1.y | v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar | v.x,
+			scalar | v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x | v2.x,
+			v1.x | v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x | v2.x,
+			v1.y | v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x ^ scalar,
+			v.y ^ scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x ^ v2.x,
+			v1.y ^ v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar ^ v.x,
+			scalar ^ v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x ^ v2.x,
+			v1.x ^ v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x ^ v2.x,
+			v1.y ^ v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x << scalar,
+			v.y << scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x << v2.x,
+			v1.y << v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar << v.x,
+			scalar << v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x << v2.x,
+			v1.x << v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x << v2.x,
+			v1.y << v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar)
+	{
+		return vec<2, T, Q>(
+			v.x >> scalar,
+			v.y >> scalar);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x >> v2.x,
+			v1.y >> v2.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			scalar >> v.x,
+			scalar >> v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x >> v2.x,
+			v1.x >> v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return vec<2, T, Q>(
+			v1.x >> v2.x,
+			v1.y >> v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v)
+	{
+		return vec<2, T, Q>(
+			~v.x,
+			~v.y);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return
+			detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x) &&
+			detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.y, v2.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2)
+	{
+		return !(v1 == v2);
+	}
+
+	template<qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2)
+	{
+		return vec<2, bool, Q>(v1.x && v2.x, v1.y && v2.y);
+	}
+
+	template<qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2)
+	{
+		return vec<2, bool, Q>(v1.x || v2.x, v1.y || v2.y);
+	}
+}//namespace glm
diff --git a/third_party/glm/detail/type_vec3.hpp b/third_party/glm/detail/type_vec3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..90de2f8a41bba799b2708df0619be852b76c708b
--- /dev/null
+++ b/third_party/glm/detail/type_vec3.hpp
@@ -0,0 +1,447 @@
+/// @ref core
+/// @file glm/detail/type_vec3.hpp
+
+#pragma once
+
+#include "qualifier.hpp"
+#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+#	include "_swizzle.hpp"
+#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+#	include "_swizzle_func.hpp"
+#endif
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct vec<3, T, Q>
+	{
+		// -- Implementation detail --
+
+		typedef T value_type;
+		typedef vec<3, T, Q> type;
+		typedef vec<3, bool, Q> bool_type;
+
+		enum is_aligned
+		{
+			value = detail::is_aligned<Q>::value
+		};
+
+		// -- Data --
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic push
+#				pragma GCC diagnostic ignored "-Wpedantic"
+#			elif GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic push
+#				pragma clang diagnostic ignored "-Wgnu-anonymous-struct"
+#				pragma clang diagnostic ignored "-Wnested-anon-types"
+#				pragma clang diagnostic ignored "-Wpadded"
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(push)
+#				pragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union
+#				if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+#					pragma warning(disable: 4324)  // structure was padded due to alignment specifier
+#				endif
+#			endif
+#		endif
+
+#		if GLM_CONFIG_XYZW_ONLY
+			T x, y, z;
+#			if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+			GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, Q, x, y, z)
+#			endif//GLM_CONFIG_SWIZZLE
+#		elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE
+			union
+			{
+				struct{ T x, y, z; };
+				struct{ T r, g, b; };
+				struct{ T s, t, p; };
+
+				typename detail::storage<3, T, detail::is_aligned<Q>::value>::type data;
+
+#				if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+					GLM_SWIZZLE3_2_MEMBERS(T, Q, x, y, z)
+					GLM_SWIZZLE3_2_MEMBERS(T, Q, r, g, b)
+					GLM_SWIZZLE3_2_MEMBERS(T, Q, s, t, p)
+					GLM_SWIZZLE3_3_MEMBERS(T, Q, x, y, z)
+					GLM_SWIZZLE3_3_MEMBERS(T, Q, r, g, b)
+					GLM_SWIZZLE3_3_MEMBERS(T, Q, s, t, p)
+					GLM_SWIZZLE3_4_MEMBERS(T, Q, x, y, z)
+					GLM_SWIZZLE3_4_MEMBERS(T, Q, r, g, b)
+					GLM_SWIZZLE3_4_MEMBERS(T, Q, s, t, p)
+#				endif
+			};
+#		else
+			union { T x, r, s; };
+			union { T y, g, t; };
+			union { T z, b, p; };
+
+#			if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+				GLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, Q)
+#			endif//GLM_CONFIG_SWIZZLE
+#		endif//GLM_LANG
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(pop)
+#			endif
+#		endif
+
+		// -- Component accesses --
+
+		/// Return the count of components of the vector
+		typedef length_t length_type;
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 3;}
+
+		GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);
+		GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;
+
+		// -- Implicit basic constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR vec() GLM_DEFAULT_CTOR;
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT;
+		template<qualifier P>
+		GLM_CTOR_DECL vec(vec<3, T, P> const& v);
+
+		// -- Explicit basic constructors --
+
+		GLM_CTOR_DECL explicit vec(T scalar);
+		GLM_CTOR_DECL vec(T a, T b, T c);
+
+		// -- Conversion scalar constructors --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL explicit vec(vec<1, U, P> const& v);
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename X, typename Y, typename Z>
+		GLM_CTOR_DECL vec(X x, Y y, Z z);
+		template<typename X, typename Y, typename Z>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, Y _y, Z _z);
+		template<typename X, typename Y, typename Z>
+		GLM_CTOR_DECL vec(X _x, vec<1, Y, Q> const& _y, Z _z);
+		template<typename X, typename Y, typename Z>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z);
+		template<typename X, typename Y, typename Z>
+		GLM_CTOR_DECL vec(X _x, Y _y, vec<1, Z, Q> const& _z);
+		template<typename X, typename Y, typename Z>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z);
+		template<typename X, typename Y, typename Z>
+		GLM_CTOR_DECL vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z);
+		template<typename X, typename Y, typename Z>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z);
+
+		// -- Conversion vector constructors --
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(vec<2, A, P> const& _xy, B _z);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(A _x, vec<2, B, P> const& _yz);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<4, U, P> const& v);
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<3, U, P> const& v);
+
+		// -- Swizzle constructors --
+#		if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+			template<int E0, int E1, int E2>
+			GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& that)
+			{
+				*this = that();
+			}
+
+			template<int E0, int E1>
+			GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& scalar)
+			{
+				*this = vec(v(), scalar);
+			}
+
+			template<int E0, int E1>
+			GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec(T const& scalar, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v)
+			{
+				*this = vec(scalar, v());
+			}
+#		endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+
+		// -- Unary arithmetic operators --
+
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q>& operator=(vec<3, T, Q> const& v) GLM_DEFAULT;
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<3, U, Q> const& v);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator++();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator--();
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator--(int);
+
+		// -- Unary bit operators --
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<3, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<3, U, Q> const& v);
+	};
+
+
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2);
+
+	template<qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2);
+
+	template<qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2);
+
+
+
+
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_vec3.inl"
+#endif//GLM_EXTERNAL_TEMPLATE
diff --git a/third_party/glm/detail/type_vec3.inl b/third_party/glm/detail/type_vec3.inl
new file mode 100644
index 0000000000000000000000000000000000000000..fed82bf618c7ee48d1f5e70ff51ab2f028fa8218
--- /dev/null
+++ b/third_party/glm/detail/type_vec3.inl
@@ -0,0 +1,985 @@
+/// @ref core
+
+#include "compute_vector_relational.hpp"
+#include "compute_vector_decl.hpp"
+
+namespace glm
+{
+	// -- Implicit basic constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec()
+#			if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE
+				: x(0), y(0), z(0)
+#			endif
+		{}
+#	endif
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, Q> const& v)
+			: x(v.x), y(v.y), z(v.z)
+		{}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, P> const& v)
+		: x(v.x), y(v.y), z(v.z)
+	{}
+
+	// -- Explicit basic constructors --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T scalar)
+		: x(scalar), y(scalar), z(scalar)
+	{}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T _x, T _y, T _z)
+		: x(_x), y(_y), z(_z)
+	{}
+
+	// -- Conversion scalar constructors --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.x))
+		, z(static_cast<T>(v.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, Z _z)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z.x))
+	{}
+
+	// -- Conversion vector constructors --
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, B _z)
+		: x(static_cast<T>(_xy.x))
+		, y(static_cast<T>(_xy.y))
+		, z(static_cast<T>(_z))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z)
+		: x(static_cast<T>(_xy.x))
+		, y(static_cast<T>(_xy.y))
+		, z(static_cast<T>(_z.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(A _x, vec<2, B, P> const& _yz)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_yz.x))
+		, z(static_cast<T>(_yz.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_yz.x))
+		, z(static_cast<T>(_yz.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.y))
+		, z(static_cast<T>(v.z))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<4, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.y))
+		, z(static_cast<T>(v.z))
+	{}
+
+	// -- Component accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i)
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		switch(i)
+		{
+		default:
+			case 0:
+		return x;
+			case 1:
+		return y;
+			case 2:
+		return z;
+		}
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i) const
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		switch(i)
+		{
+		default:
+		case 0:
+			return x;
+		case 1:
+			return y;
+		case 2:
+			return z;
+		}
+	}
+
+	// -- Unary arithmetic operators --
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, T, Q> const& v)
+		{
+			this->x = v.x;
+			this->y = v.y;
+			this->z = v.z;
+			return *this;
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, U, Q> const& v)
+	{
+		this->x = static_cast<T>(v.x);
+		this->y = static_cast<T>(v.y);
+		this->z = static_cast<T>(v.z);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(U scalar)
+	{
+		return (*this = detail::compute_vec_add<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_add<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<1, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_add<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(U scalar)
+	{
+		return (*this = detail::compute_vec_sub<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_sub<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<1, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_sub<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(U scalar)
+	{
+		return (*this = detail::compute_vec_mul<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(static_cast<T>(scalar))));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_mul<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_mul<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(U v)
+	{
+		return (*this = detail::compute_vec_div<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_div<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_div<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator++()
+	{
+		++this->x;
+		++this->y;
+		++this->z;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator--()
+	{
+		--this->x;
+		--this->y;
+		--this->z;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator++(int)
+	{
+		vec<3, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator--(int)
+	{
+		vec<3, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary bit operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(U scalar)
+	{
+		return (*this = detail::compute_vec_mod<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_mod<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_mod<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(U scalar)
+	{
+		return (*this = detail::compute_vec_and<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_and<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_and<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(U scalar)
+	{
+		return (*this = detail::compute_vec_or<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_or<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_or<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(U scalar)
+	{
+		return (*this = detail::compute_vec_xor<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_xor<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_xor<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(U scalar)
+	{
+		return (*this = detail::compute_vec_shift_left<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_shift_left<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<1, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_shift_left<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(U scalar)
+	{
+		return (*this = detail::compute_vec_shift_right<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_shift_right<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<3, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_shift_right<3, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+
+	}
+
+	// -- Unary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v)
+	{
+		return v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(0) -= v;
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) += scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) += v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(v) += scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) += v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) += v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) -= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) -= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) -= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) -= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) -= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) *= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) *= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(v) *= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(v) *= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) *= v2;
+
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) /= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) /= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) /= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) /= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) /= v2;
+	}
+
+	// -- Binary bit operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) %= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) %= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) %= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar.x) %= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) %= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) &= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) &= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) &= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar.x) &= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) &= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) |= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) |= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) |= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar.x) |= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) |= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) ^= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) ^= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) ^= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar.x) ^= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) ^= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) <<= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) <<= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) << v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar.x) << v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) <<= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar)
+	{
+		return vec<3, T, Q>(v) >>= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<3, T, Q>(v) >>= scalar.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar) >>= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(scalar.x) >>= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return vec<3, T, Q>(v1) >>= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v)
+	{
+		return vec<3, T, Q>(
+			~v.x,
+			~v.y,
+			~v.z);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return
+			detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.x, v2.x) &&
+			detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.y, v2.y) &&
+			detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(v1.z, v2.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2)
+	{
+		return !(v1 == v2);
+	}
+
+	template<qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2)
+	{
+		return vec<3, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z);
+	}
+
+	template<qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2)
+	{
+		return vec<3, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z);
+	}
+}//namespace glm
+
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "type_vec_simd.inl"
+
+namespace glm {
+
+#if (GLM_ARCH & GLM_ARCH_NEON_BIT) && !GLM_CONFIG_XYZW_ONLY
+	CTORSL(3, CTOR_FLOAT);
+	CTORSL(3, CTOR_INT);
+	CTORSL(3, CTOR_UINT);
+	CTORSL(3, CTOR_VECF_INT3);
+	CTORSL(3, CTOR_VECF_UINT3);
+	CTORSL(3, CTOR_VECF_VECF);
+	CTORSL(3, CTOR_VECF_VECI);
+	CTORSL(3, CTOR_VECF_VECU);
+#endif
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+	CTORSL(3, CTOR_FLOAT_COPY3);
+	CTORSL(3, CTOR_DOUBLE_COPY3);
+	CTORSL(3, CTOR_FLOAT);
+	CTORSL(3, CTOR_FLOAT3);
+	CTORSL(3, CTOR_DOUBLE3);
+	CTORSL(3, CTOR_INT);
+	CTORSL(3, CTOR_INT3);
+	CTORSL(3, CTOR_VECF_INT3);
+
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, double, aligned_highp>::vec(const vec<3, double, aligned_highp>& v)
+#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+		:data(v.data) {}
+#else
+	{
+		data.setv(0, v.data.getv(0));
+		data.setv(1, v.data.getv(1));
+	}
+#endif
+
+
+
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, float, aligned_highp>::vec(const vec<3, float, aligned_highp>& v) :
+		data(v.data) {}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, float, aligned_highp>::vec(const vec<3, float, packed_highp>& v)
+	{
+		data = _mm_set_ps(v[2], v[2], v[1], v[0]);
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, float, packed_highp>::vec(const vec<3, float, aligned_highp>& v)
+	{
+		_mm_store_sd(reinterpret_cast<double*>(this), _mm_castps_pd(v.data));
+		__m128 mz = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(2, 2, 2, 2));
+		_mm_store_ss(reinterpret_cast<float*>(this)+2, mz);
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, double, aligned_highp>::vec(const vec<3, double, packed_highp>& v)
+	{
+#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+		data = _mm256_set_pd(v[2], v[2], v[1], v[0]);
+#else
+		data.setv(0, _mm_loadu_pd(reinterpret_cast<const double*>(&v)));
+		data.setv(1, _mm_loadu_pd(reinterpret_cast<const double*>(&v)+2));
+#endif
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, double, packed_highp>::vec(const vec<3, double, aligned_highp>& v)
+	{
+#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+		__m256d T1 = _mm256_permute_pd(v.data, 1);
+		_mm_store_sd((reinterpret_cast<double*>(this)) + 0, _mm256_castpd256_pd128(v.data));
+		_mm_store_sd((reinterpret_cast<double*>(this)) + 1, _mm256_castpd256_pd128(T1));
+		_mm_store_sd((reinterpret_cast<double*>(this)) + 2, _mm256_extractf128_pd(v.data, 1));
+#else
+		_mm_storeu_pd(reinterpret_cast<double*>(this), v.data.getv(0));
+		_mm_store_sd((reinterpret_cast<double*>(this)) + 2, v.data.getv(1));
+#endif
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, int, aligned_highp>::vec(const vec<3, int, aligned_highp>& v) :
+		data(v.data)
+	{
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, int, aligned_highp>::vec(const vec<3, int, packed_highp>& v)
+	{
+		__m128 mx = _mm_load_ss(reinterpret_cast<const float*>(&v[0]));
+		__m128 my = _mm_load_ss(reinterpret_cast<const float*>(&v[1]));
+		__m128 mz = _mm_load_ss(reinterpret_cast<const float*>(&v[2]));
+		__m128 mxy = _mm_unpacklo_ps(mx, my);
+		data = _mm_castps_si128(_mm_movelh_ps(mxy, mz));
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, int, packed_highp>::vec(const vec<3, int, aligned_highp>& v)
+	{
+		_mm_store_sd(reinterpret_cast<double*>(this), _mm_castsi128_pd(v.data));
+		__m128 mz = _mm_shuffle_ps(_mm_castsi128_ps(v.data), _mm_castsi128_ps(v.data), _MM_SHUFFLE(2, 2, 2, 2));
+		_mm_store_ss(reinterpret_cast<float*>(this)+2, mz);
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, unsigned int, aligned_highp>::vec(const vec<3, unsigned int, aligned_highp>& v) :
+		data(v.data)
+	{
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, unsigned int, aligned_highp>::vec(const vec<3, unsigned int, packed_highp>& v)
+	{
+		__m128 mx = _mm_load_ss(reinterpret_cast<const float*>(&v[0]));
+		__m128 my = _mm_load_ss(reinterpret_cast<const float*>(&v[1]));
+		__m128 mz = _mm_load_ss(reinterpret_cast<const float*>(&v[2]));
+		__m128 mxy = _mm_unpacklo_ps(mx, my);
+		data = _mm_castps_si128(_mm_movelh_ps(mxy, mz));
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, unsigned int, packed_highp>::vec(const vec<3, unsigned int, aligned_highp>& v)
+	{
+		_mm_store_sd(reinterpret_cast<double*>(this), _mm_castsi128_pd(v.data));
+		__m128 mz = _mm_shuffle_ps(_mm_castsi128_ps(v.data), _mm_castsi128_ps(v.data), _MM_SHUFFLE(2, 2, 2, 2));
+		_mm_store_ss(reinterpret_cast<float*>(this) + 2, mz);
+	}
+
+	CTORSL(3, CTOR_DOUBLE);
+	//CTORSL(3, CTOR_INT64);
+
+#endif //GLM_ARCH & GLM_ARCH_SSE2_BITt
+
+
+}
+
+#endif
diff --git a/third_party/glm/detail/type_vec4.hpp b/third_party/glm/detail/type_vec4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9ba11229f68d17716d6b0b270550e75dab054a09
--- /dev/null
+++ b/third_party/glm/detail/type_vec4.hpp
@@ -0,0 +1,514 @@
+/// @ref core
+/// @file glm/detail/type_vec4.hpp
+
+#pragma once
+
+#include "qualifier.hpp"
+#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+#	include "_swizzle.hpp"
+#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+#	include "_swizzle_func.hpp"
+#endif
+#include <cstddef>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	struct vec<4, T, Q>
+	{
+		// -- Implementation detail --
+
+		typedef T value_type;
+		typedef vec<4, T, Q> type;
+		typedef vec<4, bool, Q> bool_type;
+		
+		enum is_aligned
+		{
+			value = detail::is_aligned<Q>::value
+		};
+
+		// -- Data --
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic push
+#				pragma GCC diagnostic ignored "-Wpedantic"
+#			elif GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic push
+#				pragma clang diagnostic ignored "-Wgnu-anonymous-struct"
+#				pragma clang diagnostic ignored "-Wnested-anon-types"
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(push)
+#				pragma warning(disable: 4201)  // nonstandard extension used : nameless struct/union
+#			endif
+#		endif
+
+#		if GLM_CONFIG_XYZW_ONLY
+			T x, y, z, w;
+#			if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+			GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, Q, x, y, z, w)
+#			endif//GLM_CONFIG_SWIZZLE
+#		elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE
+			union
+			{
+				struct { T x, y, z, w; };
+				struct { T r, g, b, a; };
+				struct { T s, t, p, q; };
+
+				typename detail::storage<4, T, detail::is_aligned<Q>::value>::type data;
+
+#				if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+					GLM_SWIZZLE4_2_MEMBERS(T, Q, x, y, z, w)
+					GLM_SWIZZLE4_2_MEMBERS(T, Q, r, g, b, a)
+					GLM_SWIZZLE4_2_MEMBERS(T, Q, s, t, p, q)
+					GLM_SWIZZLE4_3_MEMBERS(T, Q, x, y, z, w)
+					GLM_SWIZZLE4_3_MEMBERS(T, Q, r, g, b, a)
+					GLM_SWIZZLE4_3_MEMBERS(T, Q, s, t, p, q)
+					GLM_SWIZZLE4_4_MEMBERS(T, Q, x, y, z, w)
+					GLM_SWIZZLE4_4_MEMBERS(T, Q, r, g, b, a)
+					GLM_SWIZZLE4_4_MEMBERS(T, Q, s, t, p, q)
+#				endif
+			};
+#		else
+			union { T x, r, s; };
+			union { T y, g, t; };
+			union { T z, b, p; };
+			union { T w, a, q; };
+
+#			if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION
+				GLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, Q)
+#			endif
+#		endif
+
+#		if GLM_SILENT_WARNINGS == GLM_ENABLE
+#			if GLM_COMPILER & GLM_COMPILER_CLANG
+#				pragma clang diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_GCC
+#				pragma GCC diagnostic pop
+#			elif GLM_COMPILER & GLM_COMPILER_VC
+#				pragma warning(pop)
+#			endif
+#		endif
+
+		// -- Component accesses --
+
+		typedef length_t length_type;
+
+		/// Return the count of components of the vector
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;}
+
+		GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i);
+		GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const;
+
+		// -- Implicit basic constructors --
+
+		GLM_DEFAULTED_DEFAULT_CTOR_DECL GLM_CONSTEXPR vec() GLM_DEFAULT_CTOR;
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, Q> const& v) GLM_DEFAULT;
+		template<qualifier P>
+		GLM_CTOR_DECL vec(vec<4, T, P> const& v);
+
+		// -- Explicit basic constructors --
+
+		GLM_CTOR_DECL explicit vec(T scalar);
+		GLM_CTOR_DECL vec(T x, T y, T z, T w);
+
+		// -- Conversion scalar constructors --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL explicit vec(vec<1, U, P> const& v);
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(X _x, Y _y, Z _z, W _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);
+		template<typename X, typename Y, typename Z, typename W>
+		GLM_CTOR_DECL vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w);
+
+		// -- Conversion vector constructors --
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(vec<2, A, P> const& _xy, B _z, C _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(A _x, vec<2, B, P> const& _yz, C _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(A _x, B _y, vec<2, C, P> const& _zw);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, typename C, qualifier P>
+		GLM_CTOR_DECL vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(vec<3, A, P> const& _xyz, B _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(A _x, vec<3, B, P> const& _yzw);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw);
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename A, typename B, qualifier P>
+		GLM_CTOR_DECL vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw);
+
+		/// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT vec(vec<4, U, P> const& v);
+
+		// -- Swizzle constructors --
+#		if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+			template<int E0, int E1, int E2, int E3>
+			GLM_FUNC_DISCARD_DECL vec(detail::_swizzle<4, T, Q, E0, E1, E2, E3> const& that)
+			{
+				*this = that();
+			}
+
+			template<int E0, int E1, int F0, int F1>
+			GLM_FUNC_DISCARD_DECL vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, detail::_swizzle<2, T, Q, F0, F1, -1, -2> const& u)
+			{
+				*this = vec<4, T, Q>(v(), u());
+			}
+
+			template<int E0, int E1>
+			GLM_FUNC_DISCARD_DECL vec(T const& x, T const& y, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v)
+			{
+				*this = vec<4, T, Q>(x, y, v());
+			}
+
+			template<int E0, int E1>
+			GLM_FUNC_DISCARD_DECL vec(T const& x, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& w)
+			{
+				*this = vec<4, T, Q>(x, v(), w);
+			}
+
+			template<int E0, int E1>
+			GLM_FUNC_DISCARD_DECL vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& z, T const& w)
+			{
+				*this = vec<4, T, Q>(v(), z, w);
+			}
+
+			template<int E0, int E1, int E2>
+			GLM_FUNC_DISCARD_DECL vec(detail::_swizzle<3, T, Q, E0, E1, E2, 3> const& v, T const& w)
+			{
+				*this = vec<4, T, Q>(v(), w);
+			}
+
+			template<int E0, int E1, int E2>
+			GLM_FUNC_DISCARD_DECL vec(T const& x, detail::_swizzle<3, T, Q, E0, E1, E2, 3> const& v)
+			{
+				*this = vec<4, T, Q>(x, v());
+			}
+#		endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+
+		// -- Unary arithmetic operators --
+
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, T, Q> const& v) GLM_DEFAULT;
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(U scalar);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<4, U, Q> const& v);
+
+		// -- Increment and decrement operators --
+
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q> & operator++();
+		GLM_FUNC_DISCARD_DECL GLM_CONSTEXPR vec<4, T, Q> & operator--();
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator++(int);
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator--(int);
+
+		// -- Unary bit operators --
+
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(U scalar);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(U scalar);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(U scalar);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(U scalar);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(U scalar);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<4, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(U scalar);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<1, U, Q> const& v);
+		template<typename U>
+		GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<4, U, Q> const& v);
+	};
+
+
+	// -- Unary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2);
+
+	template<qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2);
+
+	template<qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2);
+}//namespace glm
+
+#ifndef GLM_EXTERNAL_TEMPLATE
+#include "type_vec4.inl"
+#endif//GLM_EXTERNAL_TEMPLATE
diff --git a/third_party/glm/detail/type_vec4.inl b/third_party/glm/detail/type_vec4.inl
new file mode 100644
index 0000000000000000000000000000000000000000..66539e30490ea9ae052f3d085d73542c1ea5740d
--- /dev/null
+++ b/third_party/glm/detail/type_vec4.inl
@@ -0,0 +1,1130 @@
+/// @ref core
+
+#include "compute_vector_relational.hpp"
+#include "compute_vector_decl.hpp"
+
+namespace glm{
+namespace detail
+{
+
+}//namespace detail
+
+	// -- Implicit basic constructors --
+
+#	if GLM_CONFIG_DEFAULTED_DEFAULT_CTOR == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_DEFAULT_CTOR_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec()
+#			if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE
+				: x(0), y(0), z(0), w(0)
+#			endif
+		{}
+#	endif
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, Q> const& v)
+			: x(v.x), y(v.y), z(v.z), w(v.w)
+		{}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, P> const& v)
+		: x(v.x), y(v.y), z(v.z), w(v.w)
+	{}
+
+	// -- Explicit basic constructors --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T scalar)
+		: x(scalar), y(scalar), z(scalar), w(scalar)
+	{}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T _x, T _y, T _z, T _w)
+		: x(_x), y(_y), z(_z), w(_w)
+	{}
+
+	// -- Conversion scalar constructors --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.x))
+		, z(static_cast<T>(v.x))
+		, w(static_cast<T>(v.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, Z _z, W _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename X, typename Y, typename Z, typename W>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	// -- Conversion vector constructors --
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, C _w)
+		: x(static_cast<T>(_xy.x))
+		, y(static_cast<T>(_xy.y))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w)
+		: x(static_cast<T>(_xy.x))
+		, y(static_cast<T>(_xy.y))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w)
+		: x(static_cast<T>(_xy.x))
+		, y(static_cast<T>(_xy.y))
+		, z(static_cast<T>(_z))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w)
+		: x(static_cast<T>(_xy.x))
+		, y(static_cast<T>(_xy.y))
+		, z(static_cast<T>(_z.x))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, C _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_yz.x))
+		, z(static_cast<T>(_yz.y))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_yz.x))
+		, z(static_cast<T>(_yz.y))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_yz.x))
+		, z(static_cast<T>(_yz.y))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_yz.x))
+		, z(static_cast<T>(_yz.y))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, B _y, vec<2, C, P> const& _zw)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_zw.x))
+		, w(static_cast<T>(_zw.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y))
+		, z(static_cast<T>(_zw.x))
+		, w(static_cast<T>(_zw.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_zw.x))
+		, w(static_cast<T>(_zw.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, typename C, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_y.x))
+		, z(static_cast<T>(_zw.x))
+		, w(static_cast<T>(_zw.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, B _w)
+		: x(static_cast<T>(_xyz.x))
+		, y(static_cast<T>(_xyz.y))
+		, z(static_cast<T>(_xyz.z))
+		, w(static_cast<T>(_w))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w)
+		: x(static_cast<T>(_xyz.x))
+		, y(static_cast<T>(_xyz.y))
+		, z(static_cast<T>(_xyz.z))
+		, w(static_cast<T>(_w.x))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<3, B, P> const& _yzw)
+		: x(static_cast<T>(_x))
+		, y(static_cast<T>(_yzw.x))
+		, z(static_cast<T>(_yzw.y))
+		, w(static_cast<T>(_yzw.z))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw)
+		: x(static_cast<T>(_x.x))
+		, y(static_cast<T>(_yzw.x))
+		, z(static_cast<T>(_yzw.y))
+		, w(static_cast<T>(_yzw.z))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename A, typename B, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw)
+		: x(static_cast<T>(_xy.x))
+		, y(static_cast<T>(_xy.y))
+		, z(static_cast<T>(_zw.x))
+		, w(static_cast<T>(_zw.y))
+	{}
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, U, P> const& v)
+		: x(static_cast<T>(v.x))
+		, y(static_cast<T>(v.y))
+		, z(static_cast<T>(v.z))
+		, w(static_cast<T>(v.w))
+	{}
+
+
+	// -- Component accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i)
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		switch (i)
+		{
+		default:
+		case 0:
+			return x;
+		case 1:
+			return y;
+		case 2:
+			return z;
+		case 3:
+			return w;
+		}
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i) const
+	{
+		GLM_ASSERT_LENGTH(i, this->length());
+		switch (i)
+		{
+		default:
+		case 0:
+			return x;
+		case 1:
+			return y;
+		case 2:
+			return z;
+		case 3:
+			return w;
+		}
+	}
+
+	// -- Unary arithmetic operators --
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, T, Q> const& v)
+		{
+			this->x = v.x;
+			this->y = v.y;
+			this->z = v.z;
+			this->w = v.w;
+			return *this;
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, U, Q> const& v)
+	{
+		this->x = static_cast<T>(v.x);
+		this->y = static_cast<T>(v.y);
+		this->z = static_cast<T>(v.z);
+		this->w = static_cast<T>(v.w);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(U scalar)
+	{
+		return (*this = detail::compute_vec_add<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_add<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_add<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(U scalar)
+	{
+		return (*this = detail::compute_vec_sub<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_sub<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_sub<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(U scalar)
+	{
+		return (*this = detail::compute_vec_mul<4,T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_mul<4,T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_mul<4,T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(U scalar)
+	{
+		return (*this = detail::compute_vec_div<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_div<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v.x)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_div<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	// -- Increment and decrement operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator++()
+	{
+		++this->x;
+		++this->y;
+		++this->z;
+		++this->w;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator--()
+	{
+		--this->x;
+		--this->y;
+		--this->z;
+		--this->w;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator++(int)
+	{
+		vec<4, T, Q> Result(*this);
+		++*this;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator--(int)
+	{
+		vec<4, T, Q> Result(*this);
+		--*this;
+		return Result;
+	}
+
+	// -- Unary bit operators --
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(U scalar)
+	{
+		return (*this = detail::compute_vec_mod<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_mod<3, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<3, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_mod<4, T, Q, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(U scalar)
+	{
+		return (*this = detail::compute_vec_and<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_and<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_and<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(U scalar)
+	{
+		return (*this = detail::compute_vec_or<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_or<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_or<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(U scalar)
+	{
+		return (*this = detail::compute_vec_xor<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_xor<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_xor<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(U scalar)
+	{
+		return (*this = detail::compute_vec_shift_left<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_shift_left<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_shift_left<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(U scalar)
+	{
+		return (*this = detail::compute_vec_shift_right<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(scalar)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<1, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_shift_right<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<4, U, Q> const& v)
+	{
+		return (*this = detail::compute_vec_shift_right<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(*this, vec<4, T, Q>(v)));
+	}
+
+	// -- Unary constant operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v)
+	{
+		return v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(0) -= v;
+	}
+
+	// -- Binary arithmetic operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) += scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) += v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(v) += scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v2) += v1;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) += v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) -= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) -= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar) -= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1.x) -= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) -= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) *= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) *= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(v) *= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v2) *= v1;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) *= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) /= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) /= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar) /= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1.x) /= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) /= v2;
+	}
+
+	// -- Binary bit operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) %= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) %= v2.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar) %= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar.x) %= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) %= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) &= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar)
+	{
+		return vec<4, T, Q>(v) &= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar) &= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1.x) &= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) &= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) |= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) |= v2.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar) |= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1.x) |= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) |= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) ^= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) ^= v2.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar) ^= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1.x) ^= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) ^= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) <<= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) <<= v2.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar) <<= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1.x) <<= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) <<= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar)
+	{
+		return vec<4, T, Q>(v) >>= scalar;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) >>= v2.x;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(scalar) >>= v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1.x) >>= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return vec<4, T, Q>(v1) >>= v2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v)
+	{
+		return detail::compute_vec_bitwise_not<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return detail::compute_vec_equal<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2)
+	{
+		return detail::compute_vec_nequal<4, T, Q, detail::is_int<T>::value, sizeof(T) * 8, detail::is_aligned<Q>::value>::call(v1, v2);
+	}
+
+	template<qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2)
+	{
+		return vec<4, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z, v1.w && v2.w);
+	}
+
+	template<qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2)
+	{
+		return vec<4, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z, v1.w || v2.w);
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "type_vec_simd.inl"
+
+namespace glm {
+#if GLM_ARCH & GLM_ARCH_NEON_BIT && !GLM_CONFIG_XYZW_ONLY
+	CTORSL(4, CTOR_FLOAT);
+	CTORSL(4, CTOR_INT);
+	CTORSL(4, CTOR_UINT);
+	CTORSL(4, CTOR_VECF_INT4);
+	CTORSL(4, CTOR_VECF_UINT4);
+	CTORSL(4, CTOR_VECF_VECF);
+	CTORSL(4, CTOR_VECF_VECI);
+	CTORSL(4, CTOR_VECF_VECU);
+
+
+#endif// GLM_ARCH & GLM_ARCH_NEON_BIT
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+	CTORSL(4, CTOR_FLOAT);
+	CTORSL(4, CTOR_DOUBLE);
+	CTORSL(4, CTOR_FLOAT4);
+	CTORSL(4, CTOR_DOUBLE4);
+	CTORSL(4, CTOR_INT);
+	CTORSL(4, CTOR_INT4);
+	CTORSL(4, CTOR_VECF_INT4);
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, float, aligned_highp>& v):
+		data(v.data)
+	{
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, float, packed_highp>& v)
+	{
+		data = _mm_loadu_ps(reinterpret_cast<const float*>(&v));
+	}
+		
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, packed_highp>::vec(const vec<4, float, aligned_highp>& v)
+	{
+		_mm_storeu_ps(reinterpret_cast<float*>(this), v.data);
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(const vec<4, int, aligned_highp>& v) :
+		data(v.data)
+	{
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(const vec<4, int, packed_highp>& v)
+	{
+		data = _mm_loadu_si128(reinterpret_cast<const __m128i*>(&v));
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, packed_highp>::vec(const vec<4, int, aligned_highp>& v)
+	{
+		_mm_storeu_si128(reinterpret_cast<__m128i*>(this), v.data);
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_highp>::vec(const vec<4, double, aligned_highp>& v)
+	{
+#	if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+		data = v.data;
+#else
+		data.setv(0, v.data.getv(0));
+		data.setv(1, v.data.getv(1));
+#endif
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_highp>::vec(const vec<4, double, packed_highp>& v)
+	{
+#	if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+		data = _mm256_loadu_pd(reinterpret_cast<const double*>(&v));
+#else
+		data.setv(0, _mm_loadu_pd(reinterpret_cast<const double*>(&v)));
+		data.setv(1, _mm_loadu_pd(reinterpret_cast<const double*>(&v)+2));
+#endif
+	}
+
+	template<>
+	template<>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, packed_highp>::vec(const vec<4, double, aligned_highp>& v)
+	{
+#	if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+		_mm256_storeu_pd(reinterpret_cast<double*>(this), v.data);
+#else
+		_mm_storeu_pd(reinterpret_cast<double*>(this), v.data.getv(0));
+		_mm_storeu_pd(reinterpret_cast<double*>(this) + 2, v.data.getv(1));
+#endif
+	}
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
+}
+
+#endif
diff --git a/third_party/glm/detail/type_vec_simd.inl b/third_party/glm/detail/type_vec_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..566abec3e6232c5320ff83836c7142b1f997995a
--- /dev/null
+++ b/third_party/glm/detail/type_vec_simd.inl
@@ -0,0 +1,1032 @@
+#pragma once
+
+#define CTORSL(L, CTOR)\
+CTOR(L, aligned_lowp)\
+CTOR(L, aligned_mediump)\
+CTOR(L, aligned_highp)\
+
+namespace glm {
+	namespace detail
+	{
+
+template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+struct compute_vec_and<L, T, Q, IsInt, Size, true> : public compute_vec_and<L, T, Q, IsInt, Size, false>
+{};
+
+template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+struct compute_vec_or<L, T, Q, IsInt, Size, true>: public compute_vec_or<L, T, Q, IsInt, Size, false>
+{};
+
+template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+struct compute_vec_xor<L, T, Q, IsInt, Size, true> : public compute_vec_xor<L, T, Q, IsInt, Size, false>
+{};
+
+template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+struct compute_vec_shift_left<L, T, Q, IsInt, Size, true> : public compute_vec_shift_left<L, T, Q, IsInt, Size, false>
+{};
+
+template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+struct compute_vec_shift_right<L, T, Q, IsInt, Size, true> : public compute_vec_shift_right<L, T, Q, IsInt, Size, false>
+{};
+
+template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+struct compute_vec_bitwise_not<L, T, Q, IsInt, Size, true>:public compute_vec_bitwise_not<L, T, Q, IsInt, Size, false>
+{};
+
+template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+struct compute_vec_equal<L, T, Q, IsInt, Size, true> : public compute_vec_equal<L, T, Q, IsInt, Size, false>
+{};
+
+template<length_t L, typename T, qualifier Q, int IsInt, std::size_t Size>
+struct compute_vec_nequal<L, T, Q, IsInt, Size, true> : public compute_vec_nequal<L, T, Q, IsInt, Size, false>
+{};
+
+template<length_t L, typename T, qualifier Q>
+struct compute_vec_mod<L, T, Q, true> : public compute_vec_mod<L, T, Q, false>
+{};
+
+
+template<typename T, length_t L, qualifier Q>
+struct compute_vec_add<L, T, Q, true> : public compute_vec_add<L, T, Q, false>
+{};
+
+template< length_t L, typename T,  qualifier Q>
+struct compute_vec_sub<L, T, Q, true> : public compute_vec_sub<L, T, Q, false>
+{};
+
+template< length_t L, typename T, qualifier Q>
+struct compute_vec_mul<L, T, Q, true> : public compute_vec_mul<L, T, Q, false>
+{};
+
+template< length_t L, typename T, qualifier Q>
+struct compute_vec_div<L, T, Q, true> : public compute_vec_div<L, T, Q, false>
+{};
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+#	if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+	template<length_t L, qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle_base1<L, float, Q, E0,E1,E2,E3, true> : public _swizzle_base0<float, L>
+	{
+		GLM_FUNC_QUALIFIER vec<L, float, Q> operator ()()  const
+		{
+			__m128 data = *reinterpret_cast<__m128 const*>(&this->_buffer);
+
+			vec<L, float, Q> Result;
+#			if GLM_ARCH & GLM_ARCH_AVX_BIT
+				Result.data = _mm_permute_ps(data, _MM_SHUFFLE(E3, E2, E1, E0));
+#			else
+				Result.data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(E3, E2, E1, E0));
+#			endif
+			return Result;
+		}
+	};
+
+	template<qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle_base1<2, float, Q, E0, E1, E2, E3, true> : public _swizzle_base1<2, float, Q, E0, E1, E2, E3, false> {};
+
+	template<qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle_base1<2, int, Q, E0, E1, E2, E3, true> : public _swizzle_base1<2, int, Q, E0, E1, E2, E3, false> {};
+
+	template<length_t L, qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle_base1<L, int, Q, E0,E1,E2,E3, true> : public _swizzle_base0<int, L>
+	{
+		GLM_FUNC_QUALIFIER vec<L, int, Q> operator ()()  const
+		{
+			__m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer);
+
+			vec<L, int, Q> Result;
+			Result.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0));
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q, int E0, int E1, int E2, int E3>
+	struct _swizzle_base1<L, uint, Q, E0,E1,E2,E3, true> : public _swizzle_base0<uint, L>
+	{
+		GLM_FUNC_QUALIFIER vec<L, uint, Q> operator ()()  const
+		{
+			__m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer);
+
+			vec<L, uint, Q> Result;
+			Result.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0));
+			return Result;
+		}
+	};
+#	endif// GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_add<L, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& a, vec<L, float, Q> const& b)
+		{
+			vec<L, float, Q> Result;
+			Result.data = _mm_add_ps(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_add<L, int, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, int, Q> const& a, vec<L, int, Q> const& b)
+		{
+			vec<L, int, Q> Result;
+			Result.data = _mm_add_epi32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_add<L, double, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, double, Q> call(vec<L, double, Q> const& a, vec<L, double, Q> const& b)
+		{
+			vec<L, double, Q> Result;
+#	if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+			Result.data = _mm256_add_pd(a.data, b.data);
+#else
+			Result.data.setv(0, _mm_add_pd(a.data.getv(0), b.data.getv(0)));
+			Result.data.setv(1, _mm_add_pd(a.data.getv(1), b.data.getv(1)));
+#endif
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_sub<L, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& a, vec<L, float, Q> const& b)
+		{
+			vec<L, float, Q> Result;
+			Result.data = _mm_sub_ps(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_sub<L, int, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, int, Q> const& a, vec<L, int, Q> const& b)
+		{
+			vec<L, int, Q> Result;
+			Result.data = _mm_sub_epi32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_sub<L, double, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, double, Q> call(vec<L, double, Q> const& a, vec<L, double, Q> const& b)
+		{
+			vec<L, double, Q> Result;
+#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+			Result.data = _mm256_sub_pd(a.data, b.data);
+#else
+			Result.data.setv(0,  _mm_sub_pd(a.data.getv(0), b.data.getv(0)));
+			Result.data.setv(1,  _mm_sub_pd(a.data.getv(1), b.data.getv(1)));
+#endif
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_mul<L, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& a, vec<L, float, Q> const& b)
+		{
+			vec<L, float, Q> Result;
+			Result.data = _mm_mul_ps(a.data, b.data);
+			return Result;
+		}
+	};
+
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_mul<L, double, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, double, Q> call(vec<L, double, Q> const& a, vec<L, double, Q> const& b)
+		{
+			vec<L, double, Q> Result;
+#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
+			Result.data = _mm256_mul_pd(a.data, b.data);
+#else
+			Result.data.setv(0,  _mm_mul_pd(a.data.getv(0), b.data.getv(0)));
+			Result.data.setv(1,  _mm_mul_pd(a.data.getv(1), b.data.getv(1)));
+#endif
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_mul<L, int, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, int, Q> const& a, vec<L, int, Q> const& b)
+		{
+			vec<L, int, Q> Result;
+			glm_i32vec4 ia = a.data;
+			glm_i32vec4 ib = b.data;
+#ifdef __SSE4_1__  // modern CPU - use SSE 4.1
+			Result.data = _mm_mullo_epi32(ia, ib);
+#else               // old CPU - use SSE 2
+			__m128i tmp1 = _mm_mul_epu32(ia, ib); /* mul 2,0*/
+			__m128i tmp2 = _mm_mul_epu32(_mm_srli_si128(ia, 4), _mm_srli_si128(ib, 4)); /* mul 3,1 */
+			Result.data = _mm_unpacklo_epi32(_mm_shuffle_epi32(tmp1, _MM_SHUFFLE(0, 0, 2, 0)), _mm_shuffle_epi32(tmp2, _MM_SHUFFLE(0, 0, 2, 0))); /* shuffle results to [63..0] and pack */
+#endif
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_div<L, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& a, vec<L, float, Q> const& b)
+		{
+			vec<L, float, Q> Result;
+			Result.data = _mm_div_ps(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_div<L, int, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int, Q> call(vec<L, int, Q> const& a, vec<L, int, Q> const& b)
+		{
+#if defined(_MSC_VER) && _MSC_VER >= 1920 //_mm_div_epi32 only defined with VS >= 2019
+			vec<L, int, Q> Result;
+			Result.data = _mm_div_epi32(a.data, b.data);
+			return Result;
+#else
+			return compute_vec_div<L, int, Q, false>::call(a, b);
+#endif
+		}
+	};
+
+
+	// note: div on uninitialized w can generate div by 0 exception
+	template<qualifier Q>
+	struct compute_vec_div<3, int, Q, true>
+	{
+
+		GLM_FUNC_QUALIFIER static vec<3, int, Q> call(vec<3, int, Q> const& a, vec<3, int, Q> const& b)
+		{
+#if defined(_MSC_VER) && _MSC_VER >= 1920 //_mm_div_epi32 only defined with VS >= 2019
+			vec<3, int, Q> Result;
+			glm_i32vec4 bv = b.data;
+			bv = _mm_shuffle_epi32(bv, _MM_SHUFFLE(0, 2, 1, 0));
+			Result.data = _mm_div_epi32(a.data, bv);
+			return Result;
+#else
+			return compute_vec_div<3, int, Q, false>::call(a, b);
+#endif
+		}
+	};
+
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_div<L, double, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, double, Q> call(vec<L, double, Q> const& a, vec<L, double, Q> const& b)
+		{
+			vec<L, double, Q> Result;
+#	if GLM_ARCH & GLM_ARCH_AVX_BIT
+			Result.data = _mm256_div_pd(a.data, b.data);
+#	else
+			Result.data.setv(0,  _mm_div_pd(a.data.getv(0), b.data.getv(0)));
+			Result.data.setv(1,  _mm_div_pd(a.data.getv(1), b.data.getv(1)));
+#	endif
+			return Result;
+		}
+	};
+
+	template<length_t L>
+	struct compute_vec_div<L, float, aligned_lowp, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, float, aligned_lowp> call(vec<L, float, aligned_lowp> const& a, vec<L, float, aligned_lowp> const& b)
+		{
+			vec<L, float, aligned_lowp> Result;
+			Result.data = _mm_mul_ps(a.data, _mm_rcp_ps(b.data));
+			return Result;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_vec_and<L, T, Q, -1, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			vec<L, T, Q> Result;
+			Result.data = _mm_and_si128(a.data, b.data);
+			return Result;
+		}
+	};
+
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_vec_and<L, T, Q, true, 64, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			vec<L, T, Q> Result;
+#	if GLM_ARCH & GLM_ARCH_AVX2_BIT
+			Result.data = _mm256_and_si256(a.data, b.data);
+#	elif GLM_ARCH & GLM_ARCH_AVX_BIT
+			Result.data = _mm256_and_pd(_mm256_castpd256_pd128(a.data), _mm256_castpd256_pd128(b.data));
+#	else
+			Result.data.setv(0,  _mm_and_si128(a.data.getv(0), b.data.getv(0)));
+			Result.data.setv(1,  _mm_and_si128(a.data.getv(1), b.data.getv(1)));
+#	endif
+			return Result;
+		}
+	};
+
+
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_vec_or<L, T, Q, -1, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			vec<L, T, Q> Result;
+			Result.data = _mm_or_si128(a.data, b.data);
+			return Result;
+		}
+	};
+
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_vec_or<L, T, Q, true, 64, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			vec<L, T, Q> Result;
+#	if GLM_ARCH & GLM_ARCH_AVX2_BIT
+			Result.data = _mm256_or_si256(a.data, b.data);
+#	else
+			Result.data.setv(0,  _mm_or_si128(a.data.getv(0), b.data.getv(0)));
+			Result.data.setv(1,  _mm_or_si128(a.data.getv(1), b.data.getv(1)));
+#	endif
+			return Result;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_vec_xor<L, T, Q, true, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			vec<L, T, Q> Result;
+			Result.data = _mm_xor_si128(a.data, b.data);
+			return Result;
+		}
+	};
+
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_vec_xor<L, T, Q, true, 64, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			vec<L, T, Q> Result;
+#	if GLM_ARCH & GLM_ARCH_AVX2_BIT
+			Result.data = _mm256_xor_si256(a.data, b.data);
+#	else
+			Result.data.setv(0,  _mm_xor_si128(a.data.getv(0), b.data.getv(0)));
+			Result.data.setv(1,  _mm_xor_si128(a.data.getv(1), b.data.getv(1)));
+#	endif
+			return Result;
+		}
+	};
+
+
+	//template<typename T, qualifier Q>
+	//struct compute_vec_shift_left<3, T, Q, -1, 32, true>
+	//{
+	//	GLM_FUNC_QUALIFIER static vec<3, T, Q> call(vec<3, T, Q> const& a, vec<3, T, Q> const& b)
+	//	{
+	//		vec<3, T, Q> Result;
+	//		__m128 v2 = _mm_castsi128_ps(b.data);
+	//		v2 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(0, 0, 0, 0)); // note: shift is done with xmm[3] that correspond vec w that doesn't exist on vect3
+	//		_mm_set1_epi64x(_w, _z, _y, _x);
+	//		__m128i vr = _mm_sll_epi32(a.data, _mm_castps_si128(v2));
+	//		Result.data = vr;
+	//		return Result;
+	//	}
+	//};
+
+	//template<length_t L, typename T, qualifier Q>
+	//struct compute_vec_shift_left<L, T, Q, -1, 32, true>
+	//{
+	//	GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+	//	{
+	//		vec<L, T, Q> Result;
+	//		Result.data = _mm_sll_epi32(a.data, b.data);
+	//		return Result;
+	//	}
+	//};
+
+
+//	template<length_t L, typename T, qualifier Q>
+//	struct compute_vec_shift_left<L, T, Q, true, 64, true>
+//	{
+//		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+//		{
+//			vec<L, T, Q> Result;
+//#	if GLM_ARCH & GLM_ARCH_AVX2_BIT
+//			Result.data = _mm256_sll_epi64(a.data, b.data);
+//#	else
+//			Result.data.setv(0,  _mm_sll_epi64(a.data.getv(0), b.data.getv(0)));
+//			Result.data.setv(1,  _mm_sll_epi64(a.data.getv(1), b.data.getv(1)));
+//#	endif
+//			return Result;
+//		}
+//	};
+
+
+//	template<length_t L, typename T, qualifier Q>
+//	struct compute_vec_shift_right<L, T, Q, -1, 32, true>
+//	{
+//		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+//		{
+//			vec<L, T, Q> Result;
+//			Result.data = _mm_srl_epi32(a.data, b.data);
+//			return Result;
+//		}
+//	};
+//
+//	template<length_t L, typename T, qualifier Q>
+//	struct compute_vec_shift_right<L, T, Q, true, 64, true>
+//	{
+//		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+//		{
+//			vec<L, T, Q> Result;
+//#	if GLM_ARCH & GLM_ARCH_AVX2_BIT
+//			Result.data = _mm256_srl_epi64(a.data, b.data);
+//#	else
+//			Result.data.setv(0,  _mm_srl_epi64(a.data.getv(0), b.data.getv(0)));
+//			Result.data.setv(1,  _mm_srl_epi64(a.data.getv(1), b.data.getv(1)));
+//#	endif
+//			return Result;
+//		}
+//	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_vec_bitwise_not<L, T, Q, true, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)
+		{
+			vec<L, T, Q> Result;
+			Result.data = _mm_xor_si128(v.data, _mm_set1_epi32(-1));
+			return Result;
+		}
+	};
+
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_vec_bitwise_not<L, T, Q, true, 64, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)
+		{
+			vec<L, T, Q> Result;
+#	if GLM_ARCH & GLM_ARCH_AVX2_BIT
+			Result.data = _mm256_xor_si256(v.data, _mm256_set1_epi32(-1));
+#	else
+			Result.data.setv(0,  _mm_xor_si128(v.data.getv(0), _mm_set1_epi32(-1)));
+			Result.data.setv(1,  _mm_xor_si128(v.data.getv(1), _mm_set1_epi32(-1)));
+#	endif
+			return Result;
+		}
+	};
+
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_equal<L, float, Q, false, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<L, float, Q> const& v1, vec<L, float, Q> const& v2)
+		{
+			return _mm_movemask_ps(_mm_cmpneq_ps(v1.data, v2.data)) == 0;
+		}
+	};
+
+#	if GLM_ARCH & GLM_ARCH_SSE41_BIT
+	template<length_t L, qualifier Q>
+	struct compute_vec_equal<L, int, Q, true, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<L, int, Q> const& v1, vec<L, int, Q> const& v2)
+		{
+			//return _mm_movemask_epi8(_mm_cmpeq_epi32(v1.data, v2.data)) != 0;
+			__m128i neq = _mm_xor_si128(v1.data, v2.data);
+			return _mm_test_all_zeros(neq, neq) == 0;
+		}
+	};
+#	endif
+
+
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_nequal<L, float, Q, false, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<L, float, Q> const& v1, vec<L, float, Q> const& v2)
+		{
+			return _mm_movemask_ps(_mm_cmpneq_ps(v1.data, v2.data)) != 0;
+		}
+	};
+
+#	if GLM_ARCH & GLM_ARCH_SSE41_BIT
+	template<length_t L, qualifier Q>
+	struct compute_vec_nequal<L, int, Q, -1, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<L, int, Q> const& v1, vec<L, int, Q> const& v2)
+		{
+			//return _mm_movemask_epi8(_mm_cmpneq_epi32(v1.data, v2.data)) != 0;
+			__m128i neq = _mm_xor_si128(v1.data, v2.data);
+			int v = _mm_test_all_zeros(neq, neq);
+			return  v != 1;
+		}
+	};
+	template<length_t L, qualifier Q>
+	struct compute_vec_nequal<L, unsigned int, Q, -1, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<L, unsigned int, Q> const& v1, vec<L, unsigned int, Q> const& v2)
+		{
+			//return _mm_movemask_epi8(_mm_cmpneq_epi32(v1.data, v2.data)) != 0;
+			__m128i neq = _mm_xor_si128(v1.data, v2.data);
+			return _mm_test_all_zeros(neq, neq) != 1;
+		}
+	};
+#	else
+
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_nequal<L, unsigned int, Q, -1, 32, true>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<L, unsigned int, Q> const& v1, vec<L, unsigned int, Q> const& v2)
+		{
+			return compute_vec_nequal<L, unsigned int, Q, true, 32, false>::call(v1, v2);
+		}
+	};
+
+#	endif
+
+
+
+
+}//namespace detail
+
+
+#define CTOR_FLOAT(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(float _s) :\
+	data(_mm_set1_ps(_s))\
+	{}
+
+#if GLM_ARCH & GLM_ARCH_AVX_BIT
+#	define CTOR_DOUBLE(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, double, Q>::vec(double _s) :\
+		data(_mm256_set1_pd(_s)){}
+
+#define CTOR_DOUBLE4(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, double, Q>::vec(double _x, double _y, double _z, double _w):\
+		data(_mm256_set_pd(_w, _z, _y, _x)) {}
+
+#define CTOR_DOUBLE3(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, double, Q>::vec(double _x, double _y, double _z):\
+		data(_mm256_set_pd(_z, _z, _y, _x)) {}
+
+#	define CTOR_INT64(L, Q)\
+	template<>\
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, detail::int64, Q>::vec(detail::int64 _s) :\
+		data(_mm256_set1_epi64x(_s)){}
+
+#define CTOR_DOUBLE_COPY3(L, Q)\
+	template<>\
+	template<qualifier P>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, double, Q>::vec(vec<3, double, P> const& v) :\
+		data(_mm256_setr_pd(v.x, v.y, v.z, v.z)){}
+
+#else
+#	define CTOR_DOUBLE(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, double, Q>::vec(double _v) \
+	{\
+		data.setv(0, _mm_set1_pd(_v)); \
+		data.setv(1, _mm_set1_pd(_v)); \
+	}
+
+#define CTOR_DOUBLE4(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, double, Q>::vec(double _x, double _y, double _z, double _w)\
+	{\
+		data.setv(0, _mm_setr_pd(_x, _y)); \
+		data.setv(1, _mm_setr_pd(_z, _w)); \
+	}
+
+#define CTOR_DOUBLE3(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, double, Q>::vec(double _x, double _y, double _z)\
+	{\
+		data.setv(0, _mm_setr_pd(_x, _y)); \
+		data.setv(1, _mm_setr_pd(_z, _z)); \
+	}
+
+#	define CTOR_INT64(L, Q)\
+	template<>\
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, detail::int64, Q>::vec(detail::int64 _s) :\
+		data(_mm256_set1_epi64x(_s)){}
+
+#define CTOR_DOUBLE_COPY3(L, Q)\
+	template<>\
+	template<qualifier P>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, double, Q>::vec(vec<3, double, P> const& v)\
+	{\
+		data.setv(0, _mm_setr_pd(v.x, v.y));\
+		data.setv(1, _mm_setr_pd(v.z, 1.0));\
+	}
+
+#endif //GLM_ARCH & GLM_ARCH_AVX_BIT
+
+#define CTOR_INT(L, Q)\
+	template<>\
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, int, Q>::vec(int _s) :\
+		data(_mm_set1_epi32(_s))\
+		{}
+
+#define CTOR_FLOAT4(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(float _x, float _y, float _z, float _w) :\
+		data(_mm_set_ps(_w, _z, _y, _x))\
+		{}
+
+#define CTOR_FLOAT3(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(float _x, float _y, float _z) :\
+	data(_mm_set_ps(_z, _z, _y, _x)){}
+
+
+#define CTOR_INT4(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, int, Q>::vec(int _x, int _y, int _z, int _w) :\
+	data(_mm_set_epi32(_w, _z, _y, _x)){}
+
+#define CTOR_INT3(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, int, Q>::vec(int _x, int _y, int _z) :\
+	data(_mm_set_epi32(_z, _z, _y, _x)){}
+
+#define CTOR_VECF_INT4(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(int _x, int _y, int _z, int _w) :\
+	data(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x)))\
+	{}
+
+#define CTOR_VECF_INT3(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(int _x, int _y, int _z) :\
+	data(_mm_cvtepi32_ps(_mm_set_epi32(_z, _z, _y, _x)))\
+	{}
+
+#define CTOR_DEFAULT(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec() :\
+	data(_mm_setzero_ps())\
+	{}
+
+#define CTOR_FLOAT_COPY3(L, Q)\
+	template<>\
+	template<qualifier P>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, float, Q>::vec(vec<3, float, P> const& v)\
+		:data(_mm_set_ps(v.z, v.z, v.y, v.x))\
+	{}
+
+
+
+}//namespace glm
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+#if GLM_ARCH & GLM_ARCH_NEON_BIT
+
+#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+// the functions below needs to be properly implemented, use unoptimized function fro now.
+
+template<length_t L, qualifier Q, int E0, int E1, int E2, int E3>
+struct _swizzle_base1<L, float, Q, E0, E1, E2, E3, true> : public _swizzle_base1<L, float, Q, E0, E1, E2, E3, false>{}; 
+
+template<length_t L, qualifier Q, int E0, int E1, int E2, int E3>
+struct _swizzle_base1<L, int, Q, E0, E1, E2, E3, true> : public _swizzle_base1<L, int, Q, E0, E1, E2, E3, false> {};
+
+template<length_t L, qualifier Q, int E0, int E1, int E2, int E3>
+struct _swizzle_base1<L, uint, Q, E0, E1, E2, E3, true> : public _swizzle_base1<L, uint, Q, E0, E1, E2, E3, false> {};
+
+#	endif// GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR
+
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_add<L, float, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static
+		vec<L, float, Q>
+		call(vec<L, float, Q> const& a, vec<L, float, Q> const& b)
+		{
+			vec<L, float, Q> Result;
+			Result.data = vaddq_f32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_add<L, uint, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static
+		vec<L, uint, Q>
+		call(vec<L, uint, Q> const& a, vec<L, uint, Q> const& b)
+		{
+			vec<L, uint, Q> Result;
+			Result.data = vaddq_u32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_add<L, int, Q, true>
+	{
+		static
+		vec<L, int, Q>
+		call(vec<L, int, Q> const& a, vec<L, int, Q> const& b)
+		{
+			vec<L, int, Q> Result;
+			Result.data = vaddq_s32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_sub<L, float, Q, true>
+	{
+		static vec<L, float, Q> call(vec<L, float, Q> const& a, vec<L, float, Q> const& b)
+		{
+			vec<L, float, Q> Result;
+			Result.data = vsubq_f32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_sub<L, uint, Q, true>
+	{
+		static vec<L, uint, Q> call(vec<L, uint, Q> const& a, vec<L, uint, Q> const& b)
+		{
+			vec<L, uint, Q> Result;
+			Result.data = vsubq_u32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_sub<L, int, Q, true>
+	{
+		static vec<L, int, Q> call(vec<L, int, Q> const& a, vec<L, int, Q> const& b)
+		{
+			vec<L, int, Q> Result;
+			Result.data = vsubq_s32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_mul<L, float, Q, true>
+	{
+		static vec<L, float, Q> call(vec<L, float, Q> const& a, vec<L, float, Q> const& b)
+		{
+			vec<L, float, Q> Result;
+			Result.data = vmulq_f32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_mul<L, uint, Q, true>
+	{
+		static vec<L, uint, Q> call(vec<L, uint, Q> const& a, vec<L, uint, Q> const& b)
+		{
+			vec<L, uint, Q> Result;
+			Result.data = vmulq_u32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_mul<L, int, Q, true>
+	{
+		static vec<L, int, Q> call(vec<L, int, Q> const& a, vec<L, int, Q> const& b)
+		{
+			vec<L, int, Q> Result;
+			Result.data = vmulq_s32(a.data, b.data);
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_div<L, float, Q, true>
+	{
+		static vec<L, float, Q> call(vec<L, float, Q> const& a, vec<L, float, Q> const& b)
+		{
+			vec<L, float, Q> Result;
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+			Result.data = vdivq_f32(a.data, b.data);
+#else
+			/* Arm assembler reference:
+			 *
+			 * The Newton-Raphson iteration: x[n+1] = x[n] * (2 - d * x[n])
+			 * converges to (1/d) if x0 is the result of VRECPE applied to d.
+			 *
+			 * Note: The precision usually improves with two interactions, but more than two iterations are not helpful. */
+			float32x4_t x = vrecpeq_f32(b.data);
+			x = vmulq_f32(vrecpsq_f32(b.data, x), x);
+			x = vmulq_f32(vrecpsq_f32(b.data, x), x);
+			Result.data = vmulq_f32(a.data, x);
+#endif
+			return Result;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_equal<L, float, Q, false, 32, true>
+	{
+		static bool call(vec<L, float, Q> const& v1, vec<L, float, Q> const& v2)
+		{
+			uint32x4_t cmp = vceqq_f32(v1.data, v2.data);
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+			cmp = vpminq_u32(cmp, cmp);
+			cmp = vpminq_u32(cmp, cmp);
+			uint32_t r = cmp[0];
+#else
+			uint32x2_t cmpx2 = vpmin_u32(vget_low_u32(cmp), vget_high_u32(cmp));
+			cmpx2 = vpmin_u32(cmpx2, cmpx2);
+			uint32_t r = cmpx2[0];
+#endif
+			return r == ~0u;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_equal<L, uint, Q, false, 32, true>
+	{
+		static bool call(vec<L, uint, Q> const& v1, vec<L, uint, Q> const& v2)
+		{
+			uint32x4_t cmp = vceqq_u32(v1.data, v2.data);
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+			cmp = vpminq_u32(cmp, cmp);
+			cmp = vpminq_u32(cmp, cmp);
+			uint32_t r = cmp[0];
+#else
+			uint32x2_t cmpx2 = vpmin_u32(vget_low_u32(cmp), vget_high_u32(cmp));
+			cmpx2 = vpmin_u32(cmpx2, cmpx2);
+			uint32_t r = cmpx2[0];
+#endif
+			return r == ~0u;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_equal<L, int, Q, false, 32, true>
+	{
+		static bool call(vec<L, int, Q> const& v1, vec<L, int, Q> const& v2)
+		{
+			uint32x4_t cmp = vceqq_s32(v1.data, v2.data);
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+			cmp = vpminq_u32(cmp, cmp);
+			cmp = vpminq_u32(cmp, cmp);
+			uint32_t r = cmp[0];
+#else
+			uint32x2_t cmpx2 = vpmin_u32(vget_low_u32(cmp), vget_high_u32(cmp));
+			cmpx2 = vpmin_u32(cmpx2, cmpx2);
+			uint32_t r = cmpx2[0];
+#endif
+			return r == ~0u;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_nequal<L, float, Q, false, 32, true>
+	{
+		static bool call(vec<L, float, Q> const& v1, vec<L, float, Q> const& v2)
+		{
+			return !compute_vec_equal<float, Q, false, 32, true>::call(v1, v2);
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_nequal<L, uint, Q, false, 32, true>
+	{
+		static bool call(vec<L, uint, Q> const& v1, vec<L, uint, Q> const& v2)
+		{
+			return !compute_vec_equal<uint, Q, false, 32, true>::call(v1, v2);
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_vec_nequal<L, int, Q, false, 32, true>
+	{
+		static bool call(vec<L, int, Q> const& v1, vec<L, int, Q> const& v2)
+		{
+			return !compute_vec_equal<int, Q, false, 32, true>::call(v1, v2);
+		}
+	};
+
+
+#if !GLM_CONFIG_XYZW_ONLY
+
+#define CTOR_FLOAT(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(float _s) :\
+		data(vdupq_n_f32(_s))\
+	{}
+
+#define CTOR_INT(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, int, Q>::vec(int _s) :\
+		data(vdupq_n_s32(_s))\
+	{}
+
+#define CTOR_UINT(L, Q)\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, uint, Q>::vec(uint _s) :\
+		data(vdupq_n_u32(_s))\
+	{}
+
+#define CTOR_VECF_INT4(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(int _x, int _y, int _z, int _w) :\
+		data(vcvtq_f32_s32(vec<L, int, Q>(_x, _y, _z, _w).data))\
+	{}
+
+#define CTOR_VECF_UINT4(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(uint _x, uint _y, uint _z, uint _w) :\
+		data(vcvtq_f32_u32(vec<L, uint, Q>(_x, _y, _z, _w).data))\
+	{}
+
+#define CTOR_VECF_INT3(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(int _x, int _y, int _z) :\
+		data(vcvtq_f32_s32(vec<L, int, Q>(_x, _y, _z).data))\
+	{}
+
+#define CTOR_VECF_UINT4(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(uint _x, uint _y, uint _z, uint _w) :\
+		data(vcvtq_f32_u32(vec<L, uint, Q>(_x, _y, _z, _w).data))\
+	{}
+
+#define CTOR_VECF_UINT3(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(uint _x, uint _y, uint _z) :\
+		data(vcvtq_f32_u32(vec<L, uint, Q>(_x, _y, _z).data))\
+	{}
+
+
+#define CTOR_VECF_VECF(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(const vec<L, float, Q>& rhs) :\
+		data(rhs.data)\
+	{}
+
+#define CTOR_VECF_VECI(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(const vec<L, int, Q>& rhs) :\
+		data(vcvtq_f32_s32(rhs.data))\
+	{}
+
+#define CTOR_VECF_VECU(L, Q)\
+	template<>\
+	template<>\
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, float, Q>::vec(const vec<L, uint, Q>& rhs) :\
+		data(vcvtq_f32_u32(rhs.data))\
+	{}
+
+
+#endif
+
+
+}//namespace detail
+
+}//namespace glm
+
+#endif
diff --git a/third_party/glm/exponential.hpp b/third_party/glm/exponential.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1614f7695dbd6f0061914e50650b8f24ff59c3c0
--- /dev/null
+++ b/third_party/glm/exponential.hpp
@@ -0,0 +1,110 @@
+/// @ref core
+/// @file glm/exponential.hpp
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
+///
+/// @defgroup core_func_exponential Exponential functions
+/// @ingroup core
+///
+/// Provides GLSL exponential functions
+///
+/// These all operate component-wise. The description is per component.
+///
+/// Include <glm/exponential.hpp> to use these core features.
+
+#pragma once
+
+#include "detail/type_vec1.hpp"
+#include "detail/type_vec2.hpp"
+#include "detail/type_vec3.hpp"
+#include "detail/type_vec4.hpp"
+#include <cmath>
+
+namespace glm
+{
+	/// @addtogroup core_func_exponential
+	/// @{
+
+	/// Returns 'base' raised to the power 'exponent'.
+	///
+	/// @param base Floating point value. pow function is defined for input values of 'base' defined in the range (inf-, inf+) in the limit of the type qualifier.
+	/// @param exponent Floating point value representing the 'exponent'.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/pow.xml">GLSL pow man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> pow(vec<L, T, Q> const& base, vec<L, T, Q> const& exponent);
+
+	/// Returns the natural exponentiation of v, i.e., e^v.
+	///
+	/// @param v exp function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier.
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/exp.xml">GLSL exp man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> exp(vec<L, T, Q> const& v);
+
+	/// Returns the natural logarithm of v, i.e.,
+	/// returns the value y which satisfies the equation x = e^y.
+	/// Results are undefined if v <= 0.
+	///
+	/// @param v log function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier.
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/log.xml">GLSL log man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> log(vec<L, T, Q> const& v);
+
+	/// Returns 2 raised to the v power.
+	///
+	/// @param v exp2 function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier.
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/exp2.xml">GLSL exp2 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> exp2(vec<L, T, Q> const& v);
+
+	/// Returns the base 2 log of x, i.e., returns the value y,
+	/// which satisfies the equation x = 2 ^ y.
+	///
+	/// @param v log2 function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier.
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/log2.xml">GLSL log2 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> log2(vec<L, T, Q> const& v);
+
+	/// Returns the positive square root of v.
+	///
+	/// @param v sqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier.
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sqrt.xml">GLSL sqrt man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> sqrt(vec<L, T, Q> const& v);
+
+	/// Returns the reciprocal of the positive square root of v.
+	///
+	/// @param v inversesqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier.
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/inversesqrt.xml">GLSL inversesqrt man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> inversesqrt(vec<L, T, Q> const& v);
+
+	/// @}
+}//namespace glm
+
+#include "detail/func_exponential.inl"
diff --git a/third_party/glm/ext.hpp b/third_party/glm/ext.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f9ac3699d8e9b6a728ffe2a5aef0ff7d7b01f49a
--- /dev/null
+++ b/third_party/glm/ext.hpp
@@ -0,0 +1,267 @@
+/// @file glm/ext.hpp
+///
+/// @ref core (Dependence)
+
+#include "detail/setup.hpp"
+
+#pragma once
+
+#include "glm.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_EXT_INCLUDED_DISPLAYED)
+#	define GLM_MESSAGE_EXT_INCLUDED_DISPLAYED
+#	pragma message("GLM: All extensions included (not recommended)")
+#endif//GLM_MESSAGES
+
+#include "./ext/matrix_clip_space.hpp"
+#include "./ext/matrix_common.hpp"
+
+#include "./ext/matrix_double2x2.hpp"
+#include "./ext/matrix_double2x2_precision.hpp"
+#include "./ext/matrix_double2x3.hpp"
+#include "./ext/matrix_double2x3_precision.hpp"
+#include "./ext/matrix_double2x4.hpp"
+#include "./ext/matrix_double2x4_precision.hpp"
+#include "./ext/matrix_double3x2.hpp"
+#include "./ext/matrix_double3x2_precision.hpp"
+#include "./ext/matrix_double3x3.hpp"
+#include "./ext/matrix_double3x3_precision.hpp"
+#include "./ext/matrix_double3x4.hpp"
+#include "./ext/matrix_double3x4_precision.hpp"
+#include "./ext/matrix_double4x2.hpp"
+#include "./ext/matrix_double4x2_precision.hpp"
+#include "./ext/matrix_double4x3.hpp"
+#include "./ext/matrix_double4x3_precision.hpp"
+#include "./ext/matrix_double4x4.hpp"
+#include "./ext/matrix_double4x4_precision.hpp"
+
+#include "./ext/matrix_float2x2.hpp"
+#include "./ext/matrix_float2x2_precision.hpp"
+#include "./ext/matrix_float2x3.hpp"
+#include "./ext/matrix_float2x3_precision.hpp"
+#include "./ext/matrix_float2x4.hpp"
+#include "./ext/matrix_float2x4_precision.hpp"
+#include "./ext/matrix_float3x2.hpp"
+#include "./ext/matrix_float3x2_precision.hpp"
+#include "./ext/matrix_float3x3.hpp"
+#include "./ext/matrix_float3x3_precision.hpp"
+#include "./ext/matrix_float3x4.hpp"
+#include "./ext/matrix_float3x4_precision.hpp"
+#include "./ext/matrix_float4x2.hpp"
+#include "./ext/matrix_float4x2_precision.hpp"
+#include "./ext/matrix_float4x3.hpp"
+#include "./ext/matrix_float4x3_precision.hpp"
+#include "./ext/matrix_float4x4.hpp"
+#include "./ext/matrix_float4x4_precision.hpp"
+
+#include "./ext/matrix_int2x2.hpp"
+#include "./ext/matrix_int2x2_sized.hpp"
+#include "./ext/matrix_int2x3.hpp"
+#include "./ext/matrix_int2x3_sized.hpp"
+#include "./ext/matrix_int2x4.hpp"
+#include "./ext/matrix_int2x4_sized.hpp"
+#include "./ext/matrix_int3x2.hpp"
+#include "./ext/matrix_int3x2_sized.hpp"
+#include "./ext/matrix_int3x3.hpp"
+#include "./ext/matrix_int3x3_sized.hpp"
+#include "./ext/matrix_int3x4.hpp"
+#include "./ext/matrix_int3x4_sized.hpp"
+#include "./ext/matrix_int4x2.hpp"
+#include "./ext/matrix_int4x2_sized.hpp"
+#include "./ext/matrix_int4x3.hpp"
+#include "./ext/matrix_int4x3_sized.hpp"
+#include "./ext/matrix_int4x4.hpp"
+#include "./ext/matrix_int4x4_sized.hpp"
+
+#include "./ext/matrix_uint2x2.hpp"
+#include "./ext/matrix_uint2x2_sized.hpp"
+#include "./ext/matrix_uint2x3.hpp"
+#include "./ext/matrix_uint2x3_sized.hpp"
+#include "./ext/matrix_uint2x4.hpp"
+#include "./ext/matrix_uint2x4_sized.hpp"
+#include "./ext/matrix_uint3x2.hpp"
+#include "./ext/matrix_uint3x2_sized.hpp"
+#include "./ext/matrix_uint3x3.hpp"
+#include "./ext/matrix_uint3x3_sized.hpp"
+#include "./ext/matrix_uint3x4.hpp"
+#include "./ext/matrix_uint3x4_sized.hpp"
+#include "./ext/matrix_uint4x2.hpp"
+#include "./ext/matrix_uint4x2_sized.hpp"
+#include "./ext/matrix_uint4x3.hpp"
+#include "./ext/matrix_uint4x3_sized.hpp"
+#include "./ext/matrix_uint4x4.hpp"
+#include "./ext/matrix_uint4x4_sized.hpp"
+
+#include "./ext/matrix_projection.hpp"
+#include "./ext/matrix_relational.hpp"
+#include "./ext/matrix_transform.hpp"
+
+#include "./ext/quaternion_common.hpp"
+#include "./ext/quaternion_double.hpp"
+#include "./ext/quaternion_double_precision.hpp"
+#include "./ext/quaternion_float.hpp"
+#include "./ext/quaternion_float_precision.hpp"
+#include "./ext/quaternion_exponential.hpp"
+#include "./ext/quaternion_geometric.hpp"
+#include "./ext/quaternion_relational.hpp"
+#include "./ext/quaternion_transform.hpp"
+#include "./ext/quaternion_trigonometric.hpp"
+
+#include "./ext/scalar_common.hpp"
+#include "./ext/scalar_constants.hpp"
+#include "./ext/scalar_integer.hpp"
+#include "./ext/scalar_packing.hpp"
+#include "./ext/scalar_reciprocal.hpp"
+#include "./ext/scalar_relational.hpp"
+#include "./ext/scalar_ulp.hpp"
+
+#include "./ext/scalar_int_sized.hpp"
+#include "./ext/scalar_uint_sized.hpp"
+
+#include "./ext/vector_common.hpp"
+#include "./ext/vector_integer.hpp"
+#include "./ext/vector_packing.hpp"
+#include "./ext/vector_reciprocal.hpp"
+#include "./ext/vector_relational.hpp"
+#include "./ext/vector_ulp.hpp"
+
+#include "./ext/vector_bool1.hpp"
+#include "./ext/vector_bool1_precision.hpp"
+#include "./ext/vector_bool2.hpp"
+#include "./ext/vector_bool2_precision.hpp"
+#include "./ext/vector_bool3.hpp"
+#include "./ext/vector_bool3_precision.hpp"
+#include "./ext/vector_bool4.hpp"
+#include "./ext/vector_bool4_precision.hpp"
+
+#include "./ext/vector_double1.hpp"
+#include "./ext/vector_double1_precision.hpp"
+#include "./ext/vector_double2.hpp"
+#include "./ext/vector_double2_precision.hpp"
+#include "./ext/vector_double3.hpp"
+#include "./ext/vector_double3_precision.hpp"
+#include "./ext/vector_double4.hpp"
+#include "./ext/vector_double4_precision.hpp"
+
+#include "./ext/vector_float1.hpp"
+#include "./ext/vector_float1_precision.hpp"
+#include "./ext/vector_float2.hpp"
+#include "./ext/vector_float2_precision.hpp"
+#include "./ext/vector_float3.hpp"
+#include "./ext/vector_float3_precision.hpp"
+#include "./ext/vector_float4.hpp"
+#include "./ext/vector_float4_precision.hpp"
+
+#include "./ext/vector_int1.hpp"
+#include "./ext/vector_int1_sized.hpp"
+#include "./ext/vector_int2.hpp"
+#include "./ext/vector_int2_sized.hpp"
+#include "./ext/vector_int3.hpp"
+#include "./ext/vector_int3_sized.hpp"
+#include "./ext/vector_int4.hpp"
+#include "./ext/vector_int4_sized.hpp"
+
+#include "./ext/vector_uint1.hpp"
+#include "./ext/vector_uint1_sized.hpp"
+#include "./ext/vector_uint2.hpp"
+#include "./ext/vector_uint2_sized.hpp"
+#include "./ext/vector_uint3.hpp"
+#include "./ext/vector_uint3_sized.hpp"
+#include "./ext/vector_uint4.hpp"
+#include "./ext/vector_uint4_sized.hpp"
+
+#include "./gtc/bitfield.hpp"
+#include "./gtc/color_space.hpp"
+#include "./gtc/constants.hpp"
+#include "./gtc/epsilon.hpp"
+#include "./gtc/integer.hpp"
+#include "./gtc/matrix_access.hpp"
+#include "./gtc/matrix_integer.hpp"
+#include "./gtc/matrix_inverse.hpp"
+#include "./gtc/matrix_transform.hpp"
+#include "./gtc/noise.hpp"
+#include "./gtc/packing.hpp"
+#include "./gtc/quaternion.hpp"
+#include "./gtc/random.hpp"
+#include "./gtc/reciprocal.hpp"
+#include "./gtc/round.hpp"
+#include "./gtc/type_precision.hpp"
+#include "./gtc/type_ptr.hpp"
+#include "./gtc/ulp.hpp"
+#include "./gtc/vec1.hpp"
+#if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+#	include "./gtc/type_aligned.hpp"
+#endif
+
+#ifdef GLM_ENABLE_EXPERIMENTAL
+#include "./gtx/associated_min_max.hpp"
+#include "./gtx/bit.hpp"
+#include "./gtx/closest_point.hpp"
+#include "./gtx/color_encoding.hpp"
+#include "./gtx/color_space.hpp"
+#include "./gtx/color_space_YCoCg.hpp"
+#include "./gtx/common.hpp"
+#include "./gtx/compatibility.hpp"
+#include "./gtx/component_wise.hpp"
+#include "./gtx/dual_quaternion.hpp"
+#include "./gtx/easing.hpp"
+#include "./gtx/euler_angles.hpp"
+#include "./gtx/extend.hpp"
+#include "./gtx/extended_min_max.hpp"
+#include "./gtx/fast_exponential.hpp"
+#include "./gtx/fast_square_root.hpp"
+#include "./gtx/fast_trigonometry.hpp"
+#include "./gtx/functions.hpp"
+#include "./gtx/gradient_paint.hpp"
+#include "./gtx/handed_coordinate_space.hpp"
+
+#if __cplusplus >= 201103L
+#include "./gtx/hash.hpp"
+#endif
+
+#include "./gtx/integer.hpp"
+#include "./gtx/intersect.hpp"
+#include "./gtx/io.hpp"
+#include "./gtx/log_base.hpp"
+#include "./gtx/matrix_cross_product.hpp"
+#include "./gtx/matrix_decompose.hpp"
+#include "./gtx/matrix_factorisation.hpp"
+#include "./gtx/matrix_interpolation.hpp"
+#include "./gtx/matrix_major_storage.hpp"
+#include "./gtx/matrix_operation.hpp"
+#include "./gtx/matrix_query.hpp"
+#include "./gtx/mixed_product.hpp"
+#include "./gtx/norm.hpp"
+#include "./gtx/normal.hpp"
+#include "./gtx/normalize_dot.hpp"
+#include "./gtx/number_precision.hpp"
+#include "./gtx/optimum_pow.hpp"
+#include "./gtx/orthonormalize.hpp"
+#include "./gtx/pca.hpp"
+#include "./gtx/perpendicular.hpp"
+#include "./gtx/polar_coordinates.hpp"
+#include "./gtx/projection.hpp"
+#include "./gtx/quaternion.hpp"
+#include "./gtx/raw_data.hpp"
+#include "./gtx/rotate_normalized_axis.hpp"
+#include "./gtx/rotate_vector.hpp"
+#include "./gtx/spline.hpp"
+#include "./gtx/std_based_type.hpp"
+#if !((GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP))
+#	include "./gtx/string_cast.hpp"
+#endif
+#include "./gtx/transform.hpp"
+#include "./gtx/transform2.hpp"
+#include "./gtx/vec_swizzle.hpp"
+#include "./gtx/vector_angle.hpp"
+#include "./gtx/vector_query.hpp"
+#include "./gtx/wrap.hpp"
+
+#if GLM_HAS_TEMPLATE_ALIASES
+#	include "./gtx/scalar_multiplication.hpp"
+#endif
+
+#if GLM_HAS_RANGE_FOR
+#	include "./gtx/range.hpp"
+#endif
+#endif//GLM_ENABLE_EXPERIMENTAL
diff --git a/third_party/glm/ext/_matrix_vectorize.hpp b/third_party/glm/ext/_matrix_vectorize.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..0d08117ed1d1c072a05854ce7c2d4650fa4c79c5
--- /dev/null
+++ b/third_party/glm/ext/_matrix_vectorize.hpp
@@ -0,0 +1,128 @@
+#pragma once
+
+namespace glm {
+
+	namespace detail {
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, length_t C, length_t R, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1 {
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 2, 2, Ret, T, Q> {
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<2, 2, T, Q> call(Ret (*Func)(T x), mat<2, 2, T, Q> const &x) {
+				return mat<2, 2, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]),
+					Func(x[1][0]), Func(x[1][1])
+				);
+			}
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 2, 3, Ret, T, Q> {
+
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<2, 3, T, Q> call(Ret (*Func)(T x), mat<2, 3, T, Q> const &x) {
+				return mat<2, 3, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]), Func(x[0][2]),
+					Func(x[1][0]), Func(x[1][1]), Func(x[1][2])
+				);
+			}
+
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 2, 4, Ret, T, Q> {
+
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<2, 4, T, Q> call(Ret (*Func)(T x), mat<2, 4, T, Q> const &x) {
+				return mat<2, 4, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]), Func(x[0][2]), Func(x[0][3]),
+					Func(x[1][0]), Func(x[1][1]), Func(x[1][2]), Func(x[1][3])
+				);
+			}
+
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 3, 2, Ret, T, Q> {
+
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<3, 2, T, Q> call(Ret (*Func)(T x), mat<3, 2, T, Q> const &x) {
+				return mat<3, 2, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]),
+					Func(x[1][0]), Func(x[1][1]),
+					Func(x[2][0]), Func(x[2][1])
+				);
+			}
+
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 3, 3, Ret, T, Q> {
+
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<3, 3, T, Q> call(Ret (*Func)(T x), mat<3, 3, T, Q> const &x) {
+				return mat<3, 3, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]), Func(x[0][2]),
+					Func(x[1][0]), Func(x[1][1]), Func(x[1][2]),
+					Func(x[2][0]), Func(x[2][1]), Func(x[2][2])
+				);
+			}
+
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 3, 4, Ret, T, Q> {
+
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<3, 4, T, Q> call(Ret (*Func)(T x), mat<3, 4, T, Q> const &x) {
+				return mat<3, 4, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]), Func(x[0][2]), Func(x[0][3]),
+					Func(x[1][0]), Func(x[1][1]), Func(x[1][2]), Func(x[1][3]),
+					Func(x[2][0]), Func(x[2][1]), Func(x[2][2]), Func(x[2][3])
+				);
+			}
+
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 4, 2, Ret, T, Q> {
+
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<4, 2, T, Q> call(Ret (*Func)(T x), mat<4, 2, T, Q> const &x) {
+				return mat<4, 2, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]),
+					Func(x[1][0]), Func(x[1][1]),
+					Func(x[2][0]), Func(x[2][1]),
+					Func(x[3][0]), Func(x[3][1])
+				);
+			}
+
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 4, 3, Ret, T, Q> {
+
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<4, 3, T, Q> call(Ret (*Func)(T x), mat<4, 3, T, Q> const &x) {
+				return mat<4, 3, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]), Func(x[0][2]),
+					Func(x[1][0]), Func(x[1][1]), Func(x[1][2]),
+					Func(x[2][0]), Func(x[2][1]), Func(x[2][2]),
+					Func(x[3][0]), Func(x[3][1]), Func(x[3][2])
+				);
+			}
+
+		};
+
+		template<template<length_t C, length_t R, typename T, qualifier Q> class mat, typename Ret, typename T, qualifier Q>
+		struct matrix_functor_1<mat, 4, 4, Ret, T, Q> {
+
+			GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<4, 4, T, Q> call(Ret (*Func)(T x), mat<4, 4, T, Q> const &x) {
+				return mat<4, 4, Ret, Q>(
+					Func(x[0][0]), Func(x[0][1]), Func(x[0][2]), Func(x[0][3]),
+					Func(x[1][0]), Func(x[1][1]), Func(x[1][2]), Func(x[1][3]),
+					Func(x[2][0]), Func(x[2][1]), Func(x[2][2]), Func(x[2][3]),
+					Func(x[3][0]), Func(x[3][1]), Func(x[3][2]), Func(x[3][3])
+				);
+			}
+
+		};
+
+	}
+
+}// namespace glm
diff --git a/third_party/glm/ext/matrix_clip_space.hpp b/third_party/glm/ext/matrix_clip_space.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..43579b8eee6c24614dcba1b86eed451fc5ed08e8
--- /dev/null
+++ b/third_party/glm/ext/matrix_clip_space.hpp
@@ -0,0 +1,522 @@
+/// @ref ext_matrix_clip_space
+/// @file glm/ext/matrix_clip_space.hpp
+///
+/// @defgroup ext_matrix_clip_space GLM_EXT_matrix_clip_space
+/// @ingroup ext
+///
+/// Defines functions that generate clip space transformation matrices.
+///
+/// The matrices generated by this extension use standard OpenGL fixed-function
+/// conventions. For example, the lookAt function generates a transform from world
+/// space into the specific eye space that the projective matrix functions
+/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
+/// specifications defines the particular layout of this eye space.
+///
+/// Include <glm/ext/matrix_clip_space.hpp> to use the features of this extension.
+///
+/// @see ext_matrix_transform
+/// @see ext_matrix_projection
+
+#pragma once
+
+// Dependencies
+#include "../ext/scalar_constants.hpp"
+#include "../geometric.hpp"
+#include "../trigonometric.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_clip_space extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_clip_space
+	/// @{
+
+	/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a>
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
+		T left, T right, T bottom, T top);
+
+	/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a matrix for an orthographic parallel viewing volume using left-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
+	/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
+	/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.
+	/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+	///
+	/// @tparam T A floating-point scalar type
+	///
+	/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a>
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
+		T left, T right, T bottom, T top, T zNear, T zFar);
+
+	/// Creates a left-handed frustum matrix.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(
+		T left, T right, T bottom, T top, T near, T far);
+
+	/// Creates a left-handed frustum matrix.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(
+		T left, T right, T bottom, T top, T near, T far);
+
+	/// Creates a right-handed frustum matrix.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(
+		T left, T right, T bottom, T top, T near, T far);
+
+	/// Creates a right-handed frustum matrix.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO(
+		T left, T right, T bottom, T top, T near, T far);
+
+	/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO(
+		T left, T right, T bottom, T top, T near, T far);
+
+	/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(
+		T left, T right, T bottom, T top, T near, T far);
+
+	/// Creates a left-handed frustum matrix.
+	/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
+		T left, T right, T bottom, T top, T near, T far);
+
+	/// Creates a right-handed frustum matrix.
+	/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(
+		T left, T right, T bottom, T top, T near, T far);
+
+	/// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition.
+	/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a>
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(
+		T left, T right, T bottom, T top, T near, T far);
+
+
+	/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
+		T fovy, T aspect, T near, T far);
+
+	/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
+		T fovy, T aspect, T near, T far);
+
+	/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
+		T fovy, T aspect, T near, T far);
+
+	/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
+		T fovy, T aspect, T near, T far);
+
+	/// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
+		T fovy, T aspect, T near, T far);
+
+	/// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
+		T fovy, T aspect, T near, T far);
+
+	/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
+	/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
+		T fovy, T aspect, T near, T far);
+
+	/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
+	/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
+		T fovy, T aspect, T near, T far);
+
+	/// Creates a matrix for a symmetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
+	/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+	///
+	/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a>
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective(
+		T fovy, T aspect, T near, T far);
+
+	/// Builds a perspective projection matrix based on a field of view using right-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO(
+		T fov, T width, T height, T near, T far);
+
+	/// Builds a perspective projection matrix based on a field of view using right-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO(
+		T fov, T width, T height, T near, T far);
+
+	/// Builds a perspective projection matrix based on a field of view using left-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO(
+		T fov, T width, T height, T near, T far);
+
+	/// Builds a perspective projection matrix based on a field of view using left-handed coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO(
+		T fov, T width, T height, T near, T far);
+
+	/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO(
+		T fov, T width, T height, T near, T far);
+
+	/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO(
+		T fov, T width, T height, T near, T far);
+
+	/// Builds a right-handed perspective projection matrix based on a field of view.
+	/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(
+		T fov, T width, T height, T near, T far);
+
+	/// Builds a left-handed perspective projection matrix based on a field of view.
+	/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(
+		T fov, T width, T height, T near, T far);
+
+	/// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition.
+	/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+	///
+	/// @param fov Expressed in radians.
+	/// @param width Width of the viewport
+	/// @param height Height of the viewport
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(
+		T fov, T width, T height, T near, T far);
+
+	/// Creates a matrix for a left-handed, symmetric perspective-view frustum with far plane at infinite.
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(
+		T fovy, T aspect, T near);
+
+	/// Creates a matrix for a right-handed, symmetric perspective-view frustum with far plane at infinite.
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(
+		T fovy, T aspect, T near);
+
+	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective(
+		T fovy, T aspect, T near);
+
+	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(
+		T fovy, T aspect, T near);
+
+	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
+	///
+	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
+	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
+	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+	/// @param ep Epsilon
+	///
+	/// @tparam T A floating-point scalar type
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(
+		T fovy, T aspect, T near, T ep);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_clip_space.inl"
diff --git a/third_party/glm/ext/matrix_clip_space.inl b/third_party/glm/ext/matrix_clip_space.inl
new file mode 100644
index 0000000000000000000000000000000000000000..27fb6a13f75ddc90591f879ad472cfd1222a081c
--- /dev/null
+++ b/third_party/glm/ext/matrix_clip_space.inl
@@ -0,0 +1,595 @@
+namespace glm
+{
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top)
+	{
+		mat<4, 4, T, defaultp> Result(static_cast<T>(1));
+		Result[0][0] = static_cast<T>(2) / (right - left);
+		Result[1][1] = static_cast<T>(2) / (top - bottom);
+		Result[2][2] = - static_cast<T>(1);
+		Result[3][0] = - (right + left) / (right - left);
+		Result[3][1] = - (top + bottom) / (top - bottom);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+		mat<4, 4, T, defaultp> Result(1);
+		Result[0][0] = static_cast<T>(2) / (right - left);
+		Result[1][1] = static_cast<T>(2) / (top - bottom);
+		Result[2][2] = static_cast<T>(1) / (zFar - zNear);
+		Result[3][0] = - (right + left) / (right - left);
+		Result[3][1] = - (top + bottom) / (top - bottom);
+		Result[3][2] = - zNear / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_NO(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+		mat<4, 4, T, defaultp> Result(1);
+		Result[0][0] = static_cast<T>(2) / (right - left);
+		Result[1][1] = static_cast<T>(2) / (top - bottom);
+		Result[2][2] = static_cast<T>(2) / (zFar - zNear);
+		Result[3][0] = - (right + left) / (right - left);
+		Result[3][1] = - (top + bottom) / (top - bottom);
+		Result[3][2] = - (zFar + zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+		mat<4, 4, T, defaultp> Result(1);
+		Result[0][0] = static_cast<T>(2) / (right - left);
+		Result[1][1] = static_cast<T>(2) / (top - bottom);
+		Result[2][2] = - static_cast<T>(1) / (zFar - zNear);
+		Result[3][0] = - (right + left) / (right - left);
+		Result[3][1] = - (top + bottom) / (top - bottom);
+		Result[3][2] = - zNear / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_NO(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+		mat<4, 4, T, defaultp> Result(1);
+		Result[0][0] = static_cast<T>(2) / (right - left);
+		Result[1][1] = static_cast<T>(2) / (top - bottom);
+		Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
+		Result[3][0] = - (right + left) / (right - left);
+		Result[3][1] = - (top + bottom) / (top - bottom);
+		Result[3][2] = - (zFar + zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoZO(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return orthoLH_ZO(left, right, bottom, top, zNear, zFar);
+#		else
+			return orthoRH_ZO(left, right, bottom, top, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoNO(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return orthoLH_NO(left, right, bottom, top, zNear, zFar);
+#		else
+			return orthoRH_NO(left, right, bottom, top, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return orthoLH_ZO(left, right, bottom, top, zNear, zFar);
+#		else
+			return orthoLH_NO(left, right, bottom, top, zNear, zFar);
+#		endif
+
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return orthoRH_ZO(left, right, bottom, top, zNear, zFar);
+#		else
+			return orthoRH_NO(left, right, bottom, top, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO
+			return orthoLH_ZO(left, right, bottom, top, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO
+			return orthoLH_NO(left, right, bottom, top, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO
+			return orthoRH_ZO(left, right, bottom, top, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO
+			return orthoRH_NO(left, right, bottom, top, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+		mat<4, 4, T, defaultp> Result(0);
+		Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
+		Result[2][0] = -(right + left) / (right - left);
+		Result[2][1] = -(top + bottom) / (top - bottom);
+		Result[2][2] = farVal / (farVal - nearVal);
+		Result[2][3] = static_cast<T>(1);
+		Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+		mat<4, 4, T, defaultp> Result(0);
+		Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
+		Result[2][0] = -(right + left) / (right - left);
+		Result[2][1] = -(top + bottom) / (top - bottom);
+		Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
+		Result[2][3] = static_cast<T>(1);
+		Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+		mat<4, 4, T, defaultp> Result(0);
+		Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
+		Result[2][0] = (right + left) / (right - left);
+		Result[2][1] = (top + bottom) / (top - bottom);
+		Result[2][2] = farVal / (nearVal - farVal);
+		Result[2][3] = static_cast<T>(-1);
+		Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+		mat<4, 4, T, defaultp> Result(0);
+		Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
+		Result[2][0] = (right + left) / (right - left);
+		Result[2][1] = (top + bottom) / (top - bottom);
+		Result[2][2] = - (farVal + nearVal) / (farVal - nearVal);
+		Result[2][3] = static_cast<T>(-1);
+		Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumZO(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return frustumLH_ZO(left, right, bottom, top, nearVal, farVal);
+#		else
+			return frustumRH_ZO(left, right, bottom, top, nearVal, farVal);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumNO(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return frustumLH_NO(left, right, bottom, top, nearVal, farVal);
+#		else
+			return frustumRH_NO(left, right, bottom, top, nearVal, farVal);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return frustumLH_ZO(left, right, bottom, top, nearVal, farVal);
+#		else
+			return frustumLH_NO(left, right, bottom, top, nearVal, farVal);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return frustumRH_ZO(left, right, bottom, top, nearVal, farVal);
+#		else
+			return frustumRH_NO(left, right, bottom, top, nearVal, farVal);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum(T left, T right, T bottom, T top, T nearVal, T farVal)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO
+			return frustumLH_ZO(left, right, bottom, top, nearVal, farVal);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO
+			return frustumLH_NO(left, right, bottom, top, nearVal, farVal);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO
+			return frustumRH_ZO(left, right, bottom, top, nearVal, farVal);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO
+			return frustumRH_NO(left, right, bottom, top, nearVal, farVal);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar)
+	{
+		assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
+
+		T const tanHalfFovy = tan(fovy / static_cast<T>(2));
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
+		Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
+		Result[2][2] = zFar / (zNear - zFar);
+		Result[2][3] = - static_cast<T>(1);
+		Result[3][2] = -(zFar * zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_NO(T fovy, T aspect, T zNear, T zFar)
+	{
+		assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
+
+		T const tanHalfFovy = tan(fovy / static_cast<T>(2));
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
+		Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
+		Result[2][2] = - (zFar + zNear) / (zFar - zNear);
+		Result[2][3] = - static_cast<T>(1);
+		Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar)
+	{
+		assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
+
+		T const tanHalfFovy = tan(fovy / static_cast<T>(2));
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
+		Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
+		Result[2][2] = zFar / (zFar - zNear);
+		Result[2][3] = static_cast<T>(1);
+		Result[3][2] = -(zFar * zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_NO(T fovy, T aspect, T zNear, T zFar)
+	{
+		assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
+
+		T const tanHalfFovy = tan(fovy / static_cast<T>(2));
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
+		Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
+		Result[2][2] = (zFar + zNear) / (zFar - zNear);
+		Result[2][3] = static_cast<T>(1);
+		Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveZO(T fovy, T aspect, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return perspectiveLH_ZO(fovy, aspect, zNear, zFar);
+#		else
+			return perspectiveRH_ZO(fovy, aspect, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveNO(T fovy, T aspect, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return perspectiveLH_NO(fovy, aspect, zNear, zFar);
+#		else
+			return perspectiveRH_NO(fovy, aspect, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return perspectiveLH_ZO(fovy, aspect, zNear, zFar);
+#		else
+			return perspectiveLH_NO(fovy, aspect, zNear, zFar);
+#		endif
+
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return perspectiveRH_ZO(fovy, aspect, zNear, zFar);
+#		else
+			return perspectiveRH_NO(fovy, aspect, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO
+			return perspectiveLH_ZO(fovy, aspect, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO
+			return perspectiveLH_NO(fovy, aspect, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO
+			return perspectiveRH_ZO(fovy, aspect, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO
+			return perspectiveRH_NO(fovy, aspect, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar)
+	{
+		assert(width > static_cast<T>(0));
+		assert(height > static_cast<T>(0));
+		assert(fov > static_cast<T>(0));
+
+		T const rad = fov;
+		T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
+		T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = w;
+		Result[1][1] = h;
+		Result[2][2] = zFar / (zNear - zFar);
+		Result[2][3] = - static_cast<T>(1);
+		Result[3][2] = -(zFar * zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar)
+	{
+		assert(width > static_cast<T>(0));
+		assert(height > static_cast<T>(0));
+		assert(fov > static_cast<T>(0));
+
+		T const rad = fov;
+		T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
+		T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = w;
+		Result[1][1] = h;
+		Result[2][2] = - (zFar + zNear) / (zFar - zNear);
+		Result[2][3] = - static_cast<T>(1);
+		Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar)
+	{
+		assert(width > static_cast<T>(0));
+		assert(height > static_cast<T>(0));
+		assert(fov > static_cast<T>(0));
+
+		T const rad = fov;
+		T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
+		T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = w;
+		Result[1][1] = h;
+		Result[2][2] = zFar / (zFar - zNear);
+		Result[2][3] = static_cast<T>(1);
+		Result[3][2] = -(zFar * zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar)
+	{
+		assert(width > static_cast<T>(0));
+		assert(height > static_cast<T>(0));
+		assert(fov > static_cast<T>(0));
+
+		T const rad = fov;
+		T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
+		T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = w;
+		Result[1][1] = h;
+		Result[2][2] = (zFar + zNear) / (zFar - zNear);
+		Result[2][3] = static_cast<T>(1);
+		Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovZO(T fov, T width, T height, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return perspectiveFovLH_ZO(fov, width, height, zNear, zFar);
+#		else
+			return perspectiveFovRH_ZO(fov, width, height, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovNO(T fov, T width, T height, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return perspectiveFovLH_NO(fov, width, height, zNear, zFar);
+#		else
+			return perspectiveFovRH_NO(fov, width, height, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return perspectiveFovLH_ZO(fov, width, height, zNear, zFar);
+#		else
+			return perspectiveFovLH_NO(fov, width, height, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return perspectiveFovRH_ZO(fov, width, height, zNear, zFar);
+#		else
+			return perspectiveFovRH_NO(fov, width, height, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO
+			return perspectiveFovLH_ZO(fov, width, height, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO
+			return perspectiveFovLH_NO(fov, width, height, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO
+			return perspectiveFovRH_ZO(fov, width, height, zNear, zFar);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO
+			return perspectiveFovRH_NO(fov, width, height, zNear, zFar);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveRH_NO(T fovy, T aspect, T zNear)
+	{
+		T const range = tan(fovy / static_cast<T>(2)) * zNear;
+		T const left = -range * aspect;
+		T const right = range * aspect;
+		T const bottom = -range;
+		T const top = range;
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
+		Result[2][2] = - static_cast<T>(1);
+		Result[2][3] = - static_cast<T>(1);
+		Result[3][2] = - static_cast<T>(2) * zNear;
+		return Result;
+	}
+	
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveRH_ZO(T fovy, T aspect, T zNear)
+	{
+		T const range = tan(fovy / static_cast<T>(2)) * zNear;
+		T const left = -range * aspect;
+		T const right = range * aspect;
+		T const bottom = -range;
+		T const top = range;
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
+		Result[2][2] = - static_cast<T>(1);
+		Result[2][3] = - static_cast<T>(1);
+		Result[3][2] = - zNear;
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH_NO(T fovy, T aspect, T zNear)
+	{
+		T const range = tan(fovy / static_cast<T>(2)) * zNear;
+		T const left = -range * aspect;
+		T const right = range * aspect;
+		T const bottom = -range;
+		T const top = range;
+
+		mat<4, 4, T, defaultp> Result(T(0));
+		Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
+		Result[2][2] = static_cast<T>(1);
+		Result[2][3] = static_cast<T>(1);
+		Result[3][2] = - static_cast<T>(2) * zNear;
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH_ZO(T fovy, T aspect, T zNear)
+	{
+		T const range = tan(fovy / static_cast<T>(2)) * zNear;
+		T const left = -range * aspect;
+		T const right = range * aspect;
+		T const bottom = -range;
+		T const top = range;
+
+		mat<4, 4, T, defaultp> Result(T(0));
+		Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
+		Result[2][2] = static_cast<T>(1);
+		Result[2][3] = static_cast<T>(1);
+		Result[3][2] = - zNear;
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO
+			return infinitePerspectiveLH_ZO(fovy, aspect, zNear);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO
+			return infinitePerspectiveLH_NO(fovy, aspect, zNear);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO
+			return infinitePerspectiveRH_ZO(fovy, aspect, zNear);
+#		elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO
+			return infinitePerspectiveRH_NO(fovy, aspect, zNear);
+#		endif
+	}
+
+	// Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep)
+	{
+		T const range = tan(fovy / static_cast<T>(2)) * zNear;
+		T const left = -range * aspect;
+		T const right = range * aspect;
+		T const bottom = -range;
+		T const top = range;
+
+		mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+		Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
+		Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
+		Result[2][2] = ep - static_cast<T>(1);
+		Result[2][3] = static_cast<T>(-1);
+		Result[3][2] = (ep - static_cast<T>(2)) * zNear;
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear)
+	{
+		return tweakedInfinitePerspective(fovy, aspect, zNear, epsilon<T>());
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_common.hpp b/third_party/glm/ext/matrix_common.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6bb3d06e7ece1caa363db7dc775dd8fd73bd42a8
--- /dev/null
+++ b/third_party/glm/ext/matrix_common.hpp
@@ -0,0 +1,39 @@
+/// @ref ext_matrix_common
+/// @file glm/ext/matrix_common.hpp
+///
+/// @defgroup ext_matrix_common GLM_EXT_matrix_common
+/// @ingroup ext
+///
+/// Defines functions for common matrix operations.
+///
+/// Include <glm/ext/matrix_common.hpp> to use the features of this extension.
+///
+/// @see ext_matrix_common
+
+#pragma once
+
+#include "../detail/qualifier.hpp"
+#include "../detail/_fixes.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_common extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_common
+	/// @{
+
+	template<length_t C, length_t R, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, mat<C, R, U, Q> const& a);
+
+	template<length_t C, length_t R, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, U a);
+
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<C, R, T, Q> abs(mat<C, R, T, Q> const& x);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_common.inl"
diff --git a/third_party/glm/ext/matrix_common.inl b/third_party/glm/ext/matrix_common.inl
new file mode 100644
index 0000000000000000000000000000000000000000..1be422202edb65a759478b8dd00b179e6f1bc1fa
--- /dev/null
+++ b/third_party/glm/ext/matrix_common.inl
@@ -0,0 +1,34 @@
+#include "../matrix.hpp"
+
+#include "_matrix_vectorize.hpp"
+
+namespace glm
+{
+	template<length_t C, length_t R, typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, U a)
+	{
+		return mat<C, R, U, Q>(x) * (static_cast<U>(1) - a) + mat<C, R, U, Q>(y) * a;
+	}
+
+	template<length_t C, length_t R, typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<C, R, T, Q> mix(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, mat<C, R, U, Q> const& a)
+	{
+		return matrixCompMult(mat<C, R, U, Q>(x), static_cast<U>(1) - a) + matrixCompMult(mat<C, R, U, Q>(y), a);
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool Aligned>
+	struct compute_abs_matrix
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static mat<C, R, T, Q> call(mat<C, R, T, Q> const& x)
+		{
+			return detail::matrix_functor_1<mat, C, R, T, T, Q>::call(abs, x);
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<C, R, T, Q> abs(mat<C, R, T, Q> const& x)
+	{
+		return compute_abs_matrix<C, R, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double2x2.hpp b/third_party/glm/ext/matrix_double2x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..94dca54b59bd00e36e28a37816525f59c8eb2a56
--- /dev/null
+++ b/third_party/glm/ext/matrix_double2x2.hpp
@@ -0,0 +1,23 @@
+/// @ref core
+/// @file glm/ext/matrix_double2x2.hpp
+
+#pragma once
+#include "../detail/type_mat2x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 2 columns of 2 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<2, 2, double, defaultp>		dmat2x2;
+
+	/// 2 columns of 2 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<2, 2, double, defaultp>		dmat2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double2x2_precision.hpp b/third_party/glm/ext/matrix_double2x2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9e2c174e43be2dea558bbe45b75c19a4351c12bc
--- /dev/null
+++ b/third_party/glm/ext/matrix_double2x2_precision.hpp
@@ -0,0 +1,49 @@
+/// @ref core
+/// @file glm/ext/matrix_double2x2_precision.hpp
+
+#pragma once
+#include "../detail/type_mat2x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, double, lowp>		lowp_dmat2;
+
+	/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, double, mediump>	mediump_dmat2;
+
+	/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, double, highp>	highp_dmat2;
+
+	/// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, double, lowp>		lowp_dmat2x2;
+
+	/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, double, mediump>	mediump_dmat2x2;
+
+	/// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, double, highp>	highp_dmat2x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double2x3.hpp b/third_party/glm/ext/matrix_double2x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..bfef87a666c1346ef7053f44b8e0d862b86e3af0
--- /dev/null
+++ b/third_party/glm/ext/matrix_double2x3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_double2x3.hpp
+
+#pragma once
+#include "../detail/type_mat2x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 2 columns of 3 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<2, 3, double, defaultp>		dmat2x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double2x3_precision.hpp b/third_party/glm/ext/matrix_double2x3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..098fb6046e889cf7e2b19039c08ffd9a51bf2fda
--- /dev/null
+++ b/third_party/glm/ext/matrix_double2x3_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_double2x3_precision.hpp
+
+#pragma once
+#include "../detail/type_mat2x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 2 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 3, double, lowp>		lowp_dmat2x3;
+
+	/// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 3, double, mediump>	mediump_dmat2x3;
+
+	/// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 3, double, highp>	highp_dmat2x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double2x4.hpp b/third_party/glm/ext/matrix_double2x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..499284bce161de74be5cb0ab7798d45c69d682e2
--- /dev/null
+++ b/third_party/glm/ext/matrix_double2x4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_double2x4.hpp
+
+#pragma once
+#include "../detail/type_mat2x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 2 columns of 4 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<2, 4, double, defaultp>		dmat2x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double2x4_precision.hpp b/third_party/glm/ext/matrix_double2x4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9b61ebcee1efbb63b0d95b2fe9e88c804ecb631a
--- /dev/null
+++ b/third_party/glm/ext/matrix_double2x4_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_double2x4_precision.hpp
+
+#pragma once
+#include "../detail/type_mat2x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 2 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 4, double, lowp>		lowp_dmat2x4;
+
+	/// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 4, double, mediump>	mediump_dmat2x4;
+
+	/// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 4, double, highp>	highp_dmat2x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double3x2.hpp b/third_party/glm/ext/matrix_double3x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..dd23f36cdbb2530d9305f4e6e037eb2f88ecb544
--- /dev/null
+++ b/third_party/glm/ext/matrix_double3x2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_double3x2.hpp
+
+#pragma once
+#include "../detail/type_mat3x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 3 columns of 2 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<3, 2, double, defaultp>		dmat3x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double3x2_precision.hpp b/third_party/glm/ext/matrix_double3x2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..068d9e911721623bfb7c5d5ac3ac5591581907e2
--- /dev/null
+++ b/third_party/glm/ext/matrix_double3x2_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_double3x2_precision.hpp
+
+#pragma once
+#include "../detail/type_mat3x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 3 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 2, double, lowp>		lowp_dmat3x2;
+
+	/// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 2, double, mediump>	mediump_dmat3x2;
+
+	/// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 2, double, highp>	highp_dmat3x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double3x3.hpp b/third_party/glm/ext/matrix_double3x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..53572b735626e224c52eb386a794353308574b6a
--- /dev/null
+++ b/third_party/glm/ext/matrix_double3x3.hpp
@@ -0,0 +1,23 @@
+/// @ref core
+/// @file glm/ext/matrix_double3x3.hpp
+
+#pragma once
+#include "../detail/type_mat3x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 3 columns of 3 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<3, 3, double, defaultp>		dmat3x3;
+
+	/// 3 columns of 3 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<3, 3, double, defaultp>		dmat3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double3x3_precision.hpp b/third_party/glm/ext/matrix_double3x3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8691e7808dc95b7f4466ec9b6c829f54f9416edf
--- /dev/null
+++ b/third_party/glm/ext/matrix_double3x3_precision.hpp
@@ -0,0 +1,49 @@
+/// @ref core
+/// @file glm/ext/matrix_double3x3_precision.hpp
+
+#pragma once
+#include "../detail/type_mat3x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, double, lowp>		lowp_dmat3;
+
+	/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, double, mediump>	mediump_dmat3;
+
+	/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, double, highp>	highp_dmat3;
+
+	/// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, double, lowp>		lowp_dmat3x3;
+
+	/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, double, mediump>	mediump_dmat3x3;
+
+	/// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, double, highp>	highp_dmat3x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double3x4.hpp b/third_party/glm/ext/matrix_double3x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c572d637cd2dce86aa0d8d45c4457498880a95ca
--- /dev/null
+++ b/third_party/glm/ext/matrix_double3x4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_double3x4.hpp
+
+#pragma once
+#include "../detail/type_mat3x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 3 columns of 4 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<3, 4, double, defaultp>		dmat3x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double3x4_precision.hpp b/third_party/glm/ext/matrix_double3x4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f040217e748ab7b56a8a292b4825c5926716b176
--- /dev/null
+++ b/third_party/glm/ext/matrix_double3x4_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_double3x4_precision.hpp
+
+#pragma once
+#include "../detail/type_mat3x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 3 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 4, double, lowp>		lowp_dmat3x4;
+
+	/// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 4, double, mediump>	mediump_dmat3x4;
+
+	/// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 4, double, highp>	highp_dmat3x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double4x2.hpp b/third_party/glm/ext/matrix_double4x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9b229f471e8d4904c7135e7a27719820dfe5225b
--- /dev/null
+++ b/third_party/glm/ext/matrix_double4x2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_double4x2.hpp
+
+#pragma once
+#include "../detail/type_mat4x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 4 columns of 2 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<4, 2, double, defaultp>		dmat4x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double4x2_precision.hpp b/third_party/glm/ext/matrix_double4x2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6ad18ba9e65e108090e8354e5a55a5ac1c5f3b8f
--- /dev/null
+++ b/third_party/glm/ext/matrix_double4x2_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_double4x2_precision.hpp
+
+#pragma once
+#include "../detail/type_mat4x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 4 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 2, double, lowp>		lowp_dmat4x2;
+
+	/// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 2, double, mediump>	mediump_dmat4x2;
+
+	/// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 2, double, highp>	highp_dmat4x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double4x3.hpp b/third_party/glm/ext/matrix_double4x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..dca4cf956f9189b7b74cece7fc3f2af9501ae49f
--- /dev/null
+++ b/third_party/glm/ext/matrix_double4x3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_double4x3.hpp
+
+#pragma once
+#include "../detail/type_mat4x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 4 columns of 3 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<4, 3, double, defaultp>		dmat4x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double4x3_precision.hpp b/third_party/glm/ext/matrix_double4x3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f7371de84942ac21b33e7eb81e97352c6a4ec449
--- /dev/null
+++ b/third_party/glm/ext/matrix_double4x3_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_double4x3_precision.hpp
+
+#pragma once
+#include "../detail/type_mat4x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 4 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 3, double, lowp>		lowp_dmat4x3;
+
+	/// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 3, double, mediump>	mediump_dmat4x3;
+
+	/// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 3, double, highp>	highp_dmat4x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double4x4.hpp b/third_party/glm/ext/matrix_double4x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..81e1bf65cb5c4b071a394b6dc1d9d53e04b21500
--- /dev/null
+++ b/third_party/glm/ext/matrix_double4x4.hpp
@@ -0,0 +1,23 @@
+/// @ref core
+/// @file glm/ext/matrix_double4x4.hpp
+
+#pragma once
+#include "../detail/type_mat4x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 4 columns of 4 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<4, 4, double, defaultp>		dmat4x4;
+
+	/// 4 columns of 4 components matrix of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<4, 4, double, defaultp>		dmat4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_double4x4_precision.hpp b/third_party/glm/ext/matrix_double4x4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4c36a8486c72988f4d0d1f8a822a69c4e477fa95
--- /dev/null
+++ b/third_party/glm/ext/matrix_double4x4_precision.hpp
@@ -0,0 +1,49 @@
+/// @ref core
+/// @file glm/ext/matrix_double4x4_precision.hpp
+
+#pragma once
+#include "../detail/type_mat4x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, double, lowp>		lowp_dmat4;
+
+	/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, double, mediump>	mediump_dmat4;
+
+	/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, double, highp>	highp_dmat4;
+
+	/// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, double, lowp>		lowp_dmat4x4;
+
+	/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, double, mediump>	mediump_dmat4x4;
+
+	/// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, double, highp>	highp_dmat4x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float2x2.hpp b/third_party/glm/ext/matrix_float2x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..53df921fe216b575c92239c478301db803416a14
--- /dev/null
+++ b/third_party/glm/ext/matrix_float2x2.hpp
@@ -0,0 +1,23 @@
+/// @ref core
+/// @file glm/ext/matrix_float2x2.hpp
+
+#pragma once
+#include "../detail/type_mat2x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 2 columns of 2 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<2, 2, float, defaultp>		mat2x2;
+
+	/// 2 columns of 2 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<2, 2, float, defaultp>		mat2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float2x2_precision.hpp b/third_party/glm/ext/matrix_float2x2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..898b6db7140807bc0d30b676724827d623c64da3
--- /dev/null
+++ b/third_party/glm/ext/matrix_float2x2_precision.hpp
@@ -0,0 +1,49 @@
+/// @ref core
+/// @file glm/ext/matrix_float2x2_precision.hpp
+
+#pragma once
+#include "../detail/type_mat2x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, float, lowp>		lowp_mat2;
+
+	/// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, float, mediump>	mediump_mat2;
+
+	/// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, float, highp>		highp_mat2;
+
+	/// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, float, lowp>		lowp_mat2x2;
+
+	/// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, float, mediump>	mediump_mat2x2;
+
+	/// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 2, float, highp>		highp_mat2x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float2x3.hpp b/third_party/glm/ext/matrix_float2x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6f68822dbf1e742431163115f4bafc35b6896606
--- /dev/null
+++ b/third_party/glm/ext/matrix_float2x3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_float2x3.hpp
+
+#pragma once
+#include "../detail/type_mat2x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 2 columns of 3 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<2, 3, float, defaultp>		mat2x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float2x3_precision.hpp b/third_party/glm/ext/matrix_float2x3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..50c103245c3a177b958de4df333245d09f4d1e28
--- /dev/null
+++ b/third_party/glm/ext/matrix_float2x3_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_float2x3_precision.hpp
+
+#pragma once
+#include "../detail/type_mat2x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 2 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 3, float, lowp>		lowp_mat2x3;
+
+	/// 2 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 3, float, mediump>	mediump_mat2x3;
+
+	/// 2 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 3, float, highp>		highp_mat2x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float2x4.hpp b/third_party/glm/ext/matrix_float2x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..30f30de3cbd4c12cc642a6ac211e40876bdca525
--- /dev/null
+++ b/third_party/glm/ext/matrix_float2x4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_float2x4.hpp
+
+#pragma once
+#include "../detail/type_mat2x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 2 columns of 4 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<2, 4, float, defaultp>		mat2x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float2x4_precision.hpp b/third_party/glm/ext/matrix_float2x4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..079d6382863172411ae6a82837bb34ea6e2096c9
--- /dev/null
+++ b/third_party/glm/ext/matrix_float2x4_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_float2x4_precision.hpp
+
+#pragma once
+#include "../detail/type_mat2x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 2 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 4, float, lowp>		lowp_mat2x4;
+
+	/// 2 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 4, float, mediump>	mediump_mat2x4;
+
+	/// 2 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<2, 4, float, highp>		highp_mat2x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float3x2.hpp b/third_party/glm/ext/matrix_float3x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..280d0a3e974b0d2793895388e276a9f82f5f1f50
--- /dev/null
+++ b/third_party/glm/ext/matrix_float3x2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_float3x2.hpp
+
+#pragma once
+#include "../detail/type_mat3x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 3 columns of 2 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<3, 2, float, defaultp>			mat3x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float3x2_precision.hpp b/third_party/glm/ext/matrix_float3x2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8572c2a1b20e5a1e47bedd72ec6d0009fd15d9bf
--- /dev/null
+++ b/third_party/glm/ext/matrix_float3x2_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_float3x2_precision.hpp
+
+#pragma once
+#include "../detail/type_mat3x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 3 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 2, float, lowp>		lowp_mat3x2;
+
+	/// 3 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 2, float, mediump>	mediump_mat3x2;
+
+	/// 3 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 2, float, highp>		highp_mat3x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float3x3.hpp b/third_party/glm/ext/matrix_float3x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..177d809ff9f4c157beda61885ad3994fe3e3d141
--- /dev/null
+++ b/third_party/glm/ext/matrix_float3x3.hpp
@@ -0,0 +1,23 @@
+/// @ref core
+/// @file glm/ext/matrix_float3x3.hpp
+
+#pragma once
+#include "../detail/type_mat3x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 3 columns of 3 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<3, 3, float, defaultp>			mat3x3;
+
+	/// 3 columns of 3 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<3, 3, float, defaultp>			mat3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float3x3_precision.hpp b/third_party/glm/ext/matrix_float3x3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8a900c16420006f110c9bfeaf186156d9fc135c3
--- /dev/null
+++ b/third_party/glm/ext/matrix_float3x3_precision.hpp
@@ -0,0 +1,49 @@
+/// @ref core
+/// @file glm/ext/matrix_float3x3_precision.hpp
+
+#pragma once
+#include "../detail/type_mat3x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, float, lowp>		lowp_mat3;
+
+	/// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, float, mediump>	mediump_mat3;
+
+	/// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, float, highp>		highp_mat3;
+
+	/// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, float, lowp>		lowp_mat3x3;
+
+	/// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, float, mediump>	mediump_mat3x3;
+
+	/// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 3, float, highp>		highp_mat3x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float3x4.hpp b/third_party/glm/ext/matrix_float3x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..64b8459dcdd2d489a7a8fc93c1282f7cf1ec2673
--- /dev/null
+++ b/third_party/glm/ext/matrix_float3x4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_float3x4.hpp
+
+#pragma once
+#include "../detail/type_mat3x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 3 columns of 4 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<3, 4, float, defaultp>			mat3x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float3x4_precision.hpp b/third_party/glm/ext/matrix_float3x4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..bc36bf13a1e957ab625e3162312f311a9d5a287e
--- /dev/null
+++ b/third_party/glm/ext/matrix_float3x4_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_float3x4_precision.hpp
+
+#pragma once
+#include "../detail/type_mat3x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 3 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 4, float, lowp>		lowp_mat3x4;
+
+	/// 3 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 4, float, mediump>	mediump_mat3x4;
+
+	/// 3 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<3, 4, float, highp>		highp_mat3x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float4x2.hpp b/third_party/glm/ext/matrix_float4x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1ed5227bf58000e7c2d822014b29b49d685f6972
--- /dev/null
+++ b/third_party/glm/ext/matrix_float4x2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_float4x2.hpp
+
+#pragma once
+#include "../detail/type_mat4x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 4 columns of 2 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<4, 2, float, defaultp>			mat4x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float4x2_precision.hpp b/third_party/glm/ext/matrix_float4x2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..88fd069630a802ab8c7d80791ae91f98969098a4
--- /dev/null
+++ b/third_party/glm/ext/matrix_float4x2_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_float2x2_precision.hpp
+
+#pragma once
+#include "../detail/type_mat2x2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 4 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 2, float, lowp>		lowp_mat4x2;
+
+	/// 4 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 2, float, mediump>	mediump_mat4x2;
+
+	/// 4 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 2, float, highp>		highp_mat4x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float4x3.hpp b/third_party/glm/ext/matrix_float4x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5dbe7657043f704017228a0ebc03ed5a7a0c9e40
--- /dev/null
+++ b/third_party/glm/ext/matrix_float4x3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/matrix_float4x3.hpp
+
+#pragma once
+#include "../detail/type_mat4x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix
+	/// @{
+
+	/// 4 columns of 3 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<4, 3, float, defaultp>			mat4x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float4x3_precision.hpp b/third_party/glm/ext/matrix_float4x3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..846ed4fc8d9ccb0de18374fa039cffb823d3586a
--- /dev/null
+++ b/third_party/glm/ext/matrix_float4x3_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/matrix_float4x3_precision.hpp
+
+#pragma once
+#include "../detail/type_mat4x3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 4 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 3, float, lowp>		lowp_mat4x3;
+
+	/// 4 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 3, float, mediump>	mediump_mat4x3;
+
+	/// 4 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 3, float, highp>		highp_mat4x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float4x4.hpp b/third_party/glm/ext/matrix_float4x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5ba111de048171ae0f9849a2c5e375f9351a8bbc
--- /dev/null
+++ b/third_party/glm/ext/matrix_float4x4.hpp
@@ -0,0 +1,23 @@
+/// @ref core
+/// @file glm/ext/matrix_float4x4.hpp
+
+#pragma once
+#include "../detail/type_mat4x4.hpp"
+
+namespace glm
+{
+	/// @ingroup core_matrix
+	/// @{
+
+	/// 4 columns of 4 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<4, 4, float, defaultp>			mat4x4;
+
+	/// 4 columns of 4 components matrix of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	typedef mat<4, 4, float, defaultp>			mat4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_float4x4_precision.hpp b/third_party/glm/ext/matrix_float4x4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..597149bcf90fcd34e1b22e970fbd01cc45742fa5
--- /dev/null
+++ b/third_party/glm/ext/matrix_float4x4_precision.hpp
@@ -0,0 +1,49 @@
+/// @ref core
+/// @file glm/ext/matrix_float4x4_precision.hpp
+
+#pragma once
+#include "../detail/type_mat4x4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_matrix_precision
+	/// @{
+
+	/// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, float, lowp>		lowp_mat4;
+
+	/// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, float, mediump>	mediump_mat4;
+
+	/// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, float, highp>		highp_mat4;
+
+	/// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, float, lowp>		lowp_mat4x4;
+
+	/// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, float, mediump>	mediump_mat4x4;
+
+	/// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef mat<4, 4, float, highp>		highp_mat4x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int2x2.hpp b/third_party/glm/ext/matrix_int2x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c6aa0686ae78e5778c087c665ee6ab44384e1aa2
--- /dev/null
+++ b/third_party/glm/ext/matrix_int2x2.hpp
@@ -0,0 +1,38 @@
+/// @ref ext_matrix_int2x2
+/// @file glm/ext/matrix_int2x2.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int2x2 GLM_EXT_matrix_int2x2
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int2x2.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x2.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int2x2 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int2x2
+	/// @{
+
+	/// Signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2
+	typedef mat<2, 2, int, defaultp>	imat2x2;
+
+	/// Signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2
+	typedef mat<2, 2, int, defaultp>	imat2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int2x2_sized.hpp b/third_party/glm/ext/matrix_int2x2_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..70c0c2106acdb5bdaf14d74364cb0a8040e3ca8f
--- /dev/null
+++ b/third_party/glm/ext/matrix_int2x2_sized.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_matrix_int2x2_sized
+/// @file glm/ext/matrix_int2x2_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int2x2_sized GLM_EXT_matrix_int2x2_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int2x2_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x2.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int2x2_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int2x2_sized
+	/// @{
+
+	/// 8 bit signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2_sized
+	typedef mat<2, 2, int8, defaultp>				i8mat2x2;
+
+	/// 16 bit signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2_sized
+	typedef mat<2, 2, int16, defaultp>				i16mat2x2;
+
+	/// 32 bit signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2_sized
+	typedef mat<2, 2, int32, defaultp>				i32mat2x2;
+
+	/// 64 bit signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2_sized
+	typedef mat<2, 2, int64, defaultp>				i64mat2x2;
+
+
+	/// 8 bit signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2_sized
+	typedef mat<2, 2, int8, defaultp>				i8mat2;
+
+	/// 16 bit signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2_sized
+	typedef mat<2, 2, int16, defaultp>				i16mat2;
+
+	/// 32 bit signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2_sized
+	typedef mat<2, 2, int32, defaultp>				i32mat2;
+
+	/// 64 bit signed integer 2x2 matrix.
+	///
+	/// @see ext_matrix_int2x2_sized
+	typedef mat<2, 2, int64, defaultp>				i64mat2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int2x3.hpp b/third_party/glm/ext/matrix_int2x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..aee415caa6e1dd9658c12e91c0be07dc858baf70
--- /dev/null
+++ b/third_party/glm/ext/matrix_int2x3.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_int2x3
+/// @file glm/ext/matrix_int2x3.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_int2x3
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int2x3.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x3.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int2x3 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int2x3
+	/// @{
+
+	/// Signed integer 2x3 matrix.
+	///
+	/// @see ext_matrix_int2x3
+	typedef mat<2, 3, int, defaultp>	imat2x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int2x3_sized.hpp b/third_party/glm/ext/matrix_int2x3_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..b5526fe55143cf872978a4c2c13a2bda2b2bcd27
--- /dev/null
+++ b/third_party/glm/ext/matrix_int2x3_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_int2x3_sized
+/// @file glm/ext/matrix_int2x3_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int2x3_sized GLM_EXT_matrix_int2x3_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int2x3_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x3.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int2x3_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int2x3_sized
+	/// @{
+
+	/// 8 bit signed integer 2x3 matrix.
+	///
+	/// @see ext_matrix_int2x3_sized
+	typedef mat<2, 3, int8, defaultp>				i8mat2x3;
+
+	/// 16 bit signed integer 2x3 matrix.
+	///
+	/// @see ext_matrix_int2x3_sized
+	typedef mat<2, 3, int16, defaultp>				i16mat2x3;
+
+	/// 32 bit signed integer 2x3 matrix.
+	///
+	/// @see ext_matrix_int2x3_sized
+	typedef mat<2, 3, int32, defaultp>				i32mat2x3;
+
+	/// 64 bit signed integer 2x3 matrix.
+	///
+	/// @see ext_matrix_int2x3_sized
+	typedef mat<2, 3, int64, defaultp>				i64mat2x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int2x4.hpp b/third_party/glm/ext/matrix_int2x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4f36331d66023619a6f296644d243ad61f5411c0
--- /dev/null
+++ b/third_party/glm/ext/matrix_int2x4.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_int2x4
+/// @file glm/ext/matrix_int2x4.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int2x4 GLM_EXT_matrix_int2x4
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int2x4.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int2x4 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int2x4
+	/// @{
+
+	/// Signed integer 2x4 matrix.
+	///
+	/// @see ext_matrix_int2x4
+	typedef mat<2, 4, int, defaultp>	imat2x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int2x4_sized.hpp b/third_party/glm/ext/matrix_int2x4_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a66a5e72688139b620784c4908c8db9cf7da5024
--- /dev/null
+++ b/third_party/glm/ext/matrix_int2x4_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_int2x4_sized
+/// @file glm/ext/matrix_int2x4_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int2x4_sized GLM_EXT_matrix_int2x4_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int2x4_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x4.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int2x4_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int2x4_sized
+	/// @{
+
+	/// 8 bit signed integer 2x4 matrix.
+	///
+	/// @see ext_matrix_int2x4_sized
+	typedef mat<2, 4, int8, defaultp>				i8mat2x4;
+
+	/// 16 bit signed integer 2x4 matrix.
+	///
+	/// @see ext_matrix_int2x4_sized
+	typedef mat<2, 4, int16, defaultp>				i16mat2x4;
+
+	/// 32 bit signed integer 2x4 matrix.
+	///
+	/// @see ext_matrix_int2x4_sized
+	typedef mat<2, 4, int32, defaultp>				i32mat2x4;
+
+	/// 64 bit signed integer 2x4 matrix.
+	///
+	/// @see ext_matrix_int2x4_sized
+	typedef mat<2, 4, int64, defaultp>				i64mat2x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int3x2.hpp b/third_party/glm/ext/matrix_int3x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..3bd563b7de9c7b5487868ae21c4cc885219f4130
--- /dev/null
+++ b/third_party/glm/ext/matrix_int3x2.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_int3x2
+/// @file glm/ext/matrix_int3x2.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_int3x2
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int3x2.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x2.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int3x2 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int3x2
+	/// @{
+
+	/// Signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_int3x2
+	typedef mat<3, 2, int, defaultp>	imat3x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int3x2_sized.hpp b/third_party/glm/ext/matrix_int3x2_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..7e34c5240f401cae66d5d6536862bc9bc84d8dce
--- /dev/null
+++ b/third_party/glm/ext/matrix_int3x2_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_int3x2_sized
+/// @file glm/ext/matrix_int3x2_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int3x2_sized GLM_EXT_matrix_int3x2_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int3x2_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x2.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int3x2_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int3x2_sized
+	/// @{
+
+	/// 8 bit signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_int3x2_sized
+	typedef mat<3, 2, int8, defaultp>				i8mat3x2;
+
+	/// 16 bit signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_int3x2_sized
+	typedef mat<3, 2, int16, defaultp>				i16mat3x2;
+
+	/// 32 bit signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_int3x2_sized
+	typedef mat<3, 2, int32, defaultp>				i32mat3x2;
+
+	/// 64 bit signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_int3x2_sized
+	typedef mat<3, 2, int64, defaultp>				i64mat3x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int3x3.hpp b/third_party/glm/ext/matrix_int3x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..287488da0343cf12207cea1dbba0bd8727342ef2
--- /dev/null
+++ b/third_party/glm/ext/matrix_int3x3.hpp
@@ -0,0 +1,38 @@
+/// @ref ext_matrix_int3x3
+/// @file glm/ext/matrix_int3x3.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int3x3 GLM_EXT_matrix_int3x3
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int3x3.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x3.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int3x3 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int3x3
+	/// @{
+
+	/// Signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3
+	typedef mat<3, 3, int, defaultp>	imat3x3;
+
+	/// Signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3
+	typedef mat<3, 3, int, defaultp>	imat3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int3x3_sized.hpp b/third_party/glm/ext/matrix_int3x3_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..577e305aa7f74ab3418f92e728e740c6a5c437f3
--- /dev/null
+++ b/third_party/glm/ext/matrix_int3x3_sized.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_matrix_int3x3_sized
+/// @file glm/ext/matrix_int3x3_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int3x3_sized GLM_EXT_matrix_int3x3_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int3x3_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x3.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int3x3_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int3x3_sized
+	/// @{
+
+	/// 8 bit signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3_sized
+	typedef mat<3, 3, int8, defaultp>				i8mat3x3;
+
+	/// 16 bit signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3_sized
+	typedef mat<3, 3, int16, defaultp>				i16mat3x3;
+
+	/// 32 bit signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3_sized
+	typedef mat<3, 3, int32, defaultp>				i32mat3x3;
+
+	/// 64 bit signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3_sized
+	typedef mat<3, 3, int64, defaultp>				i64mat3x3;
+
+
+	/// 8 bit signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3_sized
+	typedef mat<3, 3, int8, defaultp>				i8mat3;
+
+	/// 16 bit signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3_sized
+	typedef mat<3, 3, int16, defaultp>				i16mat3;
+
+	/// 32 bit signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3_sized
+	typedef mat<3, 3, int32, defaultp>				i32mat3;
+
+	/// 64 bit signed integer 3x3 matrix.
+	///
+	/// @see ext_matrix_int3x3_sized
+	typedef mat<3, 3, int64, defaultp>				i64mat3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int3x4.hpp b/third_party/glm/ext/matrix_int3x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..08e534d9c4d5b7fbd8c815d0bc4639c7a7f7ae5b
--- /dev/null
+++ b/third_party/glm/ext/matrix_int3x4.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_int3x4
+/// @file glm/ext/matrix_int3x4.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int3x4 GLM_EXT_matrix_int3x4
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int3x4.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int3x4 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int3x4
+	/// @{
+
+	/// Signed integer 3x4 matrix.
+	///
+	/// @see ext_matrix_int3x4
+	typedef mat<3, 4, int, defaultp>	imat3x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int3x4_sized.hpp b/third_party/glm/ext/matrix_int3x4_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..692c48c439e7bfcd1016eb8f871833eda432913b
--- /dev/null
+++ b/third_party/glm/ext/matrix_int3x4_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_int3x4_sized
+/// @file glm/ext/matrix_int3x2_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int3x4_sized GLM_EXT_matrix_int3x4_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int3x4_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x4.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int3x4_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int3x4_sized
+	/// @{
+
+	/// 8 bit signed integer 3x4 matrix.
+	///
+	/// @see ext_matrix_int3x4_sized
+	typedef mat<3, 4, int8, defaultp>				i8mat3x4;
+
+	/// 16 bit signed integer 3x4 matrix.
+	///
+	/// @see ext_matrix_int3x4_sized
+	typedef mat<3, 4, int16, defaultp>				i16mat3x4;
+
+	/// 32 bit signed integer 3x4 matrix.
+	///
+	/// @see ext_matrix_int3x4_sized
+	typedef mat<3, 4, int32, defaultp>				i32mat3x4;
+
+	/// 64 bit signed integer 3x4 matrix.
+	///
+	/// @see ext_matrix_int3x4_sized
+	typedef mat<3, 4, int64, defaultp>				i64mat3x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int4x2.hpp b/third_party/glm/ext/matrix_int4x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f756ef2804c81278d2c78aea85ad0e0fe3db468f
--- /dev/null
+++ b/third_party/glm/ext/matrix_int4x2.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_int4x2
+/// @file glm/ext/matrix_int4x2.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int4x2 GLM_EXT_matrix_int4x2
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int4x2.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x2.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int4x2 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int4x2
+	/// @{
+
+	/// Signed integer 4x2 matrix.
+	///
+	/// @see ext_matrix_int4x2
+	typedef mat<4, 2, int, defaultp>	imat4x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int4x2_sized.hpp b/third_party/glm/ext/matrix_int4x2_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..63a99d604dc5c02a132b9e61ce120c7dfd7ccd90
--- /dev/null
+++ b/third_party/glm/ext/matrix_int4x2_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_int4x2_sized
+/// @file glm/ext/matrix_int4x2_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int4x2_sized GLM_EXT_matrix_int4x2_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int4x2_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x2.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int4x2_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int4x2_sized
+	/// @{
+
+	/// 8 bit signed integer 4x2 matrix.
+	///
+	/// @see ext_matrix_int4x2_sized
+	typedef mat<4, 2, int8, defaultp>				i8mat4x2;
+
+	/// 16 bit signed integer 4x2 matrix.
+	///
+	/// @see ext_matrix_int4x2_sized
+	typedef mat<4, 2, int16, defaultp>				i16mat4x2;
+
+	/// 32 bit signed integer 4x2 matrix.
+	///
+	/// @see ext_matrix_int4x2_sized
+	typedef mat<4, 2, int32, defaultp>				i32mat4x2;
+
+	/// 64 bit signed integer 4x2 matrix.
+	///
+	/// @see ext_matrix_int4x2_sized
+	typedef mat<4, 2, int64, defaultp>				i64mat4x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int4x3.hpp b/third_party/glm/ext/matrix_int4x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..d5d97a7a37cf976fbff71ee29dc6953cdd65db90
--- /dev/null
+++ b/third_party/glm/ext/matrix_int4x3.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_int4x3
+/// @file glm/ext/matrix_int4x3.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int4x3 GLM_EXT_matrix_int4x3
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int4x3.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x3.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int4x3 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int4x3
+	/// @{
+
+	/// Signed integer 4x3 matrix.
+	///
+	/// @see ext_matrix_int4x3
+	typedef mat<4, 3, int, defaultp>	imat4x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int4x3_sized.hpp b/third_party/glm/ext/matrix_int4x3_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..55078fadc60f8c98be996a74ee62fc407d7fa444
--- /dev/null
+++ b/third_party/glm/ext/matrix_int4x3_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_int4x3_sized
+/// @file glm/ext/matrix_int4x3_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int4x3_sized GLM_EXT_matrix_int4x3_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int4x3_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x3.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int4x3_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int4x3_sized
+	/// @{
+
+	/// 8 bit signed integer 4x3 matrix.
+	///
+	/// @see ext_matrix_int4x3_sized
+	typedef mat<4, 3, int8, defaultp>				i8mat4x3;
+
+	/// 16 bit signed integer 4x3 matrix.
+	///
+	/// @see ext_matrix_int4x3_sized
+	typedef mat<4, 3, int16, defaultp>				i16mat4x3;
+
+	/// 32 bit signed integer 4x3 matrix.
+	///
+	/// @see ext_matrix_int4x3_sized
+	typedef mat<4, 3, int32, defaultp>				i32mat4x3;
+
+	/// 64 bit signed integer 4x3 matrix.
+	///
+	/// @see ext_matrix_int4x3_sized
+	typedef mat<4, 3, int64, defaultp>				i64mat4x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int4x4.hpp b/third_party/glm/ext/matrix_int4x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..e17cff17f9fb2fb444badc4ca08b9623acaa559c
--- /dev/null
+++ b/third_party/glm/ext/matrix_int4x4.hpp
@@ -0,0 +1,38 @@
+/// @ref ext_matrix_int4x4
+/// @file glm/ext/matrix_int4x4.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int4x4 GLM_EXT_matrix_int4x4
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int4x4.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int4x4 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int4x4
+	/// @{
+
+	/// Signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4
+	typedef mat<4, 4, int, defaultp>	imat4x4;
+
+	/// Signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4
+	typedef mat<4, 4, int, defaultp>	imat4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_int4x4_sized.hpp b/third_party/glm/ext/matrix_int4x4_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4a11203eb25b1fd7adf3311c770aaffd1527e16b
--- /dev/null
+++ b/third_party/glm/ext/matrix_int4x4_sized.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_matrix_int4x4_sized
+/// @file glm/ext/matrix_int4x4_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_int4x4_sized GLM_EXT_matrix_int4x4_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_int4x4_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x4.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_int4x4_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_int4x4_sized
+	/// @{
+
+	/// 8 bit signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4_sized
+	typedef mat<4, 4, int8, defaultp>				i8mat4x4;
+
+	/// 16 bit signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4_sized
+	typedef mat<4, 4, int16, defaultp>				i16mat4x4;
+
+	/// 32 bit signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4_sized
+	typedef mat<4, 4, int32, defaultp>				i32mat4x4;
+
+	/// 64 bit signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4_sized
+	typedef mat<4, 4, int64, defaultp>				i64mat4x4;
+
+
+	/// 8 bit signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4_sized
+	typedef mat<4, 4, int8, defaultp>				i8mat4;
+
+	/// 16 bit signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4_sized
+	typedef mat<4, 4, int16, defaultp>				i16mat4;
+
+	/// 32 bit signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4_sized
+	typedef mat<4, 4, int32, defaultp>				i32mat4;
+
+	/// 64 bit signed integer 4x4 matrix.
+	///
+	/// @see ext_matrix_int4x4_sized
+	typedef mat<4, 4, int64, defaultp>				i64mat4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_integer.hpp b/third_party/glm/ext/matrix_integer.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..7d7dfc5a5b08e2f8f26515d4ee56a18494b866c6
--- /dev/null
+++ b/third_party/glm/ext/matrix_integer.hpp
@@ -0,0 +1,91 @@
+/// @ref ext_matrix_integer
+/// @file glm/ext/matrix_integer.hpp
+///
+/// @defgroup ext_matrix_integer GLM_EXT_matrix_integer
+/// @ingroup ext
+///
+/// Defines functions that generate common transformation matrices.
+///
+/// The matrices generated by this extension use standard OpenGL fixed-function
+/// conventions. For example, the lookAt function generates a transform from world
+/// space into the specific eye space that the projective matrix functions
+/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
+/// specifications defines the particular layout of this eye space.
+///
+/// Include <glm/ext/matrix_integer.hpp> to use the features of this extension.
+///
+/// @see ext_matrix_projection
+/// @see ext_matrix_clip_space
+
+#pragma once
+
+// Dependencies
+#include "../gtc/constants.hpp"
+#include "../geometric.hpp"
+#include "../trigonometric.hpp"
+#include "../matrix.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_integer extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_integer
+	/// @{
+
+	 /// Multiply matrix x by matrix y component-wise, i.e.,
+	 /// result[i][j] is the scalar product of x[i][j] and y[i][j].
+	 ///
+	 /// @tparam C Integer between 1 and 4 included that qualify the number a column
+	 /// @tparam R Integer between 1 and 4 included that qualify the number a row
+	 /// @tparam T Floating-point or signed integer scalar types
+	 /// @tparam Q Value from qualifier enum
+	 ///
+	 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/matrixCompMult.xml">GLSL matrixCompMult man page</a>
+	 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL mat<C, R, T, Q> matrixCompMult(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);
+
+	/// Treats the first parameter c as a column vector
+	/// and the second parameter r as a row vector
+	/// and does a linear algebraic matrix multiply c * r.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number a column
+	/// @tparam R Integer between 1 and 4 included that qualify the number a row
+	/// @tparam T Floating-point or signed integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/outerProduct.xml">GLSL outerProduct man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL typename detail::outerProduct_trait<C, R, T, Q>::type outerProduct(vec<C, T, Q> const& c, vec<R, T, Q> const& r);
+
+	/// Returns the transposed matrix of x
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number a column
+	/// @tparam R Integer between 1 and 4 included that qualify the number a row
+	/// @tparam T Floating-point or signed integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/transpose.xml">GLSL transpose man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL typename mat<C, R, T, Q>::transpose_type transpose(mat<C, R, T, Q> const& x);
+
+	/// Return the determinant of a squared matrix.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number a column
+	/// @tparam R Integer between 1 and 4 included that qualify the number a row
+	/// @tparam T Floating-point or signed integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/determinant.xml">GLSL determinant man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL T determinant(mat<C, R, T, Q> const& m);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_integer.inl"
diff --git a/third_party/glm/ext/matrix_integer.inl b/third_party/glm/ext/matrix_integer.inl
new file mode 100644
index 0000000000000000000000000000000000000000..8b377ce2a8e6b426f9a31e1d9e1ffcdb31aba03c
--- /dev/null
+++ b/third_party/glm/ext/matrix_integer.inl
@@ -0,0 +1,38 @@
+namespace glm{
+namespace detail
+{
+	template<length_t C, length_t R, typename T, qualifier Q, bool Aligned>
+	struct compute_matrixCompMult_type<C, R, T, Q, false, Aligned> {
+		GLM_FUNC_QUALIFIER static mat<C, R, T, Q> call(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y)
+		{
+			return detail::compute_matrixCompMult<C, R, T, Q, detail::is_aligned<Q>::value>::call(x, y);
+		}
+	};
+
+	template<length_t DA, length_t DB, typename T, qualifier Q>
+	struct compute_outerProduct_type<DA, DB, T, Q, false> {
+		GLM_FUNC_QUALIFIER static typename detail::outerProduct_trait<DA, DB, T, Q>::type call(vec<DA, T, Q> const& c, vec<DB, T, Q> const& r)
+		{
+			return detail::compute_outerProduct<DA, DB, T, Q>::call(c, r);
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool Aligned>
+	struct compute_transpose_type<C, R, T, Q, false, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static mat<R, C, T, Q> call(mat<C, R, T, Q> const& m)
+		{
+			return detail::compute_transpose<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);
+		}
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q, bool Aligned>
+	struct compute_determinant_type<C, R, T, Q, false, Aligned>{
+	
+		GLM_FUNC_QUALIFIER static T call(mat<C, R, T, Q> const& m)
+		{
+			return detail::compute_determinant<C, R, T, Q, detail::is_aligned<Q>::value>::call(m);
+		}
+	};
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_projection.hpp b/third_party/glm/ext/matrix_projection.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..51fd01bd8ee7fb28c992579c31c6200bfff98cf0
--- /dev/null
+++ b/third_party/glm/ext/matrix_projection.hpp
@@ -0,0 +1,149 @@
+/// @ref ext_matrix_projection
+/// @file glm/ext/matrix_projection.hpp
+///
+/// @defgroup ext_matrix_projection GLM_EXT_matrix_projection
+/// @ingroup ext
+///
+/// Functions that generate common projection transformation matrices.
+///
+/// The matrices generated by this extension use standard OpenGL fixed-function
+/// conventions. For example, the lookAt function generates a transform from world
+/// space into the specific eye space that the projective matrix functions
+/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
+/// specifications defines the particular layout of this eye space.
+///
+/// Include <glm/ext/matrix_projection.hpp> to use the features of this extension.
+///
+/// @see ext_matrix_transform
+/// @see ext_matrix_clip_space
+
+#pragma once
+
+// Dependencies
+#include "../gtc/constants.hpp"
+#include "../geometric.hpp"
+#include "../trigonometric.hpp"
+#include "../matrix.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_projection extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_projection
+	/// @{
+
+	/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @param obj Specify the object coordinates.
+	/// @param model Specifies the current modelview matrix
+	/// @param proj Specifies the current projection matrix
+	/// @param viewport Specifies the current viewport
+	/// @return Return the computed window coordinates.
+	/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.
+	/// @tparam U Currently supported: Floating-point types and integer types.
+	///
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> projectZO(
+		vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+	/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param obj Specify the object coordinates.
+	/// @param model Specifies the current modelview matrix
+	/// @param proj Specifies the current projection matrix
+	/// @param viewport Specifies the current viewport
+	/// @return Return the computed window coordinates.
+	/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.
+	/// @tparam U Currently supported: Floating-point types and integer types.
+	///
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> projectNO(
+		vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+	/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition.
+	/// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+	///
+	/// @param obj Specify the object coordinates.
+	/// @param model Specifies the current modelview matrix
+	/// @param proj Specifies the current projection matrix
+	/// @param viewport Specifies the current viewport
+	/// @return Return the computed window coordinates.
+	/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.
+	/// @tparam U Currently supported: Floating-point types and integer types.
+	///
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> project(
+		vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+	/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+	///
+	/// @param win Specify the window coordinates to be mapped.
+	/// @param model Specifies the modelview matrix
+	/// @param proj Specifies the projection matrix
+	/// @param viewport Specifies the viewport
+	/// @return Returns the computed object coordinates.
+	/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.
+	/// @tparam U Currently supported: Floating-point types and integer types.
+	///
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> unProjectZO(
+		vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+	/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
+	/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+	///
+	/// @param win Specify the window coordinates to be mapped.
+	/// @param model Specifies the modelview matrix
+	/// @param proj Specifies the projection matrix
+	/// @param viewport Specifies the viewport
+	/// @return Returns the computed object coordinates.
+	/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.
+	/// @tparam U Currently supported: Floating-point types and integer types.
+	///
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> unProjectNO(
+		vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+	/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition.
+	/// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+	///
+	/// @param win Specify the window coordinates to be mapped.
+	/// @param model Specifies the modelview matrix
+	/// @param proj Specifies the projection matrix
+	/// @param viewport Specifies the viewport
+	/// @return Returns the computed object coordinates.
+	/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.
+	/// @tparam U Currently supported: Floating-point types and integer types.
+	///
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> unProject(
+		vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+	/// Define a picking region
+	///
+	/// @param center Specify the center of a picking region in window coordinates.
+	/// @param delta Specify the width and height, respectively, of the picking region in window coordinates.
+	/// @param viewport Rendering viewport
+	/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double.
+	/// @tparam U Currently supported: Floating-point types and integer types.
+	///
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a>
+	template<typename T, qualifier Q, typename U>
+	GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix(
+		vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_projection.inl"
diff --git a/third_party/glm/ext/matrix_projection.inl b/third_party/glm/ext/matrix_projection.inl
new file mode 100644
index 0000000000000000000000000000000000000000..2f2c196aac5f2018c70ac579cb31c558e9d20139
--- /dev/null
+++ b/third_party/glm/ext/matrix_projection.inl
@@ -0,0 +1,106 @@
+namespace glm
+{
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+	{
+		vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));
+		tmp = model * tmp;
+		tmp = proj * tmp;
+
+		tmp /= tmp.w;
+		tmp.x = tmp.x * static_cast<T>(0.5) + static_cast<T>(0.5);
+		tmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);
+
+		tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
+		tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
+
+		return vec<3, T, Q>(tmp);
+	}
+
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+	{
+		vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));
+		tmp = model * tmp;
+		tmp = proj * tmp;
+
+		tmp /= tmp.w;
+		tmp = tmp * static_cast<T>(0.5) + static_cast<T>(0.5);
+		tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
+		tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
+
+		return vec<3, T, Q>(tmp);
+	}
+
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return projectZO(obj, model, proj, viewport);
+#		else
+			return projectNO(obj, model, proj, viewport);
+#		endif
+	}
+
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+	{
+		mat<4, 4, T, Q> Inverse = inverse(proj * model);
+
+		vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));
+		tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
+		tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
+		tmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);
+		tmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);
+
+		vec<4, T, Q> obj = Inverse * tmp;
+		obj /= obj.w;
+
+		return vec<3, T, Q>(obj);
+	}
+
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+	{
+		mat<4, 4, T, Q> Inverse = inverse(proj * model);
+
+		vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));
+		tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
+		tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
+		tmp = tmp * static_cast<T>(2) - static_cast<T>(1);
+
+		vec<4, T, Q> obj = Inverse * tmp;
+		obj /= obj.w;
+
+		return vec<3, T, Q>(obj);
+	}
+
+	template<typename T, typename U, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
+			return unProjectZO(win, model, proj, viewport);
+#		else
+			return unProjectNO(win, model, proj, viewport);
+#		endif
+	}
+
+	template<typename T, qualifier Q, typename U>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport)
+	{
+		assert(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0));
+		mat<4, 4, T, Q> Result(static_cast<T>(1));
+
+		if(!(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0)))
+			return Result; // Error
+
+		vec<3, T, Q> Temp(
+			(static_cast<T>(viewport[2]) - static_cast<T>(2) * (center.x - static_cast<T>(viewport[0]))) / delta.x,
+			(static_cast<T>(viewport[3]) - static_cast<T>(2) * (center.y - static_cast<T>(viewport[1]))) / delta.y,
+			static_cast<T>(0));
+
+		// Translate and scale the picked region to the entire window
+		Result = translate(Result, Temp);
+		return scale(Result, vec<3, T, Q>(static_cast<T>(viewport[2]) / delta.x, static_cast<T>(viewport[3]) / delta.y, static_cast<T>(1)));
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_relational.hpp b/third_party/glm/ext/matrix_relational.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..20023ad89a0ce6fa19b1294212ab78d0dff479b3
--- /dev/null
+++ b/third_party/glm/ext/matrix_relational.hpp
@@ -0,0 +1,132 @@
+/// @ref ext_matrix_relational
+/// @file glm/ext/matrix_relational.hpp
+///
+/// @defgroup ext_matrix_relational GLM_EXT_matrix_relational
+/// @ingroup ext
+///
+/// Exposes comparison functions for matrix types that take a user defined epsilon values.
+///
+/// Include <glm/ext/matrix_relational.hpp> to use the features of this extension.
+///
+/// @see ext_vector_relational
+/// @see ext_scalar_relational
+/// @see ext_quaternion_relational
+
+#pragma once
+
+// Dependencies
+#include "../detail/qualifier.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_relational extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_relational
+	/// @{
+
+	/// Perform a component-wise equal-to comparison of two matrices.
+	/// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);
+
+	/// Perform a component-wise not-equal-to comparison of two matrices.
+	/// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T epsilon);
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, T, Q> const& epsilon);
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T epsilon);
+
+	/// Returns the component-wise comparison of |x - y| >= epsilon.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, T, Q> const& epsilon);
+
+	/// Returns the component-wise comparison between two vectors in term of ULPs.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int ULPs);
+
+	/// Returns the component-wise comparison between two vectors in term of ULPs.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, int, Q> const& ULPs);
+
+	/// Returns the component-wise comparison between two vectors in term of ULPs.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int ULPs);
+
+	/// Returns the component-wise comparison between two vectors in term of ULPs.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix
+	/// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, int, Q> const& ULPs);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_relational.inl"
diff --git a/third_party/glm/ext/matrix_relational.inl b/third_party/glm/ext/matrix_relational.inl
new file mode 100644
index 0000000000000000000000000000000000000000..9cd42b772b325fe83863058368b0411fee21148c
--- /dev/null
+++ b/third_party/glm/ext/matrix_relational.inl
@@ -0,0 +1,88 @@
+/// @ref ext_vector_relational
+/// @file glm/ext/vector_relational.inl
+
+// Dependency:
+#include "../ext/vector_relational.hpp"
+#include "../common.hpp"
+
+namespace glm
+{
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b)
+	{
+		vec<C, bool, Q> Result(true);
+		for(length_t i = 0; i < C; ++i)
+			Result[i] = all(equal(a[i], b[i]));
+		return Result;
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, T Epsilon)
+	{
+		return equal(a, b, vec<C, T, Q>(Epsilon));
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, T, Q> const& Epsilon)
+	{
+		vec<C, bool, Q> Result(true);
+		for(length_t i = 0; i < C; ++i)
+			Result[i] = all(equal(a[i], b[i], Epsilon[i]));
+		return Result;
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b)
+	{
+		vec<C, bool, Q> Result(true);
+		for(length_t i = 0; i < C; ++i)
+			Result[i] = any(notEqual(a[i], b[i]));
+		return Result;
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, T Epsilon)
+	{
+		return notEqual(a, b, vec<C, T, Q>(Epsilon));
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, T, Q> const& Epsilon)
+	{
+		vec<C, bool, Q> Result(true);
+		for(length_t i = 0; i < C; ++i)
+			Result[i] = any(notEqual(a[i], b[i], Epsilon[i]));
+		return Result;
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, int MaxULPs)
+	{
+		return equal(a, b, vec<C, int, Q>(MaxULPs));
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, int, Q> const& MaxULPs)
+	{
+		vec<C, bool, Q> Result(true);
+		for(length_t i = 0; i < C; ++i)
+			Result[i] = all(equal(a[i], b[i], MaxULPs[i]));
+		return Result;
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, int MaxULPs)
+	{
+		return notEqual(a, b, vec<C, int, Q>(MaxULPs));
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& a, mat<C, R, T, Q> const& b, vec<C, int, Q> const& MaxULPs)
+	{
+		vec<C, bool, Q> Result(true);
+		for(length_t i = 0; i < C; ++i)
+			Result[i] = any(notEqual(a[i], b[i], MaxULPs[i]));
+		return Result;
+	}
+
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_transform.hpp b/third_party/glm/ext/matrix_transform.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..52695b8bf49db45149add7a6f9ff4b734e9ebace
--- /dev/null
+++ b/third_party/glm/ext/matrix_transform.hpp
@@ -0,0 +1,171 @@
+/// @ref ext_matrix_transform
+/// @file glm/ext/matrix_transform.hpp
+///
+/// @defgroup ext_matrix_transform GLM_EXT_matrix_transform
+/// @ingroup ext
+///
+/// Defines functions that generate common transformation matrices.
+///
+/// The matrices generated by this extension use standard OpenGL fixed-function
+/// conventions. For example, the lookAt function generates a transform from world
+/// space into the specific eye space that the projective matrix functions
+/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
+/// specifications defines the particular layout of this eye space.
+///
+/// Include <glm/ext/matrix_transform.hpp> to use the features of this extension.
+///
+/// @see ext_matrix_projection
+/// @see ext_matrix_clip_space
+
+#pragma once
+
+// Dependencies
+#include "../gtc/constants.hpp"
+#include "../geometric.hpp"
+#include "../trigonometric.hpp"
+#include "../matrix.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_transform extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_transform
+	/// @{
+
+	/// Builds an identity matrix.
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType identity();
+
+	/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
+	///
+	/// @param m Input matrix multiplied by this translation matrix.
+	/// @param v Coordinates of a translation vector.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	///
+	/// @code
+	/// #include <glm/glm.hpp>
+	/// #include <glm/gtc/matrix_transform.hpp>
+	/// ...
+	/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
+	/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
+	/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
+	/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
+	/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
+	/// @endcode
+	///
+	/// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z)
+	/// @see - translate(vec<3, T, Q> const& v)
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR mat<4, 4, T, Q> translate(
+		mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
+
+	/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
+	///
+	/// @param m Input matrix multiplied by this rotation matrix.
+	/// @param angle Rotation angle expressed in radians.
+	/// @param axis Rotation axis, recommended to be normalized.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	///
+	/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
+	/// @see - rotate(T angle, vec<3, T, Q> const& v)
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
+		mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis);
+
+	/// Builds a scale 4 * 4 matrix created from 3 scalars.
+	///
+	/// @param m Input matrix multiplied by this scale matrix.
+	/// @param v Ratio of scaling for each axis.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	///
+	/// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z)
+	/// @see - scale(vec<3, T, Q> const& v)
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> scale(
+		mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
+
+    /// Builds a scale 4 * 4 matrix created from point referent 3 shearers.
+    ///
+    /// @param m Input matrix multiplied by this shear matrix.
+    /// @param p Point of shearing as reference.
+    /// @param l_x Ratio of matrix.x projection in YZ plane relative to the y-axis/z-axis.
+    /// @param l_y Ratio of matrix.y projection in XZ plane relative to the x-axis/z-axis.
+    /// @param l_z Ratio of matrix.z projection in XY plane relative to the x-axis/y-axis.
+    ///
+    /// as example:
+    ///                                         [1   , l_xy, l_xz, -(l_xy+l_xz) * p_x] [x]  T
+    ///   [x`, y`, z`, w`] = [x`, y`, z`, w`] * [l_yx, 1   , l_yz, -(l_yx+l_yz) * p_y] [y]
+    ///                                         [l_zx, l_zy, 1   , -(l_zx+l_zy) * p_z] [z]
+    ///                                         [0   , 0   , 0   , 1                 ] [w]
+    ///
+    /// @tparam T A floating-point shear type
+    /// @tparam Q A value from qualifier enum
+    ///
+    /// @see - shear(mat<4, 4, T, Q> const& m, T x, T y, T z)
+    /// @see - shear(vec<3, T, Q> const& p)
+    /// @see - shear(vec<2, T, Q> const& l_x)
+    /// @see - shear(vec<2, T, Q> const& l_y)
+    /// @see - shear(vec<2, T, Q> const& l_z)
+    /// @see no resource...
+    template <typename T, qualifier Q>
+    GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(
+        mat<4, 4, T, Q> const &m, vec<3, T, Q> const& p, vec<2, T, Q> const &l_x, vec<2, T, Q> const &l_y, vec<2, T, Q> const &l_z);
+
+    /// Build a right handed look at view matrix.
+	///
+	/// @param eye Position of the camera
+	/// @param center Position where the camera is looking at
+	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	///
+	/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
+		vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
+
+	/// Build a left handed look at view matrix.
+	///
+	/// @param eye Position of the camera
+	/// @param center Position where the camera is looking at
+	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	///
+	/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
+		vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
+
+	/// Build a look at view matrix based on the default handedness.
+	///
+	/// @param eye Position of the camera
+	/// @param center Position where the camera is looking at
+	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	///
+	/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
+	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
+		vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_transform.inl"
diff --git a/third_party/glm/ext/matrix_transform.inl b/third_party/glm/ext/matrix_transform.inl
new file mode 100644
index 0000000000000000000000000000000000000000..029ef0fb5d1d43fa77e11de5eaee1fa6579e1c77
--- /dev/null
+++ b/third_party/glm/ext/matrix_transform.inl
@@ -0,0 +1,207 @@
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType identity()
+	{
+		return detail::init_gentype<genType, detail::genTypeTrait<genType>::GENTYPE>::identity();
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q> translate(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
+	{
+		mat<4, 4, T, Q> Result(m);
+		Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)
+	{
+		T const a = angle;
+		T const c = cos(a);
+		T const s = sin(a);
+
+		vec<3, T, Q> axis(normalize(v));
+		vec<3, T, Q> temp((T(1) - c) * axis);
+
+		mat<4, 4, T, Q> Rotate;
+		Rotate[0][0] = c + temp[0] * axis[0];
+		Rotate[0][1] = temp[0] * axis[1] + s * axis[2];
+		Rotate[0][2] = temp[0] * axis[2] - s * axis[1];
+
+		Rotate[1][0] = temp[1] * axis[0] - s * axis[2];
+		Rotate[1][1] = c + temp[1] * axis[1];
+		Rotate[1][2] = temp[1] * axis[2] + s * axis[0];
+
+		Rotate[2][0] = temp[2] * axis[0] + s * axis[1];
+		Rotate[2][1] = temp[2] * axis[1] - s * axis[0];
+		Rotate[2][2] = c + temp[2] * axis[2];
+
+		mat<4, 4, T, Q> Result;
+		Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
+		Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
+		Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
+		Result[3] = m[3];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate_slow(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)
+	{
+		T const a = angle;
+		T const c = cos(a);
+		T const s = sin(a);
+		mat<4, 4, T, Q> Result;
+
+		vec<3, T, Q> axis = normalize(v);
+
+		Result[0][0] = c + (static_cast<T>(1) - c)      * axis.x     * axis.x;
+		Result[0][1] = (static_cast<T>(1) - c) * axis.x * axis.y + s * axis.z;
+		Result[0][2] = (static_cast<T>(1) - c) * axis.x * axis.z - s * axis.y;
+		Result[0][3] = static_cast<T>(0);
+
+		Result[1][0] = (static_cast<T>(1) - c) * axis.y * axis.x - s * axis.z;
+		Result[1][1] = c + (static_cast<T>(1) - c) * axis.y * axis.y;
+		Result[1][2] = (static_cast<T>(1) - c) * axis.y * axis.z + s * axis.x;
+		Result[1][3] = static_cast<T>(0);
+
+		Result[2][0] = (static_cast<T>(1) - c) * axis.z * axis.x + s * axis.y;
+		Result[2][1] = (static_cast<T>(1) - c) * axis.z * axis.y - s * axis.x;
+		Result[2][2] = c + (static_cast<T>(1) - c) * axis.z * axis.z;
+		Result[2][3] = static_cast<T>(0);
+
+		Result[3] = vec<4, T, Q>(0, 0, 0, 1);
+		return m * Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
+	{
+		mat<4, 4, T, Q> Result;
+		Result[0] = m[0] * v[0];
+		Result[1] = m[1] * v[1];
+		Result[2] = m[2] * v[2];
+		Result[3] = m[3];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale_slow(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
+	{
+		mat<4, 4, T, Q> Result(T(1));
+		Result[0][0] = v.x;
+		Result[1][1] = v.y;
+		Result[2][2] = v.z;
+		return m * Result;
+	}
+
+    template <typename T, qualifier Q>
+    GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(mat<4, 4, T, Q> const &m, vec<3, T, Q> const& p, vec<2, T, Q> const &l_x, vec<2, T, Q> const &l_y, vec<2, T, Q> const &l_z)
+    {
+        T const lambda_xy = l_x[0];
+        T const lambda_xz = l_x[1];
+        T const lambda_yx = l_y[0];
+        T const lambda_yz = l_y[1];
+        T const lambda_zx = l_z[0];
+        T const lambda_zy = l_z[1];
+
+        vec<3, T, Q> point_lambda = vec<3, T, Q>(
+            (lambda_xy + lambda_xz), (lambda_yx + lambda_yz), (lambda_zx + lambda_zy)
+        );
+
+        mat<4, 4, T, Q> Shear = mat<4, 4, T, Q>(
+            1                      , lambda_yx              , lambda_zx              , 0,
+            lambda_xy              , 1                      , lambda_zy              , 0,
+            lambda_xz              , lambda_yz              , 1                      , 0,
+            -point_lambda[0] * p[0], -point_lambda[1] * p[1], -point_lambda[2] * p[2], 1
+        );
+
+        mat<4, 4, T, Q> Result;
+		Result[0] = m[0] * Shear[0][0] + m[1] * Shear[0][1] + m[2] * Shear[0][2] + m[3] * Shear[0][3];
+		Result[1] = m[0] * Shear[1][0] + m[1] * Shear[1][1] + m[2] * Shear[1][2] + m[3] * Shear[1][3];
+		Result[2] = m[0] * Shear[2][0] + m[1] * Shear[2][1] + m[2] * Shear[2][2] + m[3] * Shear[2][3];
+		Result[3] = m[0] * Shear[3][0] + m[1] * Shear[3][1] + m[2] * Shear[3][2] + m[3] * Shear[3][3];
+        return Result;
+    }
+
+    template <typename T, qualifier Q>
+    GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear_slow(mat<4, 4, T, Q> const &m, vec<3, T, Q> const& p, vec<2, T, Q> const &l_x, vec<2, T, Q> const &l_y, vec<2, T, Q> const &l_z)
+    {
+        T const lambda_xy = static_cast<T>(l_x[0]);
+        T const lambda_xz = static_cast<T>(l_x[1]);
+        T const lambda_yx = static_cast<T>(l_y[0]);
+        T const lambda_yz = static_cast<T>(l_y[1]);
+        T const lambda_zx = static_cast<T>(l_z[0]);
+        T const lambda_zy = static_cast<T>(l_z[1]);
+
+        vec<3, T, Q> point_lambda = vec<3, T, Q>(
+            static_cast<T>(lambda_xy + lambda_xz),
+            static_cast<T>(lambda_yx + lambda_yz),
+            static_cast<T>(lambda_zx + lambda_zy)
+        );
+
+        mat<4, 4, T, Q> Shear = mat<4, 4, T, Q>(
+            1                      , lambda_yx              , lambda_zx              , 0,
+            lambda_xy              , 1                      , lambda_zy              , 0,
+            lambda_xz              , lambda_yz              , 1                      , 0,
+            -point_lambda[0] * p[0], -point_lambda[1] * p[1], -point_lambda[2] * p[2], 1
+        );
+        return m * Shear;
+    }
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
+	{
+		vec<3, T, Q> const f(normalize(center - eye));
+		vec<3, T, Q> const s(normalize(cross(f, up)));
+		vec<3, T, Q> const u(cross(s, f));
+
+		mat<4, 4, T, Q> Result(1);
+		Result[0][0] = s.x;
+		Result[1][0] = s.y;
+		Result[2][0] = s.z;
+		Result[0][1] = u.x;
+		Result[1][1] = u.y;
+		Result[2][1] = u.z;
+		Result[0][2] =-f.x;
+		Result[1][2] =-f.y;
+		Result[2][2] =-f.z;
+		Result[3][0] =-dot(s, eye);
+		Result[3][1] =-dot(u, eye);
+		Result[3][2] = dot(f, eye);
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
+	{
+		vec<3, T, Q> const f(normalize(center - eye));
+		vec<3, T, Q> const s(normalize(cross(up, f)));
+		vec<3, T, Q> const u(cross(f, s));
+
+		mat<4, 4, T, Q> Result(1);
+		Result[0][0] = s.x;
+		Result[1][0] = s.y;
+		Result[2][0] = s.z;
+		Result[0][1] = u.x;
+		Result[1][1] = u.y;
+		Result[2][1] = u.z;
+		Result[0][2] = f.x;
+		Result[1][2] = f.y;
+		Result[2][2] = f.z;
+		Result[3][0] = -dot(s, eye);
+		Result[3][1] = -dot(u, eye);
+		Result[3][2] = -dot(f, eye);
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
+	{
+#       if (GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT)
+            return lookAtLH(eye, center, up);
+#       else
+            return lookAtRH(eye, center, up);
+#       endif
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint2x2.hpp b/third_party/glm/ext/matrix_uint2x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..034771ae52256fd2d94ce0b7a3dd6eaf4b23a386
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint2x2.hpp
@@ -0,0 +1,38 @@
+/// @ref ext_matrix_uint2x2
+/// @file glm/ext/matrix_uint2x2.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint2x2 GLM_EXT_matrix_uint2x2
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint2x2.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x2.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint2x2 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint2x2
+	/// @{
+
+	/// Unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2
+	typedef mat<2, 2, uint, defaultp>	umat2x2;
+
+	/// Unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2
+	typedef mat<2, 2, uint, defaultp>	umat2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint2x2_sized.hpp b/third_party/glm/ext/matrix_uint2x2_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4555324d2b52e140cc5392487ef123d2f6408e58
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint2x2_sized.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_matrix_uint2x2_sized
+/// @file glm/ext/matrix_uint2x2_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint2x2_sized GLM_EXT_matrix_uint2x2_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint2x2_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x2.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint2x2_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint2x2_sized
+	/// @{
+
+	/// 8 bit unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2_sized
+	typedef mat<2, 2, uint8, defaultp>				u8mat2x2;
+
+	/// 16 bit unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2_sized
+	typedef mat<2, 2, uint16, defaultp>				u16mat2x2;
+
+	/// 32 bit unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2_sized
+	typedef mat<2, 2, uint32, defaultp>				u32mat2x2;
+
+	/// 64 bit unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2_sized
+	typedef mat<2, 2, uint64, defaultp>				u64mat2x2;
+
+
+	/// 8 bit unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2_sized
+	typedef mat<2, 2, uint8, defaultp>				u8mat2;
+
+	/// 16 bit unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2_sized
+	typedef mat<2, 2, uint16, defaultp>				u16mat2;
+
+	/// 32 bit unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2_sized
+	typedef mat<2, 2, uint32, defaultp>				u32mat2;
+
+	/// 64 bit unsigned integer 2x2 matrix.
+	///
+	/// @see ext_matrix_uint2x2_sized
+	typedef mat<2, 2, uint64, defaultp>				u64mat2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint2x3.hpp b/third_party/glm/ext/matrix_uint2x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f496c531a0b8b68577c5d0f5066d9032fc4b2bc8
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint2x3.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_uint2x3
+/// @file glm/ext/matrix_uint2x3.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint2x3 GLM_EXT_matrix_uint2x3
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint2x3.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x3.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint2x3 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint2x3
+	/// @{
+
+	/// Unsigned integer 2x3 matrix.
+	///
+	/// @see ext_matrix_uint2x3
+	typedef mat<2, 3, uint, defaultp>	umat2x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint2x3_sized.hpp b/third_party/glm/ext/matrix_uint2x3_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..db7939c94658de2277b2af422a1ba0642228588c
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint2x3_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_uint2x3_sized
+/// @file glm/ext/matrix_uint2x3_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint2x3_sized GLM_EXT_matrix_uint2x3_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint2x3_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x3.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint2x3_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint2x3_sized
+	/// @{
+
+	/// 8 bit unsigned integer 2x3 matrix.
+	///
+	/// @see ext_matrix_uint2x3_sized
+	typedef mat<2, 3, uint8, defaultp>				u8mat2x3;
+
+	/// 16 bit unsigned integer 2x3 matrix.
+	///
+	/// @see ext_matrix_uint2x3_sized
+	typedef mat<2, 3, uint16, defaultp>				u16mat2x3;
+
+	/// 32 bit unsigned integer 2x3 matrix.
+	///
+	/// @see ext_matrix_uint2x3_sized
+	typedef mat<2, 3, uint32, defaultp>				u32mat2x3;
+
+	/// 64 bit unsigned integer 2x3 matrix.
+	///
+	/// @see ext_matrix_uint2x3_sized
+	typedef mat<2, 3, uint64, defaultp>				u64mat2x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint2x4.hpp b/third_party/glm/ext/matrix_uint2x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..0f993509c23b271d2230ef8d7fbd2c007ac1980b
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint2x4.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_uint2x4
+/// @file glm/ext/matrix_uint2x4.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint2x4 GLM_EXT_matrix_int2x4
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint2x4.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint2x4 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint2x4
+	/// @{
+
+	/// Unsigned integer 2x4 matrix.
+	///
+	/// @see ext_matrix_uint2x4
+	typedef mat<2, 4, uint, defaultp>	umat2x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint2x4_sized.hpp b/third_party/glm/ext/matrix_uint2x4_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5c55547ff76a54d6b8ff63d3bd21163eff4e3eb0
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint2x4_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_uint2x4_sized
+/// @file glm/ext/matrix_uint2x4_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint2x4_sized GLM_EXT_matrix_uint2x4_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint2x4_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x4.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint2x4_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint2x4_sized
+	/// @{
+
+	/// 8 bit unsigned integer 2x4 matrix.
+	///
+	/// @see ext_matrix_uint2x4_sized
+	typedef mat<2, 4, uint8, defaultp>				u8mat2x4;
+
+	/// 16 bit unsigned integer 2x4 matrix.
+	///
+	/// @see ext_matrix_uint2x4_sized
+	typedef mat<2, 4, uint16, defaultp>				u16mat2x4;
+
+	/// 32 bit unsigned integer 2x4 matrix.
+	///
+	/// @see ext_matrix_uint2x4_sized
+	typedef mat<2, 4, uint32, defaultp>				u32mat2x4;
+
+	/// 64 bit unsigned integer 2x4 matrix.
+	///
+	/// @see ext_matrix_uint2x4_sized
+	typedef mat<2, 4, uint64, defaultp>				u64mat2x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint3x2.hpp b/third_party/glm/ext/matrix_uint3x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..55a9bed688e92d0e0815fb12f7c32816e5895a00
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint3x2.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_uint3x2
+/// @file glm/ext/matrix_uint3x2.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint3x2 GLM_EXT_matrix_uint3x2
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint3x2.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x2.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint3x2 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint3x2
+	/// @{
+
+	/// Unsigned integer 3x2 matrix.
+	///
+	/// @see ext_matrix_uint3x2
+	typedef mat<3, 2, uint, defaultp>	umat3x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint3x2_sized.hpp b/third_party/glm/ext/matrix_uint3x2_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c81af8f968d6ee45a13295915a8f6b220f77b9cf
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint3x2_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_uint3x2_sized
+/// @file glm/ext/matrix_uint3x2_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint3x2_sized GLM_EXT_matrix_uint3x2_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint3x2_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x2.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint3x2_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint3x2_sized
+	/// @{
+
+	/// 8 bit signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_uint3x2_sized
+	typedef mat<3, 2, uint8, defaultp>				u8mat3x2;
+
+	/// 16 bit signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_uint3x2_sized
+	typedef mat<3, 2, uint16, defaultp>				u16mat3x2;
+
+	/// 32 bit signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_uint3x2_sized
+	typedef mat<3, 2, uint32, defaultp>				u32mat3x2;
+
+	/// 64 bit signed integer 3x2 matrix.
+	///
+	/// @see ext_matrix_uint3x2_sized
+	typedef mat<3, 2, uint64, defaultp>				u64mat3x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint3x3.hpp b/third_party/glm/ext/matrix_uint3x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1004c0d2d541a9fd796b28a7b9b93054776a4ab1
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint3x3.hpp
@@ -0,0 +1,38 @@
+/// @ref ext_matrix_uint3x3
+/// @file glm/ext/matrix_uint3x3.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint3x3 GLM_EXT_matrix_uint3x3
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint3x3.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x3.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint3x3 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint3x3
+	/// @{
+
+	/// Unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3
+	typedef mat<3, 3, uint, defaultp>	umat3x3;
+
+	/// Unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3
+	typedef mat<3, 3, uint, defaultp>	umat3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint3x3_sized.hpp b/third_party/glm/ext/matrix_uint3x3_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..41a8be748660fdf568608baa724bea58c6fe2814
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint3x3_sized.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_matrix_uint3x3_sized
+/// @file glm/ext/matrix_uint3x3_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint3x3_sized GLM_EXT_matrix_uint3x3_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint3x3_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x3.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint3x3_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint3x3_sized
+	/// @{
+
+	/// 8 bit unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3_sized
+	typedef mat<3, 3, uint8, defaultp>				u8mat3x3;
+
+	/// 16 bit unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3_sized
+	typedef mat<3, 3, uint16, defaultp>				u16mat3x3;
+
+	/// 32 bit unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3_sized
+	typedef mat<3, 3, uint32, defaultp>				u32mat3x3;
+
+	/// 64 bit unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3_sized
+	typedef mat<3, 3, uint64, defaultp>				u64mat3x3;
+
+
+	/// 8 bit unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3_sized
+	typedef mat<3, 3, uint8, defaultp>				u8mat3;
+
+	/// 16 bit unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3_sized
+	typedef mat<3, 3, uint16, defaultp>				u16mat3;
+
+	/// 32 bit unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3_sized
+	typedef mat<3, 3, uint32, defaultp>				u32mat3;
+
+	/// 64 bit unsigned integer 3x3 matrix.
+	///
+	/// @see ext_matrix_uint3x3_sized
+	typedef mat<3, 3, uint64, defaultp>				u64mat3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint3x4.hpp b/third_party/glm/ext/matrix_uint3x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c6dd78c4a0535b21d30aec53ce1e93ec5b05496a
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint3x4.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_uint3x4
+/// @file glm/ext/matrix_uint3x4.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint3x4 GLM_EXT_matrix_uint3x4
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint3x4.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint3x4 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint3x4
+	/// @{
+
+	/// Signed integer 3x4 matrix.
+	///
+	/// @see ext_matrix_uint3x4
+	typedef mat<3, 4, uint, defaultp>	umat3x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint3x4_sized.hpp b/third_party/glm/ext/matrix_uint3x4_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..2ce28ad816fc03f1ba82c80860f2c95d57b83d3c
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint3x4_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_uint3x4_sized
+/// @file glm/ext/matrix_uint3x2_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint3x4_sized GLM_EXT_matrix_uint3x4_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint3x4_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x4.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint3x4_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint3x4_sized
+	/// @{
+
+	/// 8 bit unsigned integer 3x4 matrix.
+	///
+	/// @see ext_matrix_uint3x4_sized
+	typedef mat<3, 4, uint8, defaultp>				u8mat3x4;
+
+	/// 16 bit unsigned integer 3x4 matrix.
+	///
+	/// @see ext_matrix_uint3x4_sized
+	typedef mat<3, 4, uint16, defaultp>				u16mat3x4;
+
+	/// 32 bit unsigned integer 3x4 matrix.
+	///
+	/// @see ext_matrix_uint3x4_sized
+	typedef mat<3, 4, uint32, defaultp>				u32mat3x4;
+
+	/// 64 bit unsigned integer 3x4 matrix.
+	///
+	/// @see ext_matrix_uint3x4_sized
+	typedef mat<3, 4, uint64, defaultp>				u64mat3x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint4x2.hpp b/third_party/glm/ext/matrix_uint4x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..0446f5745bdeb7b6999ab7d8c5461b1cc739a61a
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint4x2.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_uint4x2
+/// @file glm/ext/matrix_uint4x2.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint4x2 GLM_EXT_matrix_uint4x2
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint4x2.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x2.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint4x2 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint4x2
+	/// @{
+
+	/// Unsigned integer 4x2 matrix.
+	///
+	/// @see ext_matrix_uint4x2
+	typedef mat<4, 2, uint, defaultp>	umat4x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint4x2_sized.hpp b/third_party/glm/ext/matrix_uint4x2_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..57a66bf9b8b0c52b7a7564b7ce47660c08cdfc57
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint4x2_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_uint4x2_sized
+/// @file glm/ext/matrix_uint4x2_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint4x2_sized GLM_EXT_matrix_uint4x2_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint4x2_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x2.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint4x2_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint4x2_sized
+	/// @{
+
+	/// 8 bit unsigned integer 4x2 matrix.
+	///
+	/// @see ext_matrix_uint4x2_sized
+	typedef mat<4, 2, uint8, defaultp>				u8mat4x2;
+
+	/// 16 bit unsigned integer 4x2 matrix.
+	///
+	/// @see ext_matrix_uint4x2_sized
+	typedef mat<4, 2, uint16, defaultp>				u16mat4x2;
+
+	/// 32 bit unsigned integer 4x2 matrix.
+	///
+	/// @see ext_matrix_uint4x2_sized
+	typedef mat<4, 2, uint32, defaultp>				u32mat4x2;
+
+	/// 64 bit unsigned integer 4x2 matrix.
+	///
+	/// @see ext_matrix_uint4x2_sized
+	typedef mat<4, 2, uint64, defaultp>				u64mat4x2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint4x3.hpp b/third_party/glm/ext/matrix_uint4x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..54c24e4e50b170328e881753c9d8537ca9630605
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint4x3.hpp
@@ -0,0 +1,33 @@
+/// @ref ext_matrix_uint4x3
+/// @file glm/ext/matrix_uint4x3.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint4x3 GLM_EXT_matrix_uint4x3
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint4x3.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x3.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint4x3 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint4x3
+	/// @{
+
+	/// Unsigned integer 4x3 matrix.
+	///
+	/// @see ext_matrix_uint4x3
+	typedef mat<4, 3, uint, defaultp>	umat4x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint4x3_sized.hpp b/third_party/glm/ext/matrix_uint4x3_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..2e61124d63b47e6361e47b38249ca48a9070f266
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint4x3_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_matrix_uint4x3_sized
+/// @file glm/ext/matrix_uint4x3_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint4x3_sized GLM_EXT_matrix_uint4x3_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint4x3_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x3.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint4x3_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint4x3_sized
+	/// @{
+
+	/// 8 bit unsigned integer 4x3 matrix.
+	///
+	/// @see ext_matrix_uint4x3_sized
+	typedef mat<4, 3, uint8, defaultp>				u8mat4x3;
+
+	/// 16 bit unsigned integer 4x3 matrix.
+	///
+	/// @see ext_matrix_uint4x3_sized
+	typedef mat<4, 3, uint16, defaultp>				u16mat4x3;
+
+	/// 32 bit unsigned integer 4x3 matrix.
+	///
+	/// @see ext_matrix_uint4x3_sized
+	typedef mat<4, 3, uint32, defaultp>				u32mat4x3;
+
+	/// 64 bit unsigned integer 4x3 matrix.
+	///
+	/// @see ext_matrix_uint4x3_sized
+	typedef mat<4, 3, uint64, defaultp>				u64mat4x3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint4x4.hpp b/third_party/glm/ext/matrix_uint4x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5cc84553d9366c8a621a9a67a3b28d15ba5e70de
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint4x4.hpp
@@ -0,0 +1,38 @@
+/// @ref ext_matrix_uint4x4
+/// @file glm/ext/matrix_uint4x4.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint4x4 GLM_EXT_matrix_uint4x4
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint4x4.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint4x4 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint4x4
+	/// @{
+
+	/// Unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4
+	typedef mat<4, 4, uint, defaultp>	umat4x4;
+
+	/// Unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4
+	typedef mat<4, 4, uint, defaultp>	umat4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/matrix_uint4x4_sized.hpp b/third_party/glm/ext/matrix_uint4x4_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..bb10bd2b77d1212949e084fa0aae5abc9647c89c
--- /dev/null
+++ b/third_party/glm/ext/matrix_uint4x4_sized.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_matrix_uint4x4_sized
+/// @file glm/ext/matrix_uint4x4_sized.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_matrix_uint4x4_sized GLM_EXT_matrix_uint4x4_sized
+/// @ingroup ext
+///
+/// Include <glm/ext/matrix_uint4x4_sized.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat4x4.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_matrix_uint4x4_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_matrix_uint4x4_sized
+	/// @{
+
+	/// 8 bit unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4_sized
+	typedef mat<4, 4, uint8, defaultp>				u8mat4x4;
+
+	/// 16 bit unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4_sized
+	typedef mat<4, 4, uint16, defaultp>				u16mat4x4;
+
+	/// 32 bit unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4_sized
+	typedef mat<4, 4, uint32, defaultp>				u32mat4x4;
+
+	/// 64 bit unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4_sized
+	typedef mat<4, 4, uint64, defaultp>				u64mat4x4;
+
+
+	/// 8 bit unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4_sized
+	typedef mat<4, 4, uint8, defaultp>				u8mat4;
+
+	/// 16 bit unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4_sized
+	typedef mat<4, 4, uint16, defaultp>				u16mat4;
+
+	/// 32 bit unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4_sized
+	typedef mat<4, 4, uint32, defaultp>				u32mat4;
+
+	/// 64 bit unsigned integer 4x4 matrix.
+	///
+	/// @see ext_matrix_uint4x4_sized
+	typedef mat<4, 4, uint64, defaultp>				u64mat4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/quaternion_common.hpp b/third_party/glm/ext/quaternion_common.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f738692a472e5c907ad0b3f7c904292c0094155f
--- /dev/null
+++ b/third_party/glm/ext/quaternion_common.hpp
@@ -0,0 +1,135 @@
+/// @ref ext_quaternion_common
+/// @file glm/ext/quaternion_common.hpp
+///
+/// @defgroup ext_quaternion_common GLM_EXT_quaternion_common
+/// @ingroup ext
+///
+/// Provides common functions for quaternion types
+///
+/// Include <glm/ext/quaternion_common.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_common
+/// @see ext_vector_common
+/// @see ext_quaternion_float
+/// @see ext_quaternion_double
+/// @see ext_quaternion_exponential
+/// @see ext_quaternion_geometric
+/// @see ext_quaternion_relational
+/// @see ext_quaternion_trigonometric
+/// @see ext_quaternion_transform
+
+#pragma once
+
+// Dependency:
+#include "../ext/scalar_constants.hpp"
+#include "../ext/quaternion_geometric.hpp"
+#include "../common.hpp"
+#include "../trigonometric.hpp"
+#include "../exponential.hpp"
+#include <limits>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_common extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_common
+	/// @{
+
+	/// Spherical linear interpolation of two quaternions.
+	/// The interpolation is oriented and the rotation is performed at constant speed.
+	/// For short path spherical linear interpolation, use the slerp function.
+	///
+	/// @param x A quaternion
+	/// @param y A quaternion
+	/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	///
+	/// @see - slerp(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> mix(qua<T, Q> const& x, qua<T, Q> const& y, T a);
+
+	/// Linear interpolation of two quaternions.
+	/// The interpolation is oriented.
+	///
+	/// @param x A quaternion
+	/// @param y A quaternion
+	/// @param a Interpolation factor. The interpolation is defined in the range [0, 1].
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> lerp(qua<T, Q> const& x, qua<T, Q> const& y, T a);
+
+	/// Spherical linear interpolation of two quaternions.
+	/// The interpolation always take the short path and the rotation is performed at constant speed.
+	///
+	/// @param x A quaternion
+	/// @param y A quaternion
+	/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a);
+
+    /// Spherical linear interpolation of two quaternions with multiple spins over rotation axis.
+    /// The interpolation always take the short path when the spin count is positive and long path
+    /// when count is negative. Rotation is performed at constant speed.
+    ///
+    /// @param x A quaternion
+    /// @param y A quaternion
+    /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
+    /// @param k Additional spin count. If Value is negative interpolation will be on "long" path.
+    ///
+    /// @tparam T A floating-point scalar type
+    /// @tparam S An integer scalar type
+    /// @tparam Q A value from qualifier enum
+    template<typename T, typename S, qualifier Q>
+    GLM_FUNC_DECL qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a, S k);
+
+	/// Returns the q conjugate.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> conjugate(qua<T, Q> const& q);
+
+	/// Returns the q inverse.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> inverse(qua<T, Q> const& q);
+
+	/// Returns true if x holds a NaN (not a number)
+	/// representation in the underlying implementation's set of
+	/// floating point representations. Returns false otherwise,
+	/// including for implementations with no NaN
+	/// representations.
+	///
+	/// /!\ When using compiler fast math, this function may fail.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, bool, Q> isnan(qua<T, Q> const& x);
+
+	/// Returns true if x holds a positive infinity or negative
+	/// infinity representation in the underlying implementation's
+	/// set of floating point representations. Returns false
+	/// otherwise, including for implementations with no infinity
+	/// representations.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, bool, Q> isinf(qua<T, Q> const& x);
+
+	/// @}
+} //namespace glm
+
+#include "quaternion_common.inl"
diff --git a/third_party/glm/ext/quaternion_common.inl b/third_party/glm/ext/quaternion_common.inl
new file mode 100644
index 0000000000000000000000000000000000000000..ad171f9d4bdf9d1a00ef6f70899bc431cc577f60
--- /dev/null
+++ b/third_party/glm/ext/quaternion_common.inl
@@ -0,0 +1,144 @@
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> mix(qua<T, Q> const& x, qua<T, Q> const& y, T a)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'mix' only accept floating-point inputs");
+
+		T const cosTheta = dot(x, y);
+
+		// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator
+		if(cosTheta > static_cast<T>(1) - epsilon<T>())
+		{
+			// Linear interpolation
+			return qua<T, Q>::wxyz(
+				mix(x.w, y.w, a),
+				mix(x.x, y.x, a),
+				mix(x.y, y.y, a),
+				mix(x.z, y.z, a));
+		}
+		else
+		{
+			// Essential Mathematics, page 467
+			T angle = acos(cosTheta);
+			return (sin((static_cast<T>(1) - a) * angle) * x + sin(a * angle) * y) / sin(angle);
+		}
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> lerp(qua<T, Q> const& x, qua<T, Q> const& y, T a)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'lerp' only accept floating-point inputs");
+
+		// Lerp is only defined in [0, 1]
+		assert(a >= static_cast<T>(0));
+		assert(a <= static_cast<T>(1));
+
+		return x * (static_cast<T>(1) - a) + (y * a);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'slerp' only accept floating-point inputs");
+
+		qua<T, Q> z = y;
+
+		T cosTheta = dot(x, y);
+
+		// If cosTheta < 0, the interpolation will take the long way around the sphere.
+		// To fix this, one quat must be negated.
+		if(cosTheta < static_cast<T>(0))
+		{
+			z = -y;
+			cosTheta = -cosTheta;
+		}
+
+		// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator
+		if(cosTheta > static_cast<T>(1) - epsilon<T>())
+		{
+			// Linear interpolation
+			return qua<T, Q>::wxyz(
+				mix(x.w, z.w, a),
+				mix(x.x, z.x, a),
+				mix(x.y, z.y, a),
+				mix(x.z, z.z, a));
+		}
+		else
+		{
+			// Essential Mathematics, page 467
+			T angle = acos(cosTheta);
+			return (sin((static_cast<T>(1) - a) * angle) * x + sin(a * angle) * z) / sin(angle);
+		}
+	}
+
+    template<typename T, typename S, qualifier Q>
+    GLM_FUNC_QUALIFIER qua<T, Q> slerp(qua<T, Q> const& x, qua<T, Q> const& y, T a, S k)
+    {
+        GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'slerp' only accept floating-point inputs");
+        GLM_STATIC_ASSERT(std::numeric_limits<S>::is_integer, "'slerp' only accept integer for spin count");
+
+        qua<T, Q> z = y;
+
+        T cosTheta = dot(x, y);
+
+        // If cosTheta < 0, the interpolation will take the long way around the sphere.
+        // To fix this, one quat must be negated.
+        if (cosTheta < static_cast<T>(0))
+        {
+            z = -y;
+            cosTheta = -cosTheta;
+        }
+
+        // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator
+        if (cosTheta > static_cast<T>(1) - epsilon<T>())
+        {
+            // Linear interpolation
+            return qua<T, Q>::wxyz(
+                mix(x.w, z.w, a),
+                mix(x.x, z.x, a),
+                mix(x.y, z.y, a),
+                mix(x.z, z.z, a));
+        }
+        else
+        {
+            // Graphics Gems III, page 96
+            T angle = acos(cosTheta);
+            T phi = angle + static_cast<T>(k) * glm::pi<T>();
+            return (sin(angle - a * phi)* x + sin(a * phi) * z) / sin(angle);
+        }
+    }
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> conjugate(qua<T, Q> const& q)
+	{
+		return qua<T, Q>::wxyz(q.w, -q.x, -q.y, -q.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> inverse(qua<T, Q> const& q)
+	{
+		return conjugate(q) / dot(q, q);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> isnan(qua<T, Q> const& q)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isnan' only accept floating-point inputs");
+
+		return vec<4, bool, Q>(isnan(q.x), isnan(q.y), isnan(q.z), isnan(q.w));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> isinf(qua<T, Q> const& q)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isinf' only accept floating-point inputs");
+
+		return vec<4, bool, Q>(isinf(q.x), isinf(q.y), isinf(q.z), isinf(q.w));
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "quaternion_common_simd.inl"
+#endif
+
diff --git a/third_party/glm/ext/quaternion_common_simd.inl b/third_party/glm/ext/quaternion_common_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..ddfc8a44f6a32774ff092201bc9ee2fd2a11b80b
--- /dev/null
+++ b/third_party/glm/ext/quaternion_common_simd.inl
@@ -0,0 +1,18 @@
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+namespace glm{
+namespace detail
+{
+	template<qualifier Q>
+	struct compute_dot<qua<float, Q>, float, true>
+	{
+		static GLM_FUNC_QUALIFIER float call(qua<float, Q> const& x, qua<float, Q> const& y)
+		{
+			return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data));
+		}
+	};
+}//namespace detail
+}//namespace glm
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
+
diff --git a/third_party/glm/ext/quaternion_double.hpp b/third_party/glm/ext/quaternion_double.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..63b24de4d52afb415cdaf8a8077cbb95e5a01d90
--- /dev/null
+++ b/third_party/glm/ext/quaternion_double.hpp
@@ -0,0 +1,39 @@
+/// @ref ext_quaternion_double
+/// @file glm/ext/quaternion_double.hpp
+///
+/// @defgroup ext_quaternion_double GLM_EXT_quaternion_double
+/// @ingroup ext
+///
+/// Exposes double-precision floating point quaternion type.
+///
+/// Include <glm/ext/quaternion_double.hpp> to use the features of this extension.
+///
+/// @see ext_quaternion_float
+/// @see ext_quaternion_double_precision
+/// @see ext_quaternion_common
+/// @see ext_quaternion_exponential
+/// @see ext_quaternion_geometric
+/// @see ext_quaternion_relational
+/// @see ext_quaternion_transform
+/// @see ext_quaternion_trigonometric
+
+#pragma once
+
+// Dependency:
+#include "../detail/type_quat.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_double extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_double
+	/// @{
+
+	/// Quaternion of double-precision floating-point numbers.
+	typedef qua<double, defaultp>		dquat;
+
+	/// @}
+} //namespace glm
+
diff --git a/third_party/glm/ext/quaternion_double_precision.hpp b/third_party/glm/ext/quaternion_double_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8aa24a17752dfd04aa05bc80ff179c0b02d58fbb
--- /dev/null
+++ b/third_party/glm/ext/quaternion_double_precision.hpp
@@ -0,0 +1,42 @@
+/// @ref ext_quaternion_double_precision
+/// @file glm/ext/quaternion_double_precision.hpp
+///
+/// @defgroup ext_quaternion_double_precision GLM_EXT_quaternion_double_precision
+/// @ingroup ext
+///
+/// Exposes double-precision floating point quaternion type with various precision in term of ULPs.
+///
+/// Include <glm/ext/quaternion_double_precision.hpp> to use the features of this extension.
+
+#pragma once
+
+// Dependency:
+#include "../detail/type_quat.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_double_precision extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_double_precision
+	/// @{
+
+	/// Quaternion of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see ext_quaternion_double_precision
+	typedef qua<double, lowp>		lowp_dquat;
+
+	/// Quaternion of medium double-qualifier floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see ext_quaternion_double_precision
+	typedef qua<double, mediump>	mediump_dquat;
+
+	/// Quaternion of high double-qualifier floating-point numbers using high precision arithmetic in term of ULPs.
+	///
+	/// @see ext_quaternion_double_precision
+	typedef qua<double, highp>		highp_dquat;
+
+	/// @}
+} //namespace glm
+
diff --git a/third_party/glm/ext/quaternion_exponential.hpp b/third_party/glm/ext/quaternion_exponential.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..affe2979aad5bcc7a475d8293bab6421ae0c7bba
--- /dev/null
+++ b/third_party/glm/ext/quaternion_exponential.hpp
@@ -0,0 +1,63 @@
+/// @ref ext_quaternion_exponential
+/// @file glm/ext/quaternion_exponential.hpp
+///
+/// @defgroup ext_quaternion_exponential GLM_EXT_quaternion_exponential
+/// @ingroup ext
+///
+/// Provides exponential functions for quaternion types
+///
+/// Include <glm/ext/quaternion_exponential.hpp> to use the features of this extension.
+///
+/// @see core_exponential
+/// @see ext_quaternion_float
+/// @see ext_quaternion_double
+
+#pragma once
+
+// Dependency:
+#include "../common.hpp"
+#include "../trigonometric.hpp"
+#include "../geometric.hpp"
+#include "../ext/scalar_constants.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_exponential extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_transform
+	/// @{
+
+	/// Returns a exponential of a quaternion.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> exp(qua<T, Q> const& q);
+
+	/// Returns a logarithm of a quaternion
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> log(qua<T, Q> const& q);
+
+	/// Returns a quaternion raised to a power.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> pow(qua<T, Q> const& q, T y);
+
+	/// Returns the square root of a quaternion
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> sqrt(qua<T, Q> const& q);
+
+	/// @}
+} //namespace glm
+
+#include "quaternion_exponential.inl"
diff --git a/third_party/glm/ext/quaternion_exponential.inl b/third_party/glm/ext/quaternion_exponential.inl
new file mode 100644
index 0000000000000000000000000000000000000000..8a9d774b396a8a820135e5074d6049fb9a71d570
--- /dev/null
+++ b/third_party/glm/ext/quaternion_exponential.inl
@@ -0,0 +1,89 @@
+#include "scalar_constants.hpp"
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> exp(qua<T, Q> const& q)
+	{
+		vec<3, T, Q> u(q.x, q.y, q.z);
+		T const Angle = glm::length(u);
+		if (Angle < epsilon<T>())
+			return qua<T, Q>();
+
+		vec<3, T, Q> const v(u / Angle);
+		return qua<T, Q>(cos(Angle), sin(Angle) * v);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> log(qua<T, Q> const& q)
+	{
+		vec<3, T, Q> u(q.x, q.y, q.z);
+		T Vec3Len = length(u);
+
+		if (Vec3Len < epsilon<T>())
+		{
+			if(q.w > static_cast<T>(0))
+				return qua<T, Q>::wxyz(log(q.w), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
+			else if(q.w < static_cast<T>(0))
+				return qua<T, Q>::wxyz(log(-q.w), pi<T>(), static_cast<T>(0), static_cast<T>(0));
+			else
+				return qua<T, Q>::wxyz(std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity());
+		}
+		else
+		{
+			T t = atan(Vec3Len, T(q.w)) / Vec3Len;
+			T QuatLen2 = Vec3Len * Vec3Len + q.w * q.w;
+			return qua<T, Q>::wxyz(static_cast<T>(0.5) * log(QuatLen2), t * q.x, t * q.y, t * q.z);
+		}
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> pow(qua<T, Q> const& x, T y)
+	{
+		//Raising to the power of 0 should yield 1
+		//Needed to prevent a division by 0 error later on
+		if(y > -epsilon<T>() && y < epsilon<T>())
+			return qua<T, Q>::wxyz(1,0,0,0);
+
+		//To deal with non-unit quaternions
+		T magnitude = sqrt(x.x * x.x + x.y * x.y + x.z * x.z + x.w *x.w);
+
+		T Angle;
+		if(abs(x.w / magnitude) > cos_one_over_two<T>())
+		{
+			//Scalar component is close to 1; using it to recover angle would lose precision
+			//Instead, we use the non-scalar components since sin() is accurate around 0
+
+			//Prevent a division by 0 error later on
+			T VectorMagnitude = x.x * x.x + x.y * x.y + x.z * x.z;
+			//Despite the compiler might say, we actually want to compare
+			//VectorMagnitude to 0. here; we could use denorm_int() compiling a
+			//project with unsafe maths optimizations might make the comparison
+			//always false, even when VectorMagnitude is 0.
+			if (VectorMagnitude < std::numeric_limits<T>::min()) {
+				//Equivalent to raising a real number to a power
+				return qua<T, Q>::wxyz(pow(x.w, y), 0, 0, 0);
+			}
+
+			Angle = asin(sqrt(VectorMagnitude) / magnitude);
+		}
+		else
+		{
+			//Scalar component is small, shouldn't cause loss of precision
+			Angle = acos(x.w / magnitude);
+		}
+
+		T NewAngle = Angle * y;
+		T Div = sin(NewAngle) / sin(Angle);
+		T Mag = pow(magnitude, y - static_cast<T>(1));
+		return qua<T, Q>::wxyz(cos(NewAngle) * magnitude * Mag, x.x * Div * Mag, x.y * Div * Mag, x.z * Div * Mag);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> sqrt(qua<T, Q> const& x)
+	{
+		return pow(x, static_cast<T>(0.5));
+	}
+}//namespace glm
+
+
diff --git a/third_party/glm/ext/quaternion_float.hpp b/third_party/glm/ext/quaternion_float.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ca42a60597f43d241f7e6a82bf6d0b98c2161621
--- /dev/null
+++ b/third_party/glm/ext/quaternion_float.hpp
@@ -0,0 +1,39 @@
+/// @ref ext_quaternion_float
+/// @file glm/ext/quaternion_float.hpp
+///
+/// @defgroup ext_quaternion_float GLM_EXT_quaternion_float
+/// @ingroup ext
+///
+/// Exposes single-precision floating point quaternion type.
+///
+/// Include <glm/ext/quaternion_float.hpp> to use the features of this extension.
+///
+/// @see ext_quaternion_double
+/// @see ext_quaternion_float_precision
+/// @see ext_quaternion_common
+/// @see ext_quaternion_exponential
+/// @see ext_quaternion_geometric
+/// @see ext_quaternion_relational
+/// @see ext_quaternion_transform
+/// @see ext_quaternion_trigonometric
+
+#pragma once
+
+// Dependency:
+#include "../detail/type_quat.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_float extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_float
+	/// @{
+
+	/// Quaternion of single-precision floating-point numbers.
+	typedef qua<float, defaultp>		quat;
+
+	/// @}
+} //namespace glm
+
diff --git a/third_party/glm/ext/quaternion_float_precision.hpp b/third_party/glm/ext/quaternion_float_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f9e4f5c21d9075fbd6cf3d684774a62a39c0d15b
--- /dev/null
+++ b/third_party/glm/ext/quaternion_float_precision.hpp
@@ -0,0 +1,36 @@
+/// @ref ext_quaternion_float_precision
+/// @file glm/ext/quaternion_float_precision.hpp
+///
+/// @defgroup ext_quaternion_float_precision GLM_EXT_quaternion_float_precision
+/// @ingroup ext
+///
+/// Exposes single-precision floating point quaternion type with various precision in term of ULPs.
+///
+/// Include <glm/ext/quaternion_float_precision.hpp> to use the features of this extension.
+
+#pragma once
+
+// Dependency:
+#include "../detail/type_quat.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_float_precision extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_float_precision
+	/// @{
+
+	/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef qua<float, lowp>		lowp_quat;
+
+	/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef qua<float, mediump>		mediump_quat;
+
+	/// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef qua<float, highp>		highp_quat;
+
+	/// @}
+} //namespace glm
+
diff --git a/third_party/glm/ext/quaternion_geometric.hpp b/third_party/glm/ext/quaternion_geometric.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6a2403fd2818f5d44420eb1825d4d70e14278ef8
--- /dev/null
+++ b/third_party/glm/ext/quaternion_geometric.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_quaternion_geometric
+/// @file glm/ext/quaternion_geometric.hpp
+///
+/// @defgroup ext_quaternion_geometric GLM_EXT_quaternion_geometric
+/// @ingroup ext
+///
+/// Provides geometric functions for quaternion types
+///
+/// Include <glm/ext/quaternion_geometric.hpp> to use the features of this extension.
+///
+/// @see core_func_geometric
+/// @see ext_quaternion_float
+/// @see ext_quaternion_double
+
+#pragma once
+
+// Dependency:
+#include "../geometric.hpp"
+#include "../exponential.hpp"
+#include "../ext/vector_relational.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_geometric extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_geometric
+	/// @{
+
+	/// Returns the norm of a quaternions
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_quaternion_geometric
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T length(qua<T, Q> const& q);
+
+	/// Returns the normalized quaternion.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_quaternion_geometric
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> normalize(qua<T, Q> const& q);
+
+	/// Returns dot product of q1 and q2, i.e., q1[0] * q2[0] + q1[1] * q2[1] + ...
+	///
+	/// @tparam T Floating-point scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_quaternion_geometric
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR T dot(qua<T, Q> const& x, qua<T, Q> const& y);
+
+	/// Compute a cross product.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_quaternion_geometric
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> cross(qua<T, Q> const& q1, qua<T, Q> const& q2);
+
+	/// @}
+} //namespace glm
+
+#include "quaternion_geometric.inl"
diff --git a/third_party/glm/ext/quaternion_geometric.inl b/third_party/glm/ext/quaternion_geometric.inl
new file mode 100644
index 0000000000000000000000000000000000000000..88dc4d63de1871f031a3ee11f3c98d70974bca5d
--- /dev/null
+++ b/third_party/glm/ext/quaternion_geometric.inl
@@ -0,0 +1,36 @@
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T dot(qua<T, Q> const& x, qua<T, Q> const& y)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'dot' accepts only floating-point inputs");
+		return detail::compute_dot<qua<T, Q>, T, detail::is_aligned<Q>::value>::call(x, y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T length(qua<T, Q> const& q)
+	{
+		return glm::sqrt(dot(q, q));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> normalize(qua<T, Q> const& q)
+	{
+		T len = length(q);
+		if(len <= static_cast<T>(0)) // Problem
+			return qua<T, Q>::wxyz(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
+		T oneOverLen = static_cast<T>(1) / len;
+		return qua<T, Q>::wxyz(q.w * oneOverLen, q.x * oneOverLen, q.y * oneOverLen, q.z * oneOverLen);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> cross(qua<T, Q> const& q1, qua<T, Q> const& q2)
+	{
+		return qua<T, Q>::wxyz(
+			q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z,
+			q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
+			q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z,
+			q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x);
+	}
+}//namespace glm
+
diff --git a/third_party/glm/ext/quaternion_relational.hpp b/third_party/glm/ext/quaternion_relational.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..7aa121da0a1570460ecf379cf3d4b3ae7c9941c3
--- /dev/null
+++ b/third_party/glm/ext/quaternion_relational.hpp
@@ -0,0 +1,62 @@
+/// @ref ext_quaternion_relational
+/// @file glm/ext/quaternion_relational.hpp
+///
+/// @defgroup ext_quaternion_relational GLM_EXT_quaternion_relational
+/// @ingroup ext
+///
+/// Exposes comparison functions for quaternion types that take a user defined epsilon values.
+///
+/// Include <glm/ext/quaternion_relational.hpp> to use the features of this extension.
+///
+/// @see core_vector_relational
+/// @see ext_vector_relational
+/// @see ext_matrix_relational
+/// @see ext_quaternion_float
+/// @see ext_quaternion_double
+
+#pragma once
+
+// Dependency:
+#include "../vector_relational.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_relational extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_relational
+	/// @{
+
+	/// Returns the component-wise comparison of result x == y.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y);
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon);
+
+	/// Returns the component-wise comparison of result x != y.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y);
+
+	/// Returns the component-wise comparison of |x - y| >= epsilon.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon);
+
+	/// @}
+} //namespace glm
+
+#include "quaternion_relational.inl"
diff --git a/third_party/glm/ext/quaternion_relational.inl b/third_party/glm/ext/quaternion_relational.inl
new file mode 100644
index 0000000000000000000000000000000000000000..b1713e95c6c5b9dffb8f49aeeb659d7e82a7dbc6
--- /dev/null
+++ b/third_party/glm/ext/quaternion_relational.inl
@@ -0,0 +1,35 @@
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y)
+	{
+		vec<4, bool, Q> Result;
+		for(length_t i = 0; i < x.length(); ++i)
+			Result[i] = x[i] == y[i];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon)
+	{
+		vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);
+		return lessThan(abs(v), vec<4, T, Q>(epsilon));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y)
+	{
+		vec<4, bool, Q> Result;
+		for(length_t i = 0; i < x.length(); ++i)
+			Result[i] = x[i] != y[i];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon)
+	{
+		vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);
+		return greaterThanEqual(abs(v), vec<4, T, Q>(epsilon));
+	}
+}//namespace glm
+
diff --git a/third_party/glm/ext/quaternion_transform.hpp b/third_party/glm/ext/quaternion_transform.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a9cc5c2b59ff883d1de1b2bc2a0b57ca57144089
--- /dev/null
+++ b/third_party/glm/ext/quaternion_transform.hpp
@@ -0,0 +1,47 @@
+/// @ref ext_quaternion_transform
+/// @file glm/ext/quaternion_transform.hpp
+///
+/// @defgroup ext_quaternion_transform GLM_EXT_quaternion_transform
+/// @ingroup ext
+///
+/// Provides transformation functions for quaternion types
+///
+/// Include <glm/ext/quaternion_transform.hpp> to use the features of this extension.
+///
+/// @see ext_quaternion_float
+/// @see ext_quaternion_double
+/// @see ext_quaternion_exponential
+/// @see ext_quaternion_geometric
+/// @see ext_quaternion_relational
+/// @see ext_quaternion_trigonometric
+
+#pragma once
+
+// Dependency:
+#include "../common.hpp"
+#include "../trigonometric.hpp"
+#include "../geometric.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_transform extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_transform
+	/// @{
+
+	/// Rotates a quaternion from a vector of 3 components axis and an angle.
+	///
+	/// @param q Source orientation
+	/// @param angle Angle expressed in radians.
+	/// @param axis Axis of the rotation
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& axis);
+	/// @}
+} //namespace glm
+
+#include "quaternion_transform.inl"
diff --git a/third_party/glm/ext/quaternion_transform.inl b/third_party/glm/ext/quaternion_transform.inl
new file mode 100644
index 0000000000000000000000000000000000000000..7e773fbd264dedf0766c4a1aef4fda1e255627fd
--- /dev/null
+++ b/third_party/glm/ext/quaternion_transform.inl
@@ -0,0 +1,24 @@
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& v)
+	{
+		vec<3, T, Q> Tmp = v;
+
+		// Axis of rotation must be normalised
+		T len = glm::length(Tmp);
+		if(abs(len - static_cast<T>(1)) > static_cast<T>(0.001))
+		{
+			T oneOverLen = static_cast<T>(1) / len;
+			Tmp.x *= oneOverLen;
+			Tmp.y *= oneOverLen;
+			Tmp.z *= oneOverLen;
+		}
+
+		T const AngleRad(angle);
+		T const Sin = sin(AngleRad * static_cast<T>(0.5));
+
+		return q * qua<T, Q>::wxyz(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);
+	}
+}//namespace glm
+
diff --git a/third_party/glm/ext/quaternion_trigonometric.hpp b/third_party/glm/ext/quaternion_trigonometric.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..574a70479576a6a9b636b931ecd95d3c029abc25
--- /dev/null
+++ b/third_party/glm/ext/quaternion_trigonometric.hpp
@@ -0,0 +1,65 @@
+/// @ref ext_quaternion_trigonometric
+/// @file glm/ext/quaternion_trigonometric.hpp
+///
+/// @defgroup ext_quaternion_trigonometric GLM_EXT_quaternion_trigonometric
+/// @ingroup ext
+///
+/// Provides trigonometric functions for quaternion types
+///
+/// Include <glm/ext/quaternion_trigonometric.hpp> to use the features of this extension.
+///
+/// @see ext_quaternion_float
+/// @see ext_quaternion_double
+/// @see ext_quaternion_exponential
+/// @see ext_quaternion_geometric
+/// @see ext_quaternion_relational
+/// @see ext_quaternion_transform
+
+#pragma once
+
+// Dependency:
+#include "../trigonometric.hpp"
+#include "../exponential.hpp"
+#include "scalar_constants.hpp"
+#include "vector_relational.hpp"
+#include <limits>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_quaternion_trigonometric extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_quaternion_trigonometric
+	/// @{
+
+	/// Returns the quaternion rotation angle.
+	///
+	/// @param x A normalized quaternion.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T angle(qua<T, Q> const& x);
+
+	/// Returns the q rotation axis.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> axis(qua<T, Q> const& x);
+
+	/// Build a quaternion from an angle and a normalized axis.
+	///
+	/// @param angle Angle expressed in radians.
+	/// @param axis Axis of the quaternion, must be normalized.
+	///
+	/// @tparam T A floating-point scalar type
+	/// @tparam Q A value from qualifier enum
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> angleAxis(T const& angle, vec<3, T, Q> const& axis);
+
+	/// @}
+} //namespace glm
+
+#include "quaternion_trigonometric.inl"
diff --git a/third_party/glm/ext/quaternion_trigonometric.inl b/third_party/glm/ext/quaternion_trigonometric.inl
new file mode 100644
index 0000000000000000000000000000000000000000..896449aa6e1f41e2423f7e13b235ac08ab022703
--- /dev/null
+++ b/third_party/glm/ext/quaternion_trigonometric.inl
@@ -0,0 +1,37 @@
+#include "scalar_constants.hpp"
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T angle(qua<T, Q> const& x)
+	{
+		if (abs(x.w) > cos_one_over_two<T>())
+		{
+			T const a = asin(sqrt(x.x * x.x + x.y * x.y + x.z * x.z)) * static_cast<T>(2);
+			if(x.w < static_cast<T>(0))
+				return pi<T>() * static_cast<T>(2) - a;
+			return a;
+		}
+
+		return acos(x.w) * static_cast<T>(2);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> axis(qua<T, Q> const& x)
+	{
+		T const tmp1 = static_cast<T>(1) - x.w * x.w;
+		if(tmp1 <= static_cast<T>(0))
+			return vec<3, T, Q>(0, 0, 1);
+		T const tmp2 = static_cast<T>(1) / sqrt(tmp1);
+		return vec<3, T, Q>(x.x * tmp2, x.y * tmp2, x.z * tmp2);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> angleAxis(T const& angle, vec<3, T, Q> const& v)
+	{
+		T const a(angle);
+		T const s = glm::sin(a * static_cast<T>(0.5));
+
+		return qua<T, Q>(glm::cos(a * static_cast<T>(0.5)), v * s);
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/scalar_common.hpp b/third_party/glm/ext/scalar_common.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..df04b6b809a94b26aa4de8ee36ede4a6a7bf3460
--- /dev/null
+++ b/third_party/glm/ext/scalar_common.hpp
@@ -0,0 +1,181 @@
+/// @ref ext_scalar_common
+/// @file glm/ext/scalar_common.hpp
+///
+/// @defgroup ext_scalar_common GLM_EXT_scalar_common
+/// @ingroup ext
+///
+/// Exposes min and max functions for 3 to 4 scalar parameters.
+///
+/// Include <glm/ext/scalar_common.hpp> to use the features of this extension.
+///
+/// @see core_func_common
+/// @see ext_vector_common
+
+#pragma once
+
+// Dependency:
+#include "../common.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_common extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_scalar_common
+	/// @{
+
+	/// Returns the minimum component-wise values of 3 inputs
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T min(T a, T b, T c);
+
+	/// Returns the minimum component-wise values of 4 inputs
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T min(T a, T b, T c, T d);
+
+	/// Returns the maximum component-wise values of 3 inputs
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T max(T a, T b, T c);
+
+	/// Returns the maximum component-wise values of 4 inputs
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T max(T a, T b, T c, T d);
+
+	/// Returns the minimum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a>
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T fmin(T a, T b);
+
+	/// Returns the minimum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a>
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T fmin(T a, T b, T c);
+
+	/// Returns the minimum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a>
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T fmin(T a, T b, T c, T d);
+
+	/// Returns the maximum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a>
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T fmax(T a, T b);
+
+	/// Returns the maximum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a>
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T fmax(T a, T b, T C);
+
+	/// Returns the maximum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam T A floating-point scalar type.
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a>
+	/// @see ext_scalar_common
+	template<typename T>
+	GLM_FUNC_DECL T fmax(T a, T b, T C, T D);
+
+	/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam genType Floating-point scalar types.
+	///
+	/// @see ext_scalar_common
+	template<typename genType>
+	GLM_FUNC_DECL genType fclamp(genType x, genType minVal, genType maxVal);
+
+	/// Simulate GL_CLAMP OpenGL wrap mode
+	///
+	/// @tparam genType Floating-point scalar types.
+	///
+	/// @see ext_scalar_common extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType clamp(genType const& Texcoord);
+
+	/// Simulate GL_REPEAT OpenGL wrap mode
+	///
+	/// @tparam genType Floating-point scalar types.
+	///
+	/// @see ext_scalar_common extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType repeat(genType const& Texcoord);
+
+	/// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode
+	///
+	/// @tparam genType Floating-point scalar types.
+	///
+	/// @see ext_scalar_common extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType mirrorClamp(genType const& Texcoord);
+
+	/// Simulate GL_MIRROR_REPEAT OpenGL wrap mode
+	///
+	/// @tparam genType Floating-point scalar types.
+	///
+	/// @see ext_scalar_common extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType mirrorRepeat(genType const& Texcoord);
+
+	/// Returns a value equal to the nearest integer to x.
+	/// The fraction 0.5 will round in a direction chosen by the
+	/// implementation, presumably the direction that is fastest.
+	///
+	/// @param x The values of the argument must be greater or equal to zero.
+	/// @tparam genType floating point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
+	/// @see ext_scalar_common extension.
+	template<typename genType>
+	GLM_FUNC_DECL int iround(genType const& x);
+
+	/// Returns a value equal to the nearest integer to x.
+	/// The fraction 0.5 will round in a direction chosen by the
+	/// implementation, presumably the direction that is fastest.
+	///
+	/// @param x The values of the argument must be greater or equal to zero.
+	/// @tparam genType floating point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
+	/// @see ext_scalar_common extension.
+	template<typename genType>
+	GLM_FUNC_DECL uint uround(genType const& x);
+
+	/// @}
+}//namespace glm
+
+#include "scalar_common.inl"
diff --git a/third_party/glm/ext/scalar_common.inl b/third_party/glm/ext/scalar_common.inl
new file mode 100644
index 0000000000000000000000000000000000000000..3d09fef0cb4f186960175dad01975fc1e7a428f0
--- /dev/null
+++ b/third_party/glm/ext/scalar_common.inl
@@ -0,0 +1,170 @@
+namespace glm
+{
+	template<typename T>
+	GLM_FUNC_QUALIFIER T min(T a, T b, T c)
+	{
+		return glm::min(glm::min(a, b), c);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T min(T a, T b, T c, T d)
+	{
+		return glm::min(glm::min(a, b), glm::min(c, d));
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T max(T a, T b, T c)
+	{
+		return glm::max(glm::max(a, b), c);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T max(T a, T b, T c, T d)
+	{
+		return glm::max(glm::max(a, b), glm::max(c, d));
+	}
+
+#	if GLM_HAS_CXX11_STL
+		using std::fmin;
+#	else
+		template<typename T>
+		GLM_FUNC_QUALIFIER T fmin(T a, T b)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fmin' only accept floating-point input");
+
+			if (isnan(a))
+				return b;
+			return min(a, b);
+		}
+#	endif
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fmin(T a, T b, T c)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fmin' only accept floating-point input");
+
+		if (isnan(a))
+			return fmin(b, c);
+		if (isnan(b))
+			return fmin(a, c);
+		if (isnan(c))
+			return min(a, b);
+		return min(a, b, c);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fmin(T a, T b, T c, T d)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fmin' only accept floating-point input");
+
+		if (isnan(a))
+			return fmin(b, c, d);
+		if (isnan(b))
+			return min(a, fmin(c, d));
+		if (isnan(c))
+			return fmin(min(a, b), d);
+		if (isnan(d))
+			return min(a, b, c);
+		return min(a, b, c, d);
+	}
+
+
+#	if GLM_HAS_CXX11_STL
+		using std::fmax;
+#	else
+		template<typename T>
+		GLM_FUNC_QUALIFIER T fmax(T a, T b)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fmax' only accept floating-point input");
+
+			if (isnan(a))
+				return b;
+			return max(a, b);
+		}
+#	endif
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fmax(T a, T b, T c)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fmax' only accept floating-point input");
+
+		if (isnan(a))
+			return fmax(b, c);
+		if (isnan(b))
+			return fmax(a, c);
+		if (isnan(c))
+			return max(a, b);
+		return max(a, b, c);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fmax(T a, T b, T c, T d)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fmax' only accept floating-point input");
+
+		if (isnan(a))
+			return fmax(b, c, d);
+		if (isnan(b))
+			return max(a, fmax(c, d));
+		if (isnan(c))
+			return fmax(max(a, b), d);
+		if (isnan(d))
+			return max(a, b, c);
+		return max(a, b, c, d);
+	}
+
+	// fclamp
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fclamp(genType x, genType minVal, genType maxVal)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fclamp' only accept floating-point or integer inputs");
+		return fmin(fmax(x, minVal), maxVal);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType clamp(genType const& Texcoord)
+	{
+		return glm::clamp(Texcoord, static_cast<genType>(0), static_cast<genType>(1));
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType repeat(genType const& Texcoord)
+	{
+		return glm::fract(Texcoord);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType mirrorClamp(genType const& Texcoord)
+	{
+		return glm::fract(glm::abs(Texcoord));
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType mirrorRepeat(genType const& Texcoord)
+	{
+		genType const Abs = glm::abs(Texcoord);
+		genType const Clamp = glm::mod(glm::floor(Abs), static_cast<genType>(2));
+		genType const Floor = glm::floor(Abs);
+		genType const Rest = Abs - Floor;
+		genType const Mirror = Clamp + Rest;
+		return mix(Rest, static_cast<genType>(1) - Rest, Mirror >= static_cast<genType>(1));
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER int iround(genType const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'iround' only accept floating-point inputs");
+		assert(static_cast<genType>(0.0) <= x);
+
+		return static_cast<int>(x + static_cast<genType>(0.5));
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER uint uround(genType const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'uround' only accept floating-point inputs");
+		assert(static_cast<genType>(0.0) <= x);
+
+		return static_cast<uint>(x + static_cast<genType>(0.5));
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/scalar_constants.hpp b/third_party/glm/ext/scalar_constants.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..74e210d9c09ec9440ce0dd8b843ba6b294c13ccd
--- /dev/null
+++ b/third_party/glm/ext/scalar_constants.hpp
@@ -0,0 +1,40 @@
+/// @ref ext_scalar_constants
+/// @file glm/ext/scalar_constants.hpp
+///
+/// @defgroup ext_scalar_constants GLM_EXT_scalar_constants
+/// @ingroup ext
+///
+/// Provides a list of constants and precomputed useful values.
+///
+/// Include <glm/ext/scalar_constants.hpp> to use the features of this extension.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_constants extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_scalar_constants
+	/// @{
+
+	/// Return the epsilon constant for floating point types.
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType epsilon();
+
+	/// Return the pi constant for floating point types.
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType pi();
+
+	/// Return the value of cos(1 / 2) for floating point types.
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType cos_one_over_two();
+
+	/// @}
+} //namespace glm
+
+#include "scalar_constants.inl"
diff --git a/third_party/glm/ext/scalar_constants.inl b/third_party/glm/ext/scalar_constants.inl
new file mode 100644
index 0000000000000000000000000000000000000000..b928e5118bffa41a359be3fa66a138ea069ec5f2
--- /dev/null
+++ b/third_party/glm/ext/scalar_constants.inl
@@ -0,0 +1,24 @@
+#include <limits>
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType epsilon()
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'epsilon' only accepts floating-point inputs");
+		return std::numeric_limits<genType>::epsilon();
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType pi()
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'pi' only accepts floating-point inputs");
+		return static_cast<genType>(3.14159265358979323846264338327950288);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType cos_one_over_two()
+	{
+		return genType(0.877582561890372716130286068203503191);
+	}
+} //namespace glm
diff --git a/third_party/glm/ext/scalar_int_sized.hpp b/third_party/glm/ext/scalar_int_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8e9c511c9cb51010b4063882e14477d71eb3c7eb
--- /dev/null
+++ b/third_party/glm/ext/scalar_int_sized.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_scalar_int_sized
+/// @file glm/ext/scalar_int_sized.hpp
+///
+/// @defgroup ext_scalar_int_sized GLM_EXT_scalar_int_sized
+/// @ingroup ext
+///
+/// Exposes sized signed integer scalar types.
+///
+/// Include <glm/ext/scalar_int_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_uint_sized
+
+#pragma once
+
+#include "../detail/setup.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_int_sized extension included")
+#endif
+
+namespace glm{
+namespace detail
+{
+#	if GLM_HAS_EXTENDED_INTEGER_TYPE
+		typedef std::int8_t			int8;
+		typedef std::int16_t		int16;
+		typedef std::int32_t		int32;
+#	else
+		typedef signed char			int8;
+		typedef signed short		int16;
+		typedef signed int			int32;
+#endif//
+
+	template<>
+	struct is_int<int8>
+	{
+		enum test {value = ~0};
+	};
+
+	template<>
+	struct is_int<int16>
+	{
+		enum test {value = ~0};
+	};
+
+	template<>
+	struct is_int<int64>
+	{
+		enum test {value = ~0};
+	};
+}//namespace detail
+
+
+	/// @addtogroup ext_scalar_int_sized
+	/// @{
+
+	/// 8 bit signed integer type.
+	typedef detail::int8		int8;
+
+	/// 16 bit signed integer type.
+	typedef detail::int16		int16;
+
+	/// 32 bit signed integer type.
+	typedef detail::int32		int32;
+
+	/// 64 bit signed integer type.
+	typedef detail::int64		int64;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/scalar_integer.hpp b/third_party/glm/ext/scalar_integer.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a2ca8a2ae37c6fe87997e66515ffead64fea23c7
--- /dev/null
+++ b/third_party/glm/ext/scalar_integer.hpp
@@ -0,0 +1,92 @@
+/// @ref ext_scalar_integer
+/// @file glm/ext/scalar_integer.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_scalar_integer GLM_EXT_scalar_integer
+/// @ingroup ext
+///
+/// Include <glm/ext/scalar_integer.hpp> to use the features of this extension.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../detail/_vectorize.hpp"
+#include "../detail/type_float.hpp"
+#include "../vector_relational.hpp"
+#include "../common.hpp"
+#include <limits>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_integer extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_scalar_integer
+	/// @{
+
+	/// Return true if the value is a power of two number.
+	///
+	/// @see ext_scalar_integer
+	template<typename genIUType>
+	GLM_FUNC_DECL bool isPowerOfTwo(genIUType v);
+
+	/// Return the power of two number which value is just higher the input value,
+	/// round up to a power of two.
+	///
+	/// @see ext_scalar_integer
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType nextPowerOfTwo(genIUType v);
+
+	/// Return the power of two number which value is just lower the input value,
+	/// round down to a power of two.
+	///
+	/// @see ext_scalar_integer
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType prevPowerOfTwo(genIUType v);
+
+	/// Return true if the 'Value' is a multiple of 'Multiple'.
+	///
+	/// @see ext_scalar_integer
+	template<typename genIUType>
+	GLM_FUNC_DECL bool isMultiple(genIUType v, genIUType Multiple);
+
+	/// Higher multiple number of Source.
+	///
+	/// @tparam genIUType Integer scalar or vector types.
+	///
+	/// @param v Source value to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see ext_scalar_integer
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType nextMultiple(genIUType v, genIUType Multiple);
+
+	/// Lower multiple number of Source.
+	///
+	/// @tparam genIUType Integer scalar or vector types.
+	///
+	/// @param v Source value to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see ext_scalar_integer
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType prevMultiple(genIUType v, genIUType Multiple);
+
+	/// Returns the bit number of the Nth significant bit set to
+	/// 1 in the binary representation of value.
+	/// If value bitcount is less than the Nth significant bit, -1 will be returned.
+	///
+	/// @tparam genIUType Signed or unsigned integer scalar types.
+	///
+	/// @see ext_scalar_integer
+	template<typename genIUType>
+	GLM_FUNC_DECL int findNSB(genIUType x, int significantBitCount);
+
+	/// @}
+} //namespace glm
+
+#include "scalar_integer.inl"
diff --git a/third_party/glm/ext/scalar_integer.inl b/third_party/glm/ext/scalar_integer.inl
new file mode 100644
index 0000000000000000000000000000000000000000..d416197e866717266ae3b28fd28fa1326f057685
--- /dev/null
+++ b/third_party/glm/ext/scalar_integer.inl
@@ -0,0 +1,243 @@
+#include "../integer.hpp"
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q, bool compute = false>
+	struct compute_ceilShift
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T)
+		{
+			return v;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_ceilShift<L, T, Q, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v, T Shift)
+		{
+			return v | (v >> Shift);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q, bool isSigned = true>
+	struct compute_ceilPowerOfTwo
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			GLM_STATIC_ASSERT(!std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'ceilPowerOfTwo' only accept integer scalar or vector inputs");
+
+			vec<L, T, Q> const Sign(sign(x));
+
+			vec<L, T, Q> v(abs(x));
+
+			v = v - static_cast<T>(1);
+			v = v | (v >> static_cast<T>(1));
+			v = v | (v >> static_cast<T>(2));
+			v = v | (v >> static_cast<T>(4));
+			v = compute_ceilShift<L, T, Q, sizeof(T) >= 2>::call(v, 8);
+			v = compute_ceilShift<L, T, Q, sizeof(T) >= 4>::call(v, 16);
+			v = compute_ceilShift<L, T, Q, sizeof(T) >= 8>::call(v, 32);
+			return (v + static_cast<T>(1)) * Sign;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_ceilPowerOfTwo<L, T, Q, false>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& x)
+		{
+			GLM_STATIC_ASSERT(!std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'ceilPowerOfTwo' only accept integer scalar or vector inputs");
+
+			vec<L, T, Q> v(x);
+
+			v = v - static_cast<T>(1);
+			v = v | (v >> static_cast<T>(1));
+			v = v | (v >> static_cast<T>(2));
+			v = v | (v >> static_cast<T>(4));
+			v = compute_ceilShift<L, T, Q, sizeof(T) >= 2>::call(v, 8);
+			v = compute_ceilShift<L, T, Q, sizeof(T) >= 4>::call(v, 16);
+			v = compute_ceilShift<L, T, Q, sizeof(T) >= 8>::call(v, 32);
+			return v + static_cast<T>(1);
+		}
+	};
+
+	template<bool is_float, bool is_signed>
+	struct compute_ceilMultiple{};
+
+	template<>
+	struct compute_ceilMultiple<true, true>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			if(Source > genType(0))
+				return Source + (Multiple - std::fmod(Source, Multiple));
+			else
+				return Source + std::fmod(-Source, Multiple);
+		}
+	};
+
+	template<>
+	struct compute_ceilMultiple<false, false>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			genType Tmp = Source - genType(1);
+			return Tmp + (Multiple - (Tmp % Multiple));
+		}
+	};
+
+	template<>
+	struct compute_ceilMultiple<false, true>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			assert(Multiple > genType(0));
+			if(Source > genType(0))
+			{
+				genType Tmp = Source - genType(1);
+				return Tmp + (Multiple - (Tmp % Multiple));
+			}
+			else
+				return Source + (-Source % Multiple);
+		}
+	};
+
+	template<bool is_float, bool is_signed>
+	struct compute_floorMultiple{};
+
+	template<>
+	struct compute_floorMultiple<true, true>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			if(Source >= genType(0))
+				return Source - std::fmod(Source, Multiple);
+			else
+				return Source - std::fmod(Source, Multiple) - Multiple;
+		}
+	};
+
+	template<>
+	struct compute_floorMultiple<false, false>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			if(Source >= genType(0))
+				return Source - Source % Multiple;
+			else
+			{
+				genType Tmp = Source + genType(1);
+				return Tmp - Tmp % Multiple - Multiple;
+			}
+		}
+	};
+
+	template<>
+	struct compute_floorMultiple<false, true>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			if(Source >= genType(0))
+				return Source - Source % Multiple;
+			else
+			{
+				genType Tmp = Source + genType(1);
+				return Tmp - Tmp % Multiple - Multiple;
+			}
+		}
+	};
+}//namespace detail
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER bool isPowerOfTwo(genIUType Value)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'isPowerOfTwo' only accept integer inputs");
+
+		genIUType const Result = glm::abs(Value);
+		return !(Result & (Result - 1));
+	}
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType nextPowerOfTwo(genIUType value)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'nextPowerOfTwo' only accept integer inputs");
+
+		return detail::compute_ceilPowerOfTwo<1, genIUType, defaultp, std::numeric_limits<genIUType>::is_signed>::call(vec<1, genIUType, defaultp>(value)).x;
+	}
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType prevPowerOfTwo(genIUType value)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'prevPowerOfTwo' only accept integer inputs");
+
+		return isPowerOfTwo(value) ? value : static_cast<genIUType>(static_cast<genIUType>(1) << static_cast<genIUType>(findMSB(value)));
+	}
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER bool isMultiple(genIUType Value, genIUType Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'isMultiple' only accept integer inputs");
+
+		return isMultiple(vec<1, genIUType>(Value), vec<1, genIUType>(Multiple)).x;
+	}
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType nextMultiple(genIUType Source, genIUType Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'nextMultiple' only accept integer inputs");
+
+		return detail::compute_ceilMultiple<std::numeric_limits<genIUType>::is_iec559, std::numeric_limits<genIUType>::is_signed>::call(Source, Multiple);
+	}
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType prevMultiple(genIUType Source, genIUType Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'prevMultiple' only accept integer inputs");
+
+		return detail::compute_floorMultiple<std::numeric_limits<genIUType>::is_iec559, std::numeric_limits<genIUType>::is_signed>::call(Source, Multiple);
+	}
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER int findNSB(genIUType x, int significantBitCount)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'findNSB' only accept integer inputs");
+
+		if(bitCount(x) < significantBitCount)
+			return -1;
+
+		genIUType const One = static_cast<genIUType>(1);
+		int bitPos = 0;
+
+		genIUType key = x;
+		int nBitCount = significantBitCount;
+		int Step = sizeof(x) * 8 / 2;
+		while (key > One)
+		{
+			genIUType Mask = static_cast<genIUType>((One << Step) - One);
+			genIUType currentKey = key & Mask;
+			int currentBitCount = bitCount(currentKey);
+			if (nBitCount > currentBitCount)
+			{
+				nBitCount -= currentBitCount;
+				bitPos += Step;
+				key >>= static_cast<genIUType>(Step);
+			}
+			else
+			{
+				key = key & Mask;
+			}
+
+			Step >>= 1;
+		}
+
+		return static_cast<int>(bitPos);
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/scalar_packing.hpp b/third_party/glm/ext/scalar_packing.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..18b85b72a404b7a9bba50d88812dce114671969a
--- /dev/null
+++ b/third_party/glm/ext/scalar_packing.hpp
@@ -0,0 +1,32 @@
+/// @ref ext_scalar_packing
+/// @file glm/ext/scalar_packing.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_scalar_packing GLM_EXT_scalar_packing
+/// @ingroup ext
+///
+/// Include <glm/ext/scalar_packing.hpp> to use the features of this extension.
+///
+/// This extension provides a set of function to convert scalar values to packed
+/// formats.
+
+#pragma once
+
+// Dependency:
+#include "../detail/qualifier.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_packing extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_scalar_packing
+	/// @{
+
+
+	/// @}
+}// namespace glm
+
+#include "scalar_packing.inl"
diff --git a/third_party/glm/ext/scalar_packing.inl b/third_party/glm/ext/scalar_packing.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/third_party/glm/ext/scalar_reciprocal.hpp b/third_party/glm/ext/scalar_reciprocal.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1c7b81dde09a5703fcb914bbe98ec39fee3530b6
--- /dev/null
+++ b/third_party/glm/ext/scalar_reciprocal.hpp
@@ -0,0 +1,135 @@
+/// @ref ext_scalar_reciprocal
+/// @file glm/ext/scalar_reciprocal.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_scalar_reciprocal GLM_EXT_scalar_reciprocal
+/// @ingroup ext
+///
+/// Include <glm/ext/scalar_reciprocal.hpp> to use the features of this extension.
+///
+/// Define secant, cosecant and cotangent functions.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_reciprocal extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_scalar_reciprocal
+	/// @{
+
+	/// Secant function.
+	/// hypotenuse / adjacent or 1 / cos(x)
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType sec(genType angle);
+
+	/// Cosecant function.
+	/// hypotenuse / opposite or 1 / sin(x)
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType csc(genType angle);
+
+	/// Cotangent function.
+	/// adjacent / opposite or 1 / tan(x)
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType cot(genType angle);
+
+	/// Inverse secant function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType asec(genType x);
+
+	/// Inverse cosecant function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType acsc(genType x);
+
+	/// Inverse cotangent function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType acot(genType x);
+
+	/// Secant hyperbolic function.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType sech(genType angle);
+
+	/// Cosecant hyperbolic function.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType csch(genType angle);
+
+	/// Cotangent hyperbolic function.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType coth(genType angle);
+
+	/// Inverse secant hyperbolic function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType asech(genType x);
+
+	/// Inverse cosecant hyperbolic function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType acsch(genType x);
+
+	/// Inverse cotangent hyperbolic function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_scalar_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType acoth(genType x);
+
+	/// @}
+}//namespace glm
+
+#include "scalar_reciprocal.inl"
diff --git a/third_party/glm/ext/scalar_reciprocal.inl b/third_party/glm/ext/scalar_reciprocal.inl
new file mode 100644
index 0000000000000000000000000000000000000000..0cd5f87b4e489ba068c640212976a0345cfd8517
--- /dev/null
+++ b/third_party/glm/ext/scalar_reciprocal.inl
@@ -0,0 +1,107 @@
+/// @ref ext_scalar_reciprocal
+
+#include "../trigonometric.hpp"
+#include <limits>
+
+namespace glm
+{
+	// sec
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType sec(genType angle)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'sec' only accept floating-point values");
+		return genType(1) / glm::cos(angle);
+	}
+
+	// csc
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType csc(genType angle)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'csc' only accept floating-point values");
+		return genType(1) / glm::sin(angle);
+	}
+
+	// cot
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType cot(genType angle)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'cot' only accept floating-point values");
+
+		genType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0);
+		return glm::tan(pi_over_2 - angle);
+	}
+
+	// asec
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType asec(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'asec' only accept floating-point values");
+		return acos(genType(1) / x);
+	}
+
+	// acsc
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType acsc(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acsc' only accept floating-point values");
+		return asin(genType(1) / x);
+	}
+
+	// acot
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType acot(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acot' only accept floating-point values");
+
+		genType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0);
+		return pi_over_2 - atan(x);
+	}
+
+	// sech
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType sech(genType angle)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'sech' only accept floating-point values");
+		return genType(1) / glm::cosh(angle);
+	}
+
+	// csch
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType csch(genType angle)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'csch' only accept floating-point values");
+		return genType(1) / glm::sinh(angle);
+	}
+
+	// coth
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType coth(genType angle)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'coth' only accept floating-point values");
+		return glm::cosh(angle) / glm::sinh(angle);
+	}
+
+	// asech
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType asech(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'asech' only accept floating-point values");
+		return acosh(genType(1) / x);
+	}
+
+	// acsch
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType acsch(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acsch' only accept floating-point values");
+		return asinh(genType(1) / x);
+	}
+
+	// acoth
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType acoth(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acoth' only accept floating-point values");
+		return atanh(genType(1) / x);
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/scalar_relational.hpp b/third_party/glm/ext/scalar_relational.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..e84df17868249e86376d97d2d02e6bb895b9e7fe
--- /dev/null
+++ b/third_party/glm/ext/scalar_relational.hpp
@@ -0,0 +1,68 @@
+/// @ref ext_scalar_relational
+/// @file glm/ext/scalar_relational.hpp
+///
+/// @defgroup ext_scalar_relational GLM_EXT_scalar_relational
+/// @ingroup ext
+///
+/// Exposes comparison functions for scalar types that take a user defined epsilon values.
+///
+/// Include <glm/ext/scalar_relational.hpp> to use the features of this extension.
+///
+/// @see core_vector_relational
+/// @see ext_vector_relational
+/// @see ext_matrix_relational
+
+#pragma once
+
+// Dependencies
+#include "../detail/qualifier.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_relational extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_scalar_relational
+	/// @{
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam genType Floating-point or integer scalar types
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon);
+
+	/// Returns the component-wise comparison of |x - y| >= epsilon.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam genType Floating-point or integer scalar types
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon);
+
+	/// Returns the component-wise comparison between two scalars in term of ULPs.
+	/// True if this expression is satisfied.
+	///
+	/// @param x First operand.
+	/// @param y Second operand.
+	/// @param ULPs Maximum difference in ULPs between the two operators to consider them equal.
+	///
+	/// @tparam genType Floating-point or integer scalar types
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int ULPs);
+
+	/// Returns the component-wise comparison between two scalars in term of ULPs.
+	/// True if this expression is not satisfied.
+	///
+	/// @param x First operand.
+	/// @param y Second operand.
+	/// @param ULPs Maximum difference in ULPs between the two operators to consider them not equal.
+	///
+	/// @tparam genType Floating-point or integer scalar types
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs);
+
+	/// @}
+}//namespace glm
+
+#include "scalar_relational.inl"
diff --git a/third_party/glm/ext/scalar_relational.inl b/third_party/glm/ext/scalar_relational.inl
new file mode 100644
index 0000000000000000000000000000000000000000..c85583ef5bbd476161be8a5b1d2b1b1e90675b2b
--- /dev/null
+++ b/third_party/glm/ext/scalar_relational.inl
@@ -0,0 +1,40 @@
+#include "../common.hpp"
+#include "../ext/scalar_int_sized.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+#include "../detail/type_float.hpp"
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon)
+	{
+		return abs(x - y) <= epsilon;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon)
+	{
+		return abs(x - y) > epsilon;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int MaxULPs)
+	{
+		detail::float_t<genType> const a(x);
+		detail::float_t<genType> const b(y);
+
+		// Different signs means they do not match.
+		if(a.negative() != b.negative())
+			return false;
+
+		// Find the difference in ULPs.
+		typename detail::float_t<genType>::int_type const DiffULPs = abs(a.i - b.i);
+		return DiffULPs <= MaxULPs;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs)
+	{
+		return !equal(x, y, ULPs);
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/scalar_uint_sized.hpp b/third_party/glm/ext/scalar_uint_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..fd5267fad7c16dc5670f1622b3328ea5089d5a66
--- /dev/null
+++ b/third_party/glm/ext/scalar_uint_sized.hpp
@@ -0,0 +1,70 @@
+/// @ref ext_scalar_uint_sized
+/// @file glm/ext/scalar_uint_sized.hpp
+///
+/// @defgroup ext_scalar_uint_sized GLM_EXT_scalar_uint_sized
+/// @ingroup ext
+///
+/// Exposes sized unsigned integer scalar types.
+///
+/// Include <glm/ext/scalar_uint_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_int_sized
+
+#pragma once
+
+#include "../detail/setup.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_uint_sized extension included")
+#endif
+
+namespace glm{
+namespace detail
+{
+#	if GLM_HAS_EXTENDED_INTEGER_TYPE
+		typedef std::uint8_t		uint8;
+		typedef std::uint16_t		uint16;
+		typedef std::uint32_t		uint32;
+#	else
+		typedef unsigned char		uint8;
+		typedef unsigned short		uint16;
+		typedef unsigned int		uint32;
+#endif
+
+	template<>
+	struct is_int<uint8>
+	{
+		enum test {value = ~0};
+	};
+
+	template<>
+	struct is_int<uint16>
+	{
+		enum test {value = ~0};
+	};
+
+	template<>
+	struct is_int<uint64>
+	{
+		enum test {value = ~0};
+	};
+}//namespace detail
+
+
+	/// @addtogroup ext_scalar_uint_sized
+	/// @{
+
+	/// 8 bit unsigned integer type.
+	typedef detail::uint8		uint8;
+
+	/// 16 bit unsigned integer type.
+	typedef detail::uint16		uint16;
+
+	/// 32 bit unsigned integer type.
+	typedef detail::uint32		uint32;
+
+	/// 64 bit unsigned integer type.
+	typedef detail::uint64		uint64;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/scalar_ulp.hpp b/third_party/glm/ext/scalar_ulp.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6344d95bf23cb10dc90422594164d424ab32506e
--- /dev/null
+++ b/third_party/glm/ext/scalar_ulp.hpp
@@ -0,0 +1,77 @@
+/// @ref ext_scalar_ulp
+/// @file glm/ext/scalar_ulp.hpp
+///
+/// @defgroup ext_scalar_ulp GLM_EXT_scalar_ulp
+/// @ingroup ext
+///
+/// Allow the measurement of the accuracy of a function against a reference
+/// implementation. This extension works on floating-point data and provide results
+/// in ULP.
+///
+/// Include <glm/ext/scalar_ulp.hpp> to use the features of this extension.
+///
+/// @see ext_vector_ulp
+/// @see ext_scalar_relational
+
+#pragma once
+
+// Dependencies
+#include "../ext/scalar_int_sized.hpp"
+#include "../common.hpp"
+#include "../detail/qualifier.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_scalar_ulp extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_scalar_ulp
+	/// @{
+
+	/// Return the next ULP value(s) after the input value(s).
+	///
+	/// @tparam genType A floating-point scalar type.
+	///
+	/// @see ext_scalar_ulp
+	template<typename genType>
+	GLM_FUNC_DECL genType nextFloat(genType x);
+
+	/// Return the previous ULP value(s) before the input value(s).
+	///
+	/// @tparam genType A floating-point scalar type.
+	///
+	/// @see ext_scalar_ulp
+	template<typename genType>
+	GLM_FUNC_DECL genType prevFloat(genType x);
+
+	/// Return the value(s) ULP distance after the input value(s).
+	///
+	/// @tparam genType A floating-point scalar type.
+	///
+	/// @see ext_scalar_ulp
+	template<typename genType>
+	GLM_FUNC_DECL genType nextFloat(genType x, int ULPs);
+
+	/// Return the value(s) ULP distance before the input value(s).
+	///
+	/// @tparam genType A floating-point scalar type.
+	///
+	/// @see ext_scalar_ulp
+	template<typename genType>
+	GLM_FUNC_DECL genType prevFloat(genType x, int ULPs);
+
+	/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.
+	///
+	/// @see ext_scalar_ulp
+	GLM_FUNC_DECL int floatDistance(float x, float y);
+
+	/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.
+	///
+	/// @see ext_scalar_ulp
+	GLM_FUNC_DECL int64 floatDistance(double x, double y);
+
+	/// @}
+}//namespace glm
+
+#include "scalar_ulp.inl"
diff --git a/third_party/glm/ext/scalar_ulp.inl b/third_party/glm/ext/scalar_ulp.inl
new file mode 100644
index 0000000000000000000000000000000000000000..716528d0cf8d0494f4bc9acf3c88d5c9e0305ead
--- /dev/null
+++ b/third_party/glm/ext/scalar_ulp.inl
@@ -0,0 +1,291 @@
+/// Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
+///
+/// Developed at SunPro, a Sun Microsystems, Inc. business.
+/// Permission to use, copy, modify, and distribute this
+/// software is freely granted, provided that this notice
+/// is preserved.
+
+#include "../detail/type_float.hpp"
+#include "../ext/scalar_constants.hpp"
+#include <cmath>
+#include <cfloat>
+
+#if GLM_COMPILER & GLM_COMPILER_VC
+#	pragma warning(push)
+#	pragma warning(disable : 4127)
+#	pragma warning(disable : 4365) // '=': signed/unsigned mismatch
+#elif GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic push
+#	pragma clang diagnostic ignored "-Wsign-conversion"
+#	pragma clang diagnostic ignored "-Wpadded"
+#endif
+
+typedef union
+{
+	float value;
+	/* FIXME: Assumes 32 bit int.  */
+	unsigned int word;
+} ieee_float_shape_type;
+
+typedef union
+{
+	double value;
+	struct
+	{
+		int lsw;
+		int msw;
+	} parts;
+} ieee_double_shape_type;
+
+#define GLM_EXTRACT_WORDS(ix0,ix1,d)		\
+	do {									\
+		ieee_double_shape_type ew_u;		\
+		ew_u.value = (d);					\
+		(ix0) = ew_u.parts.msw;				\
+		(ix1) = ew_u.parts.lsw;				\
+	} while (0)
+
+#define GLM_GET_FLOAT_WORD(i,d)				\
+	do {									\
+		ieee_float_shape_type gf_u;			\
+		gf_u.value = (d);					\
+		(i) = static_cast<int>(gf_u.word);	\
+	} while (0)
+
+#define GLM_SET_FLOAT_WORD(d,i)				\
+	do {									\
+		ieee_float_shape_type sf_u;			\
+		sf_u.word = static_cast<unsigned int>(i);	\
+		(d) = sf_u.value;					\
+	} while (0)
+
+#define GLM_INSERT_WORDS(d,ix0,ix1)			\
+	do {									\
+		ieee_double_shape_type iw_u;		\
+		iw_u.parts.msw = (ix0);				\
+		iw_u.parts.lsw = (ix1);				\
+		(d) = iw_u.value;					\
+	} while (0)
+
+namespace glm{
+namespace detail
+{
+	GLM_FUNC_QUALIFIER float nextafterf(float x, float y)
+	{
+		volatile float t;
+		int hx, hy, ix, iy;
+
+		GLM_GET_FLOAT_WORD(hx, x);
+		GLM_GET_FLOAT_WORD(hy, y);
+		ix = hx & 0x7fffffff;		// |x|
+		iy = hy & 0x7fffffff;		// |y|
+
+		if((ix > 0x7f800000) ||	// x is nan
+			(iy > 0x7f800000))	// y is nan
+			return x + y;
+		if(abs(y - x) <= epsilon<float>())
+			return y;		// x=y, return y
+		if(ix == 0)
+		{				// x == 0
+			GLM_SET_FLOAT_WORD(x, (hy & 0x80000000) | 1);// return +-minsubnormal
+			t = x * x;
+			if(abs(t - x) <= epsilon<float>())
+				return t;
+			else
+				return x;	// raise underflow flag
+		}
+		if(hx >= 0)
+		{						// x > 0
+			if(hx > hy)			// x > y, x -= ulp
+				hx -= 1;
+			else				// x < y, x += ulp
+				hx += 1;
+		}
+		else
+		{						// x < 0
+			if(hy >= 0 || hx > hy)	// x < y, x -= ulp
+				hx -= 1;
+			else				// x > y, x += ulp
+				hx += 1;
+		}
+		hy = hx & 0x7f800000;
+		if(hy >= 0x7f800000)
+			return x + x;  		// overflow
+		if(hy < 0x00800000)		// underflow
+		{
+			t = x * x;
+			if(abs(t - x) > epsilon<float>())
+			{					// raise underflow flag
+				GLM_SET_FLOAT_WORD(y, hx);
+				return y;
+			}
+		}
+		GLM_SET_FLOAT_WORD(x, hx);
+		return x;
+	}
+
+	GLM_FUNC_QUALIFIER double nextafter(double x, double y)
+	{
+		volatile double t;
+		int hx, hy, ix, iy;
+		unsigned int lx, ly;
+
+		GLM_EXTRACT_WORDS(hx, lx, x);
+		GLM_EXTRACT_WORDS(hy, ly, y);
+		ix = hx & 0x7fffffff;								// |x|
+		iy = hy & 0x7fffffff;								// |y|
+
+		if(((ix >= 0x7ff00000) && ((ix - 0x7ff00000) | lx) != 0) ||	// x is nan
+			((iy >= 0x7ff00000) && ((iy - 0x7ff00000) | ly) != 0))	// y is nan
+			return x + y;
+		if(abs(y - x) <= epsilon<double>())
+			return y;									// x=y, return y
+		if((ix | lx) == 0)
+		{													// x == 0
+			GLM_INSERT_WORDS(x, hy & 0x80000000, 1);		// return +-minsubnormal
+			t = x * x;
+			if(abs(t - x) <= epsilon<double>())
+				return t;
+			else
+				return x;   // raise underflow flag
+		}
+		if(hx >= 0) {                             // x > 0
+			if(hx > hy || ((hx == hy) && (lx > ly))) {    // x > y, x -= ulp
+				if(lx == 0) hx -= 1;
+				lx -= 1;
+			}
+			else {                            // x < y, x += ulp
+				lx += 1;
+				if(lx == 0) hx += 1;
+			}
+		}
+		else {                                // x < 0
+			if(hy >= 0 || hx > hy || ((hx == hy) && (lx > ly))){// x < y, x -= ulp
+				if(lx == 0) hx -= 1;
+				lx -= 1;
+			}
+			else {                            // x > y, x += ulp
+				lx += 1;
+				if(lx == 0) hx += 1;
+			}
+		}
+		hy = hx & 0x7ff00000;
+		if(hy >= 0x7ff00000)
+			return x + x;			// overflow
+		if(hy < 0x00100000)
+		{						// underflow
+			t = x * x;
+			if(abs(t - x) > epsilon<double>())
+			{					// raise underflow flag
+				GLM_INSERT_WORDS(y, hx, lx);
+				return y;
+			}
+		}
+		GLM_INSERT_WORDS(x, hx, lx);
+		return x;
+	}
+}//namespace detail
+}//namespace glm
+
+#if GLM_COMPILER & GLM_COMPILER_VC
+#	pragma warning(pop)
+#elif GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic pop
+#endif
+
+namespace glm
+{
+	template<>
+	GLM_FUNC_QUALIFIER float nextFloat(float x)
+	{
+#		if GLM_HAS_CXX11_STL
+			return std::nextafter(x, std::numeric_limits<float>::max());
+#		elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))
+			return detail::nextafterf(x, FLT_MAX);
+#		elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+			return __builtin_nextafterf(x, FLT_MAX);
+#		else
+			return nextafterf(x, FLT_MAX);
+#		endif
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER double nextFloat(double x)
+	{
+#		if GLM_HAS_CXX11_STL
+			return std::nextafter(x, std::numeric_limits<double>::max());
+#		elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))
+			return detail::nextafter(x, std::numeric_limits<double>::max());
+#		elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+			return __builtin_nextafter(x, DBL_MAX);
+#		else
+			return nextafter(x, DBL_MAX);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T nextFloat(T x, int ULPs)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'next_float' only accept floating-point input");
+		assert(ULPs >= 0);
+
+		T temp = x;
+		for(int i = 0; i < ULPs; ++i)
+			temp = nextFloat(temp);
+		return temp;
+	}
+
+	GLM_FUNC_QUALIFIER float prevFloat(float x)
+	{
+#		if GLM_HAS_CXX11_STL
+			return std::nextafter(x, std::numeric_limits<float>::min());
+#		elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))
+			return detail::nextafterf(x, FLT_MIN);
+#		elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+			return __builtin_nextafterf(x, FLT_MIN);
+#		else
+			return nextafterf(x, FLT_MIN);
+#		endif
+	}
+
+	GLM_FUNC_QUALIFIER double prevFloat(double x)
+	{
+#		if GLM_HAS_CXX11_STL
+			return std::nextafter(x, std::numeric_limits<double>::min());
+#		elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))
+			return _nextafter(x, DBL_MIN);
+#		elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+			return __builtin_nextafter(x, DBL_MIN);
+#		else
+			return nextafter(x, DBL_MIN);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T prevFloat(T x, int ULPs)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'prev_float' only accept floating-point input");
+		assert(ULPs >= 0);
+
+		T temp = x;
+		for(int i = 0; i < ULPs; ++i)
+			temp = prevFloat(temp);
+		return temp;
+	}
+
+	GLM_FUNC_QUALIFIER int floatDistance(float x, float y)
+	{
+		detail::float_t<float> const a(x);
+		detail::float_t<float> const b(y);
+
+		return abs(a.i - b.i);
+	}
+
+	GLM_FUNC_QUALIFIER int64 floatDistance(double x, double y)
+	{
+		detail::float_t<double> const a(x);
+		detail::float_t<double> const b(y);
+
+		return abs(a.i - b.i);
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_bool1.hpp b/third_party/glm/ext/vector_bool1.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..002c3202adf0dfbb2db1eedf23f2f677d343c6f3
--- /dev/null
+++ b/third_party/glm/ext/vector_bool1.hpp
@@ -0,0 +1,30 @@
+/// @ref ext_vector_bool1
+/// @file glm/ext/vector_bool1.hpp
+///
+/// @defgroup ext_vector_bool1 GLM_EXT_vector_bool1
+/// @ingroup ext
+///
+/// Exposes bvec1 vector type.
+///
+/// Include <glm/ext/vector_bool1.hpp> to use the features of this extension.
+///
+/// @see ext_vector_bool1_precision extension.
+
+#pragma once
+
+#include "../detail/type_vec1.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_bool1 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_bool1
+	/// @{
+
+	/// 1 components vector of boolean.
+	typedef vec<1, bool, defaultp>		bvec1;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_bool1_precision.hpp b/third_party/glm/ext/vector_bool1_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..e62d3cfb5fd4c6f31e9bb22cc4129c7bf7f28e01
--- /dev/null
+++ b/third_party/glm/ext/vector_bool1_precision.hpp
@@ -0,0 +1,34 @@
+/// @ref ext_vector_bool1_precision
+/// @file glm/ext/vector_bool1_precision.hpp
+///
+/// @defgroup ext_vector_bool1_precision GLM_EXT_vector_bool1_precision
+/// @ingroup ext
+///
+/// Exposes highp_bvec1, mediump_bvec1 and lowp_bvec1 types.
+///
+/// Include <glm/ext/vector_bool1_precision.hpp> to use the features of this extension.
+
+#pragma once
+
+#include "../detail/type_vec1.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_bool1_precision extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_bool1_precision
+	/// @{
+
+	/// 1 component vector of bool values.
+	typedef vec<1, bool, highp>			highp_bvec1;
+
+	/// 1 component vector of bool values.
+	typedef vec<1, bool, mediump>		mediump_bvec1;
+
+	/// 1 component vector of bool values.
+	typedef vec<1, bool, lowp>			lowp_bvec1;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_bool2.hpp b/third_party/glm/ext/vector_bool2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..52288b75c6973f49aabb5b8a15ddd1036b172f84
--- /dev/null
+++ b/third_party/glm/ext/vector_bool2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_bool2.hpp
+
+#pragma once
+#include "../detail/type_vec2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 2 components vector of boolean.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<2, bool, defaultp>		bvec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_bool2_precision.hpp b/third_party/glm/ext/vector_bool2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..43709332c6298ff345ab3b061917272aa954f655
--- /dev/null
+++ b/third_party/glm/ext/vector_bool2_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/vector_bool2_precision.hpp
+
+#pragma once
+#include "../detail/type_vec2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 2 components vector of high qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, bool, highp>		highp_bvec2;
+
+	/// 2 components vector of medium qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, bool, mediump>	mediump_bvec2;
+
+	/// 2 components vector of low qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, bool, lowp>		lowp_bvec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_bool3.hpp b/third_party/glm/ext/vector_bool3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..90a0b7ea5ac048f264dff79fe8d270993e55d414
--- /dev/null
+++ b/third_party/glm/ext/vector_bool3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_bool3.hpp
+
+#pragma once
+#include "../detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 3 components vector of boolean.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<3, bool, defaultp>		bvec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_bool3_precision.hpp b/third_party/glm/ext/vector_bool3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..89cd2d3207a168545f98a3d0af69b9c772a7c965
--- /dev/null
+++ b/third_party/glm/ext/vector_bool3_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/vector_bool3_precision.hpp
+
+#pragma once
+#include "../detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 3 components vector of high qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, bool, highp>		highp_bvec3;
+
+	/// 3 components vector of medium qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, bool, mediump>	mediump_bvec3;
+
+	/// 3 components vector of low qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, bool, lowp>		lowp_bvec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_bool4.hpp b/third_party/glm/ext/vector_bool4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..18aa71bd0f49851cac489520c4df893370ddeb6e
--- /dev/null
+++ b/third_party/glm/ext/vector_bool4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_bool4.hpp
+
+#pragma once
+#include "../detail/type_vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 4 components vector of boolean.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<4, bool, defaultp>		bvec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_bool4_precision.hpp b/third_party/glm/ext/vector_bool4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..79786e54206b9cb3e92c6ba3d9d69f35200e552b
--- /dev/null
+++ b/third_party/glm/ext/vector_bool4_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/vector_bool4_precision.hpp
+
+#pragma once
+#include "../detail/type_vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 4 components vector of high qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, bool, highp>		highp_bvec4;
+
+	/// 4 components vector of medium qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, bool, mediump>	mediump_bvec4;
+
+	/// 4 components vector of low qualifier bool numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, bool, lowp>		lowp_bvec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_common.hpp b/third_party/glm/ext/vector_common.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c0a2858cc288e4dd8a3f93830dda2575fb498fc2
--- /dev/null
+++ b/third_party/glm/ext/vector_common.hpp
@@ -0,0 +1,228 @@
+/// @ref ext_vector_common
+/// @file glm/ext/vector_common.hpp
+///
+/// @defgroup ext_vector_common GLM_EXT_vector_common
+/// @ingroup ext
+///
+/// Exposes min and max functions for 3 to 4 vector parameters.
+///
+/// Include <glm/ext/vector_common.hpp> to use the features of this extension.
+///
+/// @see core_common
+/// @see ext_scalar_common
+
+#pragma once
+
+// Dependency:
+#include "../ext/scalar_common.hpp"
+#include "../common.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_common extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_common
+	/// @{
+
+	/// Return the minimum component-wise values of 3 inputs
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);
+
+	/// Return the minimum component-wise values of 4 inputs
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);
+
+	/// Return the maximum component-wise values of 3 inputs
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z);
+
+	/// Return the maximum component-wise values of 4 inputs
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max( vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w);
+
+	/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& x, T y);
+
+	/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);
+
+	/// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);
+
+	/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, T b);
+
+	/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b);
+
+	/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c);
+
+	/// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d);
+
+	/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_common
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, T minVal, T maxVal);
+
+	/// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_common
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal);
+
+	/// Simulate GL_CLAMP OpenGL wrap mode
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_common extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> clamp(vec<L, T, Q> const& Texcoord);
+
+	/// Simulate GL_REPEAT OpenGL wrap mode
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_common extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> repeat(vec<L, T, Q> const& Texcoord);
+
+	/// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_common extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> mirrorClamp(vec<L, T, Q> const& Texcoord);
+
+	/// Simulate GL_MIRROR_REPEAT OpenGL wrap mode
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_common extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> mirrorRepeat(vec<L, T, Q> const& Texcoord);
+
+	/// Returns a value equal to the nearest integer to x.
+	/// The fraction 0.5 will round in a direction chosen by the
+	/// implementation, presumably the direction that is fastest.
+	///
+	/// @param x The values of the argument must be greater or equal to zero.
+	/// @tparam T floating point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
+	/// @see ext_vector_common extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int, Q> iround(vec<L, T, Q> const& x);
+
+	/// Returns a value equal to the nearest integer to x.
+	/// The fraction 0.5 will round in a direction chosen by the
+	/// implementation, presumably the direction that is fastest.
+	///
+	/// @param x The values of the argument must be greater or equal to zero.
+	/// @tparam T floating point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
+	/// @see ext_vector_common extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, uint, Q> uround(vec<L, T, Q> const& x);
+
+	/// @}
+}//namespace glm
+
+#include "vector_common.inl"
diff --git a/third_party/glm/ext/vector_common.inl b/third_party/glm/ext/vector_common.inl
new file mode 100644
index 0000000000000000000000000000000000000000..67817fc554b06c69935ca3a51af3a547c95c1c57
--- /dev/null
+++ b/third_party/glm/ext/vector_common.inl
@@ -0,0 +1,147 @@
+#include "../detail/_vectorize.hpp"
+
+namespace glm
+{
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, "'min' only accept floating-point or integer inputs");
+		return glm::min(glm::min(x, y), z);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, "'min' only accept floating-point or integer inputs");
+		return glm::min(glm::min(x, y), glm::min(z, w));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, "'max' only accept floating-point or integer inputs");
+		return glm::max(glm::max(x, y), z);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer, "'max' only accept floating-point or integer inputs");
+		return glm::max(glm::max(x, y), glm::max(z, w));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, T b)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fmin' only accept floating-point inputs");
+		return detail::functor2<vec, L, T, Q>::call(fmin, a, vec<L, T, Q>(b));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fmin' only accept floating-point inputs");
+		return detail::functor2<vec, L, T, Q>::call(fmin, a, b);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fmin' only accept floating-point inputs");
+		return fmin(fmin(a, b), c);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fmin' only accept floating-point inputs");
+		return fmin(fmin(a, b), fmin(c, d));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, T b)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fmax' only accept floating-point inputs");
+		return detail::functor2<vec, L, T, Q>::call(fmax, a, vec<L, T, Q>(b));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fmax' only accept floating-point inputs");
+		return detail::functor2<vec, L, T, Q>::call(fmax, a, b);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fmax' only accept floating-point inputs");
+		return fmax(fmax(a, b), c);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fmax' only accept floating-point inputs");
+		return fmax(fmax(a, b), fmax(c, d));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fclamp(vec<L, T, Q> const& x, T minVal, T maxVal)
+	{
+		return fmin(fmax(x, vec<L, T, Q>(minVal)), vec<L, T, Q>(maxVal));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fclamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal)
+	{
+		return fmin(fmax(x, minVal), maxVal);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> clamp(vec<L, T, Q> const& Texcoord)
+	{
+		return glm::clamp(Texcoord, vec<L, T, Q>(0), vec<L, T, Q>(1));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> repeat(vec<L, T, Q> const& Texcoord)
+	{
+		return glm::fract(Texcoord);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> mirrorClamp(vec<L, T, Q> const& Texcoord)
+	{
+		return glm::fract(glm::abs(Texcoord));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> mirrorRepeat(vec<L, T, Q> const& Texcoord)
+	{
+		vec<L, T, Q> const Abs = glm::abs(Texcoord);
+		vec<L, T, Q> const Clamp = glm::mod(glm::floor(Abs), vec<L, T, Q>(2));
+		vec<L, T, Q> const Floor = glm::floor(Abs);
+		vec<L, T, Q> const Rest = Abs - Floor;
+		vec<L, T, Q> const Mirror = Clamp + Rest;
+		return mix(Rest, vec<L, T, Q>(1) - Rest, glm::greaterThanEqual(Mirror, vec<L, T, Q>(1)));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int, Q> iround(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'iround' only accept floating-point inputs");
+		assert(all(lessThanEqual(vec<L, T, Q>(0), x)));
+
+		return vec<L, int, Q>(x + static_cast<T>(0.5));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, uint, Q> uround(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'uround' only accept floating-point inputs");
+		assert(all(lessThanEqual(vec<L, T, Q>(0), x)));
+
+		return vec<L, uint, Q>(x + static_cast<T>(0.5));
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_double1.hpp b/third_party/glm/ext/vector_double1.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..388266774d8b3371be46da89e13af7b1edde240c
--- /dev/null
+++ b/third_party/glm/ext/vector_double1.hpp
@@ -0,0 +1,31 @@
+/// @ref ext_vector_double1
+/// @file glm/ext/vector_double1.hpp
+///
+/// @defgroup ext_vector_double1 GLM_EXT_vector_double1
+/// @ingroup ext
+///
+/// Exposes double-precision floating point vector type with one component.
+///
+/// Include <glm/ext/vector_double1.hpp> to use the features of this extension.
+///
+/// @see ext_vector_double1_precision extension.
+/// @see ext_vector_float1 extension.
+
+#pragma once
+
+#include "../detail/type_vec1.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_double1 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_double1
+	/// @{
+
+	/// 1 components vector of double-precision floating-point numbers.
+	typedef vec<1, double, defaultp>		dvec1;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_double1_precision.hpp b/third_party/glm/ext/vector_double1_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1d4719595481adf57c071e0fbf6df4716447a55a
--- /dev/null
+++ b/third_party/glm/ext/vector_double1_precision.hpp
@@ -0,0 +1,36 @@
+/// @ref ext_vector_double1_precision
+/// @file glm/ext/vector_double1_precision.hpp
+///
+/// @defgroup ext_vector_double1_precision GLM_EXT_vector_double1_precision
+/// @ingroup ext
+///
+/// Exposes highp_dvec1, mediump_dvec1 and lowp_dvec1 types.
+///
+/// Include <glm/ext/vector_double1_precision.hpp> to use the features of this extension.
+///
+/// @see ext_vector_double1
+
+#pragma once
+
+#include "../detail/type_vec1.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_double1_precision extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_double1_precision
+	/// @{
+
+	/// 1 component vector of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<1, double, highp>		highp_dvec1;
+
+	/// 1 component vector of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<1, double, mediump>		mediump_dvec1;
+
+	/// 1 component vector of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<1, double, lowp>		lowp_dvec1;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_double2.hpp b/third_party/glm/ext/vector_double2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..60e357750b675415da9d8911b92ba702b7aa8390
--- /dev/null
+++ b/third_party/glm/ext/vector_double2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_double2.hpp
+
+#pragma once
+#include "../detail/type_vec2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 2 components vector of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<2, double, defaultp>		dvec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_double2_precision.hpp b/third_party/glm/ext/vector_double2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..fa53940f6bbed061a7f3fc4162877b68b96c9388
--- /dev/null
+++ b/third_party/glm/ext/vector_double2_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/vector_double2_precision.hpp
+
+#pragma once
+#include "../detail/type_vec2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 2 components vector of high double-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, double, highp>		highp_dvec2;
+
+	/// 2 components vector of medium double-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, double, mediump>		mediump_dvec2;
+
+	/// 2 components vector of low double-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, double, lowp>		lowp_dvec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_double3.hpp b/third_party/glm/ext/vector_double3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6dfe4c675b5d7af1f3538f5c32203065453b4025
--- /dev/null
+++ b/third_party/glm/ext/vector_double3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_double3.hpp
+
+#pragma once
+#include "../detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 3 components vector of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<3, double, defaultp>		dvec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_double3_precision.hpp b/third_party/glm/ext/vector_double3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a8cfa37a8c78009bd18ddfbfff7e4a658300e712
--- /dev/null
+++ b/third_party/glm/ext/vector_double3_precision.hpp
@@ -0,0 +1,34 @@
+/// @ref core
+/// @file glm/ext/vector_double3_precision.hpp
+
+#pragma once
+#include "../detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 3 components vector of high double-qualifier floating-point numbers.
+	/// There is no guarantee on the actual qualifier.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, double, highp>		highp_dvec3;
+
+	/// 3 components vector of medium double-qualifier floating-point numbers.
+	/// There is no guarantee on the actual qualifier.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, double, mediump>		mediump_dvec3;
+
+	/// 3 components vector of low double-qualifier floating-point numbers.
+	/// There is no guarantee on the actual qualifier.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, double, lowp>		lowp_dvec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_double4.hpp b/third_party/glm/ext/vector_double4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..87f225f64d4ab38b0d7212174308e606e2c9ad18
--- /dev/null
+++ b/third_party/glm/ext/vector_double4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_double4.hpp
+
+#pragma once
+#include "../detail/type_vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 4 components vector of double-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<4, double, defaultp>		dvec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_double4_precision.hpp b/third_party/glm/ext/vector_double4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..09cafa1ebafdd72b85c4f01746bf315ddee1c02a
--- /dev/null
+++ b/third_party/glm/ext/vector_double4_precision.hpp
@@ -0,0 +1,35 @@
+/// @ref core
+/// @file glm/ext/vector_double4_precision.hpp
+
+#pragma once
+#include "../detail/setup.hpp"
+#include "../detail/type_vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 4 components vector of high double-qualifier floating-point numbers.
+	/// There is no guarantee on the actual qualifier.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, double, highp>		highp_dvec4;
+
+	/// 4 components vector of medium double-qualifier floating-point numbers.
+	/// There is no guarantee on the actual qualifier.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, double, mediump>		mediump_dvec4;
+
+	/// 4 components vector of low double-qualifier floating-point numbers.
+	/// There is no guarantee on the actual qualifier.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, double, lowp>		lowp_dvec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_float1.hpp b/third_party/glm/ext/vector_float1.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..28acc2c9ca59619ba1401032141ed223d347650f
--- /dev/null
+++ b/third_party/glm/ext/vector_float1.hpp
@@ -0,0 +1,31 @@
+/// @ref ext_vector_float1
+/// @file glm/ext/vector_float1.hpp
+///
+/// @defgroup ext_vector_float1 GLM_EXT_vector_float1
+/// @ingroup ext
+///
+/// Exposes single-precision floating point vector type with one component.
+///
+/// Include <glm/ext/vector_float1.hpp> to use the features of this extension.
+///
+/// @see ext_vector_float1_precision extension.
+/// @see ext_vector_double1 extension.
+
+#pragma once
+
+#include "../detail/type_vec1.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_float1 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_float1
+	/// @{
+
+	/// 1 components vector of single-precision floating-point numbers.
+	typedef vec<1, float, defaultp>		vec1;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_float1_precision.hpp b/third_party/glm/ext/vector_float1_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6e8dad8d17c8e0e2765aa53323a1c093c685279e
--- /dev/null
+++ b/third_party/glm/ext/vector_float1_precision.hpp
@@ -0,0 +1,36 @@
+/// @ref ext_vector_float1_precision
+/// @file glm/ext/vector_float1_precision.hpp
+///
+/// @defgroup ext_vector_float1_precision GLM_EXT_vector_float1_precision
+/// @ingroup ext
+///
+/// Exposes highp_vec1, mediump_vec1 and lowp_vec1 types.
+///
+/// Include <glm/ext/vector_float1_precision.hpp> to use the features of this extension.
+///
+/// @see ext_vector_float1 extension.
+
+#pragma once
+
+#include "../detail/type_vec1.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_float1_precision extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_float1_precision
+	/// @{
+
+	/// 1 component vector of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<1, float, highp>		highp_vec1;
+
+	/// 1 component vector of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<1, float, mediump>		mediump_vec1;
+
+	/// 1 component vector of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<1, float, lowp>			lowp_vec1;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_float2.hpp b/third_party/glm/ext/vector_float2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..d31545dcc966b37c0c942a9d248bb337c4b178a5
--- /dev/null
+++ b/third_party/glm/ext/vector_float2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_float2.hpp
+
+#pragma once
+#include "../detail/type_vec2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 2 components vector of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<2, float, defaultp>	vec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_float2_precision.hpp b/third_party/glm/ext/vector_float2_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..23c0820d0ae8445f4539bf0b7f7c18886eb8ae41
--- /dev/null
+++ b/third_party/glm/ext/vector_float2_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/vector_float2_precision.hpp
+
+#pragma once
+#include "../detail/type_vec2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 2 components vector of high single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, float, highp>		highp_vec2;
+
+	/// 2 components vector of medium single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, float, mediump>		mediump_vec2;
+
+	/// 2 components vector of low single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<2, float, lowp>			lowp_vec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_float3.hpp b/third_party/glm/ext/vector_float3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..cd79a62004e41ebb2798363235b7573496eacf05
--- /dev/null
+++ b/third_party/glm/ext/vector_float3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_float3.hpp
+
+#pragma once
+#include "../detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 3 components vector of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<3, float, defaultp>		vec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_float3_precision.hpp b/third_party/glm/ext/vector_float3_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..be640b53168387c07c3c2f8640794699a8e5953c
--- /dev/null
+++ b/third_party/glm/ext/vector_float3_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/vector_float3_precision.hpp
+
+#pragma once
+#include "../detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 3 components vector of high single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, float, highp>		highp_vec3;
+
+	/// 3 components vector of medium single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, float, mediump>		mediump_vec3;
+
+	/// 3 components vector of low single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<3, float, lowp>			lowp_vec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_float4.hpp b/third_party/glm/ext/vector_float4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..d84adcc22fd2b2e914ab6f56af92d534a00ddbd7
--- /dev/null
+++ b/third_party/glm/ext/vector_float4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_float4.hpp
+
+#pragma once
+#include "../detail/type_vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 4 components vector of single-precision floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<4, float, defaultp>		vec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_float4_precision.hpp b/third_party/glm/ext/vector_float4_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..aede83882e55140fa53adde2ea0b72be29c77490
--- /dev/null
+++ b/third_party/glm/ext/vector_float4_precision.hpp
@@ -0,0 +1,31 @@
+/// @ref core
+/// @file glm/ext/vector_float4_precision.hpp
+
+#pragma once
+#include "../detail/type_vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector_precision
+	/// @{
+
+	/// 4 components vector of high single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, float, highp>		highp_vec4;
+
+	/// 4 components vector of medium single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, float, mediump>		mediump_vec4;
+
+	/// 4 components vector of low single-qualifier floating-point numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
+	typedef vec<4, float, lowp>			lowp_vec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_int1.hpp b/third_party/glm/ext/vector_int1.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..dc8603891a9967bace26b4c23f4c5485b22f6ba4
--- /dev/null
+++ b/third_party/glm/ext/vector_int1.hpp
@@ -0,0 +1,32 @@
+/// @ref ext_vector_int1
+/// @file glm/ext/vector_int1.hpp
+///
+/// @defgroup ext_vector_int1 GLM_EXT_vector_int1
+/// @ingroup ext
+///
+/// Exposes ivec1 vector type.
+///
+/// Include <glm/ext/vector_int1.hpp> to use the features of this extension.
+///
+/// @see ext_vector_uint1 extension.
+/// @see ext_vector_int1_precision extension.
+
+#pragma once
+
+#include "../detail/type_vec1.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_int1 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_int1
+	/// @{
+
+	/// 1 component vector of signed integer numbers.
+	typedef vec<1, int, defaultp>			ivec1;
+
+	/// @}
+}//namespace glm
+
diff --git a/third_party/glm/ext/vector_int1_sized.hpp b/third_party/glm/ext/vector_int1_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..de0d4cf82e633bc8a1139f770a9f17349462433f
--- /dev/null
+++ b/third_party/glm/ext/vector_int1_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_vector_int1_sized
+/// @file glm/ext/vector_int1_sized.hpp
+///
+/// @defgroup ext_vector_int1_sized GLM_EXT_vector_int1_sized
+/// @ingroup ext
+///
+/// Exposes sized signed integer vector types.
+///
+/// Include <glm/ext/vector_int1_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_int_sized
+/// @see ext_vector_uint1_sized
+
+#pragma once
+
+#include "../ext/vector_int1.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_int1_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_int1_sized
+	/// @{
+
+	/// 8 bit signed integer vector of 1 component type.
+	///
+	/// @see ext_vector_int1_sized
+	typedef vec<1, int8, defaultp>	i8vec1;
+
+	/// 16 bit signed integer vector of 1 component type.
+	///
+	/// @see ext_vector_int1_sized
+	typedef vec<1, int16, defaultp>	i16vec1;
+
+	/// 32 bit signed integer vector of 1 component type.
+	///
+	/// @see ext_vector_int1_sized
+	typedef vec<1, int32, defaultp>	i32vec1;
+
+	/// 64 bit signed integer vector of 1 component type.
+	///
+	/// @see ext_vector_int1_sized
+	typedef vec<1, int64, defaultp>	i64vec1;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_int2.hpp b/third_party/glm/ext/vector_int2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..aef803e91b736a1f2a3a32deefecdebbbc70fe5d
--- /dev/null
+++ b/third_party/glm/ext/vector_int2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_int2.hpp
+
+#pragma once
+#include "../detail/type_vec2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 2 components vector of signed integer numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<2, int, defaultp>		ivec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_int2_sized.hpp b/third_party/glm/ext/vector_int2_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1fd57eef310d7522f0969f2ca3f71857aa40f596
--- /dev/null
+++ b/third_party/glm/ext/vector_int2_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_vector_int2_sized
+/// @file glm/ext/vector_int2_sized.hpp
+///
+/// @defgroup ext_vector_int2_sized GLM_EXT_vector_int2_sized
+/// @ingroup ext
+///
+/// Exposes sized signed integer vector of 2 components type.
+///
+/// Include <glm/ext/vector_int2_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_int_sized
+/// @see ext_vector_uint2_sized
+
+#pragma once
+
+#include "../ext/vector_int2.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_int2_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_int2_sized
+	/// @{
+
+	/// 8 bit signed integer vector of 2 components type.
+	///
+	/// @see ext_vector_int2_sized
+	typedef vec<2, int8, defaultp>		i8vec2;
+
+	/// 16 bit signed integer vector of 2 components type.
+	///
+	/// @see ext_vector_int2_sized
+	typedef vec<2, int16, defaultp>		i16vec2;
+
+	/// 32 bit signed integer vector of 2 components type.
+	///
+	/// @see ext_vector_int2_sized
+	typedef vec<2, int32, defaultp>		i32vec2;
+
+	/// 64 bit signed integer vector of 2 components type.
+	///
+	/// @see ext_vector_int2_sized
+	typedef vec<2, int64, defaultp>		i64vec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_int3.hpp b/third_party/glm/ext/vector_int3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4767e61e88c08a38696700ab9d2517bcde346085
--- /dev/null
+++ b/third_party/glm/ext/vector_int3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_int3.hpp
+
+#pragma once
+#include "../detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 3 components vector of signed integer numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<3, int, defaultp>		ivec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_int3_sized.hpp b/third_party/glm/ext/vector_int3_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..085a3febbffdf31a2b35637f403dfb366c0b03de
--- /dev/null
+++ b/third_party/glm/ext/vector_int3_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_vector_int3_sized
+/// @file glm/ext/vector_int3_sized.hpp
+///
+/// @defgroup ext_vector_int3_sized GLM_EXT_vector_int3_sized
+/// @ingroup ext
+///
+/// Exposes sized signed integer vector of 3 components type.
+///
+/// Include <glm/ext/vector_int3_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_int_sized
+/// @see ext_vector_uint3_sized
+
+#pragma once
+
+#include "../ext/vector_int3.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_int3_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_int3_sized
+	/// @{
+
+	/// 8 bit signed integer vector of 3 components type.
+	///
+	/// @see ext_vector_int3_sized
+	typedef vec<3, int8, defaultp>		i8vec3;
+
+	/// 16 bit signed integer vector of 3 components type.
+	///
+	/// @see ext_vector_int3_sized
+	typedef vec<3, int16, defaultp>		i16vec3;
+
+	/// 32 bit signed integer vector of 3 components type.
+	///
+	/// @see ext_vector_int3_sized
+	typedef vec<3, int32, defaultp>		i32vec3;
+
+	/// 64 bit signed integer vector of 3 components type.
+	///
+	/// @see ext_vector_int3_sized
+	typedef vec<3, int64, defaultp>		i64vec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_int4.hpp b/third_party/glm/ext/vector_int4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..bb23adf706c226d13cb3291f7ab9ded06c30e945
--- /dev/null
+++ b/third_party/glm/ext/vector_int4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_int4.hpp
+
+#pragma once
+#include "../detail/type_vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 4 components vector of signed integer numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<4, int, defaultp>		ivec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_int4_sized.hpp b/third_party/glm/ext/vector_int4_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c63d46540b3e149429c4afa540fac28792b0a00f
--- /dev/null
+++ b/third_party/glm/ext/vector_int4_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_vector_int4_sized
+/// @file glm/ext/vector_int4_sized.hpp
+///
+/// @defgroup ext_vector_int4_sized GLM_EXT_vector_int4_sized
+/// @ingroup ext
+///
+/// Exposes sized signed integer vector of 4 components type.
+///
+/// Include <glm/ext/vector_int4_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_int_sized
+/// @see ext_vector_uint4_sized
+
+#pragma once
+
+#include "../ext/vector_int4.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_int4_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_int4_sized
+	/// @{
+
+	/// 8 bit signed integer vector of 4 components type.
+	///
+	/// @see ext_vector_int4_sized
+	typedef vec<4, int8, defaultp>		i8vec4;
+
+	/// 16 bit signed integer vector of 4 components type.
+	///
+	/// @see ext_vector_int4_sized
+	typedef vec<4, int16, defaultp>		i16vec4;
+
+	/// 32 bit signed integer vector of 4 components type.
+	///
+	/// @see ext_vector_int4_sized
+	typedef vec<4, int32, defaultp>		i32vec4;
+
+	/// 64 bit signed integer vector of 4 components type.
+	///
+	/// @see ext_vector_int4_sized
+	typedef vec<4, int64, defaultp>		i64vec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_integer.hpp b/third_party/glm/ext/vector_integer.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1304dd8d660f0e051500cd3ff8a905221f94fd12
--- /dev/null
+++ b/third_party/glm/ext/vector_integer.hpp
@@ -0,0 +1,149 @@
+/// @ref ext_vector_integer
+/// @file glm/ext/vector_integer.hpp
+///
+/// @see core (dependence)
+/// @see ext_vector_integer (dependence)
+///
+/// @defgroup ext_vector_integer GLM_EXT_vector_integer
+/// @ingroup ext
+///
+/// Include <glm/ext/vector_integer.hpp> to use the features of this extension.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../detail/_vectorize.hpp"
+#include "../vector_relational.hpp"
+#include "../common.hpp"
+#include <limits>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_integer extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_integer
+	/// @{
+
+	/// Return true if the value is a power of two number.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> isPowerOfTwo(vec<L, T, Q> const& v);
+
+	/// Return the power of two number which value is just higher the input value,
+	/// round up to a power of two.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> nextPowerOfTwo(vec<L, T, Q> const& v);
+
+	/// Return the power of two number which value is just lower the input value,
+	/// round down to a power of two.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prevPowerOfTwo(vec<L, T, Q> const& v);
+
+	/// Return true if the 'Value' is a multiple of 'Multiple'.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> isMultiple(vec<L, T, Q> const& v, T Multiple);
+
+	/// Return true if the 'Value' is a multiple of 'Multiple'.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> isMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);
+
+	/// Higher multiple number of Source.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @param v Source values to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> nextMultiple(vec<L, T, Q> const& v, T Multiple);
+
+	/// Higher multiple number of Source.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @param v Source values to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> nextMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);
+
+	/// Lower multiple number of Source.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @param v Source values to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prevMultiple(vec<L, T, Q> const& v, T Multiple);
+
+	/// Lower multiple number of Source.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed or unsigned integer scalar types.
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @param v Source values to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prevMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);
+
+	/// Returns the bit number of the Nth significant bit set to
+	/// 1 in the binary representation of value.
+	/// If value bitcount is less than the Nth significant bit, -1 will be returned.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Signed or unsigned integer scalar types.
+	///
+	/// @see ext_vector_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int, Q> findNSB(vec<L, T, Q> const& Source, vec<L, int, Q> SignificantBitCount);
+
+	/// @}
+} //namespace glm
+
+#include "vector_integer.inl"
diff --git a/third_party/glm/ext/vector_integer.inl b/third_party/glm/ext/vector_integer.inl
new file mode 100644
index 0000000000000000000000000000000000000000..cefb132e237af22509626d793b69c0ab08b7ebec
--- /dev/null
+++ b/third_party/glm/ext/vector_integer.inl
@@ -0,0 +1,85 @@
+#include "scalar_integer.hpp"
+
+namespace glm
+{
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> isPowerOfTwo(vec<L, T, Q> const& Value)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'isPowerOfTwo' only accept integer inputs");
+
+		vec<L, T, Q> const Result(abs(Value));
+		return equal(Result & (Result - vec<L, T, Q>(1)), vec<L, T, Q>(0));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> nextPowerOfTwo(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'nextPowerOfTwo' only accept integer inputs");
+
+		return detail::compute_ceilPowerOfTwo<L, T, Q, std::numeric_limits<T>::is_signed>::call(v);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prevPowerOfTwo(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'prevPowerOfTwo' only accept integer inputs");
+
+		return detail::functor1<vec, L, T, T, Q>::call(prevPowerOfTwo, v);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> isMultiple(vec<L, T, Q> const& Value, T Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'isMultiple' only accept integer inputs");
+
+		return equal(Value % Multiple, vec<L, T, Q>(0));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> isMultiple(vec<L, T, Q> const& Value, vec<L, T, Q> const& Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'isMultiple' only accept integer inputs");
+
+		return equal(Value % Multiple, vec<L, T, Q>(0));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> nextMultiple(vec<L, T, Q> const& Source, T Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'nextMultiple' only accept integer inputs");
+
+		return detail::functor2<vec, L, T, Q>::call(nextMultiple, Source, vec<L, T, Q>(Multiple));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> nextMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'nextMultiple' only accept integer inputs");
+
+		return detail::functor2<vec, L, T, Q>::call(nextMultiple, Source, Multiple);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prevMultiple(vec<L, T, Q> const& Source, T Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'prevMultiple' only accept integer inputs");
+
+		return detail::functor2<vec, L, T, Q>::call(prevMultiple, Source, vec<L, T, Q>(Multiple));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prevMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'prevMultiple' only accept integer inputs");
+
+		return detail::functor2<vec, L, T, Q>::call(prevMultiple, Source, Multiple);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int, Q> findNSB(vec<L, T, Q> const& Source, vec<L, int, Q> SignificantBitCount)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'findNSB' only accept integer inputs");
+
+		return detail::functor2_vec_int<L, T, Q>::call(findNSB, Source, SignificantBitCount);
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_packing.hpp b/third_party/glm/ext/vector_packing.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..76e5d0cc6c2f0c8d6a6cbcbc176a1fc7b90b9b32
--- /dev/null
+++ b/third_party/glm/ext/vector_packing.hpp
@@ -0,0 +1,32 @@
+/// @ref ext_vector_packing
+/// @file glm/ext/vector_packing.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_vector_packing GLM_EXT_vector_packing
+/// @ingroup ext
+///
+/// Include <glm/ext/vector_packing.hpp> to use the features of this extension.
+///
+/// This extension provides a set of function to convert vectors to packed
+/// formats.
+
+#pragma once
+
+// Dependency:
+#include "../detail/qualifier.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_packing extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_packing
+	/// @{
+
+
+	/// @}
+}// namespace glm
+
+#include "vector_packing.inl"
diff --git a/third_party/glm/ext/vector_packing.inl b/third_party/glm/ext/vector_packing.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/third_party/glm/ext/vector_reciprocal.hpp b/third_party/glm/ext/vector_reciprocal.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..84d67662f26e0456c5c1caf426ed3b73af54b2ca
--- /dev/null
+++ b/third_party/glm/ext/vector_reciprocal.hpp
@@ -0,0 +1,135 @@
+/// @ref ext_vector_reciprocal
+/// @file glm/ext/vector_reciprocal.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup ext_vector_reciprocal GLM_EXT_vector_reciprocal
+/// @ingroup ext
+///
+/// Include <glm/ext/vector_reciprocal.hpp> to use the features of this extension.
+///
+/// Define secant, cosecant and cotangent functions.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_reciprocal extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_reciprocal
+	/// @{
+
+	/// Secant function.
+	/// hypotenuse / adjacent or 1 / cos(x)
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType sec(genType angle);
+
+	/// Cosecant function.
+	/// hypotenuse / opposite or 1 / sin(x)
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType csc(genType angle);
+
+	/// Cotangent function.
+	/// adjacent / opposite or 1 / tan(x)
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType cot(genType angle);
+
+	/// Inverse secant function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType asec(genType x);
+
+	/// Inverse cosecant function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType acsc(genType x);
+
+	/// Inverse cotangent function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType acot(genType x);
+
+	/// Secant hyperbolic function.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType sech(genType angle);
+
+	/// Cosecant hyperbolic function.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType csch(genType angle);
+
+	/// Cotangent hyperbolic function.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType coth(genType angle);
+
+	/// Inverse secant hyperbolic function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType asech(genType x);
+
+	/// Inverse cosecant hyperbolic function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType acsch(genType x);
+
+	/// Inverse cotangent hyperbolic function.
+	///
+	/// @return Return an angle expressed in radians.
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see ext_vector_reciprocal
+	template<typename genType>
+	GLM_FUNC_DECL genType acoth(genType x);
+
+	/// @}
+}//namespace glm
+
+#include "vector_reciprocal.inl"
diff --git a/third_party/glm/ext/vector_reciprocal.inl b/third_party/glm/ext/vector_reciprocal.inl
new file mode 100644
index 0000000000000000000000000000000000000000..b85102a2f5789d0499b22f7cba2160480a2c009f
--- /dev/null
+++ b/third_party/glm/ext/vector_reciprocal.inl
@@ -0,0 +1,105 @@
+/// @ref ext_vector_reciprocal
+
+#include "../trigonometric.hpp"
+#include <limits>
+
+namespace glm
+{
+	// sec
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> sec(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'sec' only accept floating-point inputs");
+		return static_cast<T>(1) / detail::functor1<vec, L, T, T, Q>::call(cos, x);
+	}
+
+	// csc
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> csc(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'csc' only accept floating-point inputs");
+		return static_cast<T>(1) / detail::functor1<vec, L, T, T, Q>::call(sin, x);
+	}
+
+	// cot
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> cot(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'cot' only accept floating-point inputs");
+		T const pi_over_2 = static_cast<T>(3.1415926535897932384626433832795 / 2.0);
+		return detail::functor1<vec, L, T, T, Q>::call(tan, pi_over_2 - x);
+	}
+
+	// asec
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> asec(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'asec' only accept floating-point inputs");
+		return detail::functor1<vec, L, T, T, Q>::call(acos, static_cast<T>(1) / x);
+	}
+
+	// acsc
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> acsc(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acsc' only accept floating-point inputs");
+		return detail::functor1<vec, L, T, T, Q>::call(asin, static_cast<T>(1) / x);
+	}
+
+	// acot
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> acot(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acot' only accept floating-point inputs");
+		T const pi_over_2 = static_cast<T>(3.1415926535897932384626433832795 / 2.0);
+		return pi_over_2 - detail::functor1<vec, L, T, T, Q>::call(atan, x);
+	}
+
+	// sech
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> sech(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'sech' only accept floating-point inputs");
+		return static_cast<T>(1) / detail::functor1<vec, L, T, T, Q>::call(cosh, x);
+	}
+
+	// csch
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> csch(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'csch' only accept floating-point inputs");
+		return static_cast<T>(1) / detail::functor1<vec, L, T, T, Q>::call(sinh, x);
+	}
+
+	// coth
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> coth(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'coth' only accept floating-point inputs");
+		return glm::cosh(x) / glm::sinh(x);
+	}
+
+	// asech
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> asech(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'asech' only accept floating-point inputs");
+		return detail::functor1<vec, L, T, T, Q>::call(acosh, static_cast<T>(1) / x);
+	}
+
+	// acsch
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> acsch(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acsch' only accept floating-point inputs");
+		return detail::functor1<vec, L, T, T, Q>::call(asinh, static_cast<T>(1) / x);
+	}
+
+	// acoth
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> acoth(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'acoth' only accept floating-point inputs");
+		return detail::functor1<vec, L, T, T, Q>::call(atanh, static_cast<T>(1) / x);
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_relational.hpp b/third_party/glm/ext/vector_relational.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1c2367dc023103160ec68dee0590d32f8be70550
--- /dev/null
+++ b/third_party/glm/ext/vector_relational.hpp
@@ -0,0 +1,107 @@
+/// @ref ext_vector_relational
+/// @file glm/ext/vector_relational.hpp
+///
+/// @see core (dependence)
+/// @see ext_scalar_integer (dependence)
+///
+/// @defgroup ext_vector_relational GLM_EXT_vector_relational
+/// @ingroup ext
+///
+/// Exposes comparison functions for vector types that take a user defined epsilon values.
+///
+/// Include <glm/ext/vector_relational.hpp> to use the features of this extension.
+///
+/// @see core_vector_relational
+/// @see ext_scalar_relational
+/// @see ext_matrix_relational
+
+#pragma once
+
+// Dependencies
+#include "../detail/qualifier.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_relational extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_relational
+	/// @{
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T epsilon);
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon);
+
+	/// Returns the component-wise comparison of |x - y| >= epsilon.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T epsilon);
+
+	/// Returns the component-wise comparison of |x - y| >= epsilon.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon);
+
+	/// Returns the component-wise comparison between two vectors in term of ULPs.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int ULPs);
+
+	/// Returns the component-wise comparison between two vectors in term of ULPs.
+	/// True if this expression is satisfied.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& ULPs);
+
+	/// Returns the component-wise comparison between two vectors in term of ULPs.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int ULPs);
+
+	/// Returns the component-wise comparison between two vectors in term of ULPs.
+	/// True if this expression is not satisfied.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& ULPs);
+
+	/// @}
+}//namespace glm
+
+#include "vector_relational.inl"
diff --git a/third_party/glm/ext/vector_relational.inl b/third_party/glm/ext/vector_relational.inl
new file mode 100644
index 0000000000000000000000000000000000000000..8c50b2ff2ad47982162373af028c3dffa04cd567
--- /dev/null
+++ b/third_party/glm/ext/vector_relational.inl
@@ -0,0 +1,75 @@
+#include "../vector_relational.hpp"
+#include "../common.hpp"
+#include "../detail/qualifier.hpp"
+#include "../detail/type_float.hpp"
+
+namespace glm
+{
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T Epsilon)
+	{
+		return equal(x, y, vec<L, T, Q>(Epsilon));
+	}
+	
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& Epsilon)
+	{
+		return lessThanEqual(abs(x - y), Epsilon);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T Epsilon)
+	{
+		return notEqual(x, y, vec<L, T, Q>(Epsilon));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& Epsilon)
+	{
+		return greaterThan(abs(x - y), Epsilon);
+	}
+
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int MaxULPs)
+	{
+		return equal(x, y, vec<L, int, Q>(MaxULPs));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& MaxULPs)
+	{
+		vec<L, bool, Q> Result(false);
+		for(length_t i = 0; i < L; ++i)
+		{
+			detail::float_t<T> const a(x[i]);
+			detail::float_t<T> const b(y[i]);
+
+			// Different signs means they do not match.
+			if(a.negative() != b.negative())
+			{
+				// Check for equality to make sure +0==-0
+				Result[i] = a.mantissa() == b.mantissa() && a.exponent() == b.exponent();
+			}
+			else
+			{
+				// Find the difference in ULPs.
+				typename detail::float_t<T>::int_type const DiffULPs = abs(a.i - b.i);
+				Result[i] = DiffULPs <= MaxULPs[i];
+			}
+		}
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, int MaxULPs)
+	{
+		return notEqual(x, y, vec<L, int, Q>(MaxULPs));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, int, Q> const& MaxULPs)
+	{
+		return not_(equal(x, y, MaxULPs));
+	}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_uint1.hpp b/third_party/glm/ext/vector_uint1.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..eb8a7049761f0bb7c735ba689faac84ea5eb65d8
--- /dev/null
+++ b/third_party/glm/ext/vector_uint1.hpp
@@ -0,0 +1,32 @@
+/// @ref ext_vector_uint1
+/// @file glm/ext/vector_uint1.hpp
+///
+/// @defgroup ext_vector_uint1 GLM_EXT_vector_uint1
+/// @ingroup ext
+///
+/// Exposes uvec1 vector type.
+///
+/// Include <glm/ext/vector_uvec1.hpp> to use the features of this extension.
+///
+/// @see ext_vector_int1 extension.
+/// @see ext_vector_uint1_precision extension.
+
+#pragma once
+
+#include "../detail/type_vec1.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_uint1 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_uint1
+	/// @{
+
+	/// 1 component vector of unsigned integer numbers.
+	typedef vec<1, unsigned int, defaultp>			uvec1;
+
+	/// @}
+}//namespace glm
+
diff --git a/third_party/glm/ext/vector_uint1_sized.hpp b/third_party/glm/ext/vector_uint1_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..2a938bbaf61662b648c0886565911eff4a51a9ef
--- /dev/null
+++ b/third_party/glm/ext/vector_uint1_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_vector_uint1_sized
+/// @file glm/ext/vector_uint1_sized.hpp
+///
+/// @defgroup ext_vector_uint1_sized GLM_EXT_vector_uint1_sized
+/// @ingroup ext
+///
+/// Exposes sized unsigned integer vector types.
+///
+/// Include <glm/ext/vector_uint1_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_uint_sized
+/// @see ext_vector_int1_sized
+
+#pragma once
+
+#include "../ext/vector_uint1.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_uint1_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_uint1_sized
+	/// @{
+
+	/// 8 bit unsigned integer vector of 1 component type.
+	///
+	/// @see ext_vector_uint1_sized
+	typedef vec<1, uint8, defaultp>		u8vec1;
+
+	/// 16 bit unsigned integer vector of 1 component type.
+	///
+	/// @see ext_vector_uint1_sized
+	typedef vec<1, uint16, defaultp>	u16vec1;
+
+	/// 32 bit unsigned integer vector of 1 component type.
+	///
+	/// @see ext_vector_uint1_sized
+	typedef vec<1, uint32, defaultp>	u32vec1;
+
+	/// 64 bit unsigned integer vector of 1 component type.
+	///
+	/// @see ext_vector_uint1_sized
+	typedef vec<1, uint64, defaultp>	u64vec1;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_uint2.hpp b/third_party/glm/ext/vector_uint2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..03c00f5ff584d48baf6aab0ed8c5a794138f3219
--- /dev/null
+++ b/third_party/glm/ext/vector_uint2.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_uint2.hpp
+
+#pragma once
+#include "../detail/type_vec2.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 2 components vector of unsigned integer numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<2, unsigned int, defaultp>		uvec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_uint2_sized.hpp b/third_party/glm/ext/vector_uint2_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..620fdc6ece39396568745882180d89d4d3391acb
--- /dev/null
+++ b/third_party/glm/ext/vector_uint2_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_vector_uint2_sized
+/// @file glm/ext/vector_uint2_sized.hpp
+///
+/// @defgroup ext_vector_uint2_sized GLM_EXT_vector_uint2_sized
+/// @ingroup ext
+///
+/// Exposes sized unsigned integer vector of 2 components type.
+///
+/// Include <glm/ext/vector_uint2_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_uint_sized
+/// @see ext_vector_int2_sized
+
+#pragma once
+
+#include "../ext/vector_uint2.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_uint2_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_uint2_sized
+	/// @{
+
+	/// 8 bit unsigned integer vector of 2 components type.
+	///
+	/// @see ext_vector_uint2_sized
+	typedef vec<2, uint8, defaultp>		u8vec2;
+
+	/// 16 bit unsigned integer vector of 2 components type.
+	///
+	/// @see ext_vector_uint2_sized
+	typedef vec<2, uint16, defaultp>	u16vec2;
+
+	/// 32 bit unsigned integer vector of 2 components type.
+	///
+	/// @see ext_vector_uint2_sized
+	typedef vec<2, uint32, defaultp>	u32vec2;
+
+	/// 64 bit unsigned integer vector of 2 components type.
+	///
+	/// @see ext_vector_uint2_sized
+	typedef vec<2, uint64, defaultp>	u64vec2;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_uint3.hpp b/third_party/glm/ext/vector_uint3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f5b41c40882ac5fda0c1440956c8bcd8f7c098d4
--- /dev/null
+++ b/third_party/glm/ext/vector_uint3.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_uint3.hpp
+
+#pragma once
+#include "../detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 3 components vector of unsigned integer numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<3, unsigned int, defaultp>		uvec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_uint3_sized.hpp b/third_party/glm/ext/vector_uint3_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6f96b98e276fb10a896ad9ff42e1df0455b07997
--- /dev/null
+++ b/third_party/glm/ext/vector_uint3_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_vector_uint3_sized
+/// @file glm/ext/vector_uint3_sized.hpp
+///
+/// @defgroup ext_vector_uint3_sized GLM_EXT_vector_uint3_sized
+/// @ingroup ext
+///
+/// Exposes sized unsigned integer vector of 3 components type.
+///
+/// Include <glm/ext/vector_uint3_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_uint_sized
+/// @see ext_vector_int3_sized
+
+#pragma once
+
+#include "../ext/vector_uint3.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_uint3_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_uint3_sized
+	/// @{
+
+	/// 8 bit unsigned integer vector of 3 components type.
+	///
+	/// @see ext_vector_uint3_sized
+	typedef vec<3, uint8, defaultp>		u8vec3;
+
+	/// 16 bit unsigned integer vector of 3 components type.
+	///
+	/// @see ext_vector_uint3_sized
+	typedef vec<3, uint16, defaultp>	u16vec3;
+
+	/// 32 bit unsigned integer vector of 3 components type.
+	///
+	/// @see ext_vector_uint3_sized
+	typedef vec<3, uint32, defaultp>	u32vec3;
+
+	/// 64 bit unsigned integer vector of 3 components type.
+	///
+	/// @see ext_vector_uint3_sized
+	typedef vec<3, uint64, defaultp>	u64vec3;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_uint4.hpp b/third_party/glm/ext/vector_uint4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..32ced58a8f03f902acae6e0fd0e79a0efdb0653a
--- /dev/null
+++ b/third_party/glm/ext/vector_uint4.hpp
@@ -0,0 +1,18 @@
+/// @ref core
+/// @file glm/ext/vector_uint4.hpp
+
+#pragma once
+#include "../detail/type_vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_vector
+	/// @{
+
+	/// 4 components vector of unsigned integer numbers.
+	///
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a>
+	typedef vec<4, unsigned int, defaultp>		uvec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_uint4_sized.hpp b/third_party/glm/ext/vector_uint4_sized.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..da992ea2da86ad2c15ab834dd0acf6fa19fd19e3
--- /dev/null
+++ b/third_party/glm/ext/vector_uint4_sized.hpp
@@ -0,0 +1,49 @@
+/// @ref ext_vector_uint4_sized
+/// @file glm/ext/vector_uint4_sized.hpp
+///
+/// @defgroup ext_vector_uint4_sized GLM_EXT_vector_uint4_sized
+/// @ingroup ext
+///
+/// Exposes sized unsigned integer vector of 4 components type.
+///
+/// Include <glm/ext/vector_uint4_sized.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_uint_sized
+/// @see ext_vector_int4_sized
+
+#pragma once
+
+#include "../ext/vector_uint4.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_uint4_sized extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_uint4_sized
+	/// @{
+
+	/// 8 bit unsigned integer vector of 4 components type.
+	///
+	/// @see ext_vector_uint4_sized
+	typedef vec<4, uint8, defaultp>		u8vec4;
+
+	/// 16 bit unsigned integer vector of 4 components type.
+	///
+	/// @see ext_vector_uint4_sized
+	typedef vec<4, uint16, defaultp>	u16vec4;
+
+	/// 32 bit unsigned integer vector of 4 components type.
+	///
+	/// @see ext_vector_uint4_sized
+	typedef vec<4, uint32, defaultp>	u32vec4;
+
+	/// 64 bit unsigned integer vector of 4 components type.
+	///
+	/// @see ext_vector_uint4_sized
+	typedef vec<4, uint64, defaultp>	u64vec4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/ext/vector_ulp.hpp b/third_party/glm/ext/vector_ulp.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..7c539bbf886699645dc93b9c0faa3e815a359d53
--- /dev/null
+++ b/third_party/glm/ext/vector_ulp.hpp
@@ -0,0 +1,112 @@
+/// @ref ext_vector_ulp
+/// @file glm/ext/vector_ulp.hpp
+///
+/// @defgroup ext_vector_ulp GLM_EXT_vector_ulp
+/// @ingroup ext
+///
+/// Allow the measurement of the accuracy of a function against a reference
+/// implementation. This extension works on floating-point data and provide results
+/// in ULP.
+///
+/// Include <glm/ext/vector_ulp.hpp> to use the features of this extension.
+///
+/// @see ext_scalar_ulp
+/// @see ext_scalar_relational
+/// @see ext_vector_relational
+
+#pragma once
+
+// Dependencies
+#include "../ext/scalar_ulp.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_EXT_vector_ulp extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup ext_vector_ulp
+	/// @{
+
+	/// Return the next ULP value(s) after the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_scalar_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x);
+
+	/// Return the value(s) ULP distance after the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_scalar_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, int ULPs);
+
+	/// Return the value(s) ULP distance after the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_scalar_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);
+
+	/// Return the previous ULP value(s) before the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_scalar_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x);
+
+	/// Return the value(s) ULP distance before the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_scalar_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, int ULPs);
+
+	/// Return the value(s) ULP distance before the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_scalar_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);
+
+	/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_scalar_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int, Q> floatDistance(vec<L, float, Q> const& x, vec<L, float, Q> const& y);
+
+	/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_scalar_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int64, Q> floatDistance(vec<L, double, Q> const& x, vec<L, double, Q> const& y);
+
+	/// @}
+}//namespace glm
+
+#include "vector_ulp.inl"
diff --git a/third_party/glm/ext/vector_ulp.inl b/third_party/glm/ext/vector_ulp.inl
new file mode 100644
index 0000000000000000000000000000000000000000..d3c76488263f3c4211c8d19a52f2bc084c6be2cb
--- /dev/null
+++ b/third_party/glm/ext/vector_ulp.inl
@@ -0,0 +1,74 @@
+namespace glm
+{
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x)
+	{
+		vec<L, T, Q> Result(0);
+		for(length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = nextFloat(x[i]);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, int ULPs)
+	{
+		vec<L, T, Q> Result(0);
+		for(length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = nextFloat(x[i], ULPs);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)
+	{
+		vec<L, T, Q> Result(0);
+		for(length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = nextFloat(x[i], ULPs[i]);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x)
+	{
+		vec<L, T, Q> Result(0);
+		for(length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = prevFloat(x[i]);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, int ULPs)
+	{
+		vec<L, T, Q> Result(0);
+		for(length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = prevFloat(x[i], ULPs);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)
+	{
+		vec<L, T, Q> Result(0);
+		for(length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = prevFloat(x[i], ULPs[i]);
+		return Result;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int, Q> floatDistance(vec<L, float, Q> const& x, vec<L, float, Q> const& y)
+	{
+		vec<L, int, Q> Result(0);
+		for(length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = floatDistance(x[i], y[i]);
+		return Result;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int64, Q> floatDistance(vec<L, double, Q> const& x, vec<L, double, Q> const& y)
+	{
+		vec<L, int64, Q> Result(0);
+		for(length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = floatDistance(x[i], y[i]);
+		return Result;
+	}
+}//namespace glm
diff --git a/third_party/glm/fwd.hpp b/third_party/glm/fwd.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9c2e5eafa4ea07abda138ca3ec9cdcd6936103a9
--- /dev/null
+++ b/third_party/glm/fwd.hpp
@@ -0,0 +1,1233 @@
+#pragma once
+
+#include "detail/qualifier.hpp"
+
+namespace glm
+{
+#if GLM_HAS_EXTENDED_INTEGER_TYPE
+	typedef std::int8_t				int8;
+	typedef std::int16_t			int16;
+	typedef std::int32_t			int32;
+	typedef std::int64_t			int64;
+
+	typedef std::uint8_t			uint8;
+	typedef std::uint16_t			uint16;
+	typedef std::uint32_t			uint32;
+	typedef std::uint64_t			uint64;
+#else
+	typedef signed char				int8;
+	typedef signed short			int16;
+	typedef signed int				int32;
+	typedef detail::int64			int64;
+
+	typedef unsigned char			uint8;
+	typedef unsigned short			uint16;
+	typedef unsigned int			uint32;
+	typedef detail::uint64			uint64;
+#endif
+
+	// Scalar int
+
+	typedef int8					lowp_i8;
+	typedef int8					mediump_i8;
+	typedef int8					highp_i8;
+	typedef int8					i8;
+
+	typedef int8					lowp_int8;
+	typedef int8					mediump_int8;
+	typedef int8					highp_int8;
+
+	typedef int8					lowp_int8_t;
+	typedef int8					mediump_int8_t;
+	typedef int8					highp_int8_t;
+	typedef int8					int8_t;
+
+	typedef int16					lowp_i16;
+	typedef int16					mediump_i16;
+	typedef int16					highp_i16;
+	typedef int16					i16;
+
+	typedef int16					lowp_int16;
+	typedef int16					mediump_int16;
+	typedef int16					highp_int16;
+
+	typedef int16					lowp_int16_t;
+	typedef int16					mediump_int16_t;
+	typedef int16					highp_int16_t;
+	typedef int16					int16_t;
+
+	typedef int32					lowp_i32;
+	typedef int32					mediump_i32;
+	typedef int32					highp_i32;
+	typedef int32					i32;
+
+	typedef int32					lowp_int32;
+	typedef int32					mediump_int32;
+	typedef int32					highp_int32;
+
+	typedef int32					lowp_int32_t;
+	typedef int32					mediump_int32_t;
+	typedef int32					highp_int32_t;
+	typedef int32					int32_t;
+
+	typedef int64					lowp_i64;
+	typedef int64					mediump_i64;
+	typedef int64					highp_i64;
+	typedef int64					i64;
+
+	typedef int64					lowp_int64;
+	typedef int64					mediump_int64;
+	typedef int64					highp_int64;
+
+	typedef int64					lowp_int64_t;
+	typedef int64					mediump_int64_t;
+	typedef int64					highp_int64_t;
+	typedef int64					int64_t;
+
+	// Scalar uint
+
+	typedef unsigned int			uint;
+
+	typedef uint8					lowp_u8;
+	typedef uint8					mediump_u8;
+	typedef uint8					highp_u8;
+	typedef uint8					u8;
+
+	typedef uint8					lowp_uint8;
+	typedef uint8					mediump_uint8;
+	typedef uint8					highp_uint8;
+
+	typedef uint8					lowp_uint8_t;
+	typedef uint8					mediump_uint8_t;
+	typedef uint8					highp_uint8_t;
+	typedef uint8					uint8_t;
+
+	typedef uint16					lowp_u16;
+	typedef uint16					mediump_u16;
+	typedef uint16					highp_u16;
+	typedef uint16					u16;
+
+	typedef uint16					lowp_uint16;
+	typedef uint16					mediump_uint16;
+	typedef uint16					highp_uint16;
+
+	typedef uint16					lowp_uint16_t;
+	typedef uint16					mediump_uint16_t;
+	typedef uint16					highp_uint16_t;
+	typedef uint16					uint16_t;
+
+	typedef uint32					lowp_u32;
+	typedef uint32					mediump_u32;
+	typedef uint32					highp_u32;
+	typedef uint32					u32;
+
+	typedef uint32					lowp_uint32;
+	typedef uint32					mediump_uint32;
+	typedef uint32					highp_uint32;
+
+	typedef uint32					lowp_uint32_t;
+	typedef uint32					mediump_uint32_t;
+	typedef uint32					highp_uint32_t;
+	typedef uint32					uint32_t;
+
+	typedef uint64					lowp_u64;
+	typedef uint64					mediump_u64;
+	typedef uint64					highp_u64;
+	typedef uint64					u64;
+
+	typedef uint64					lowp_uint64;
+	typedef uint64					mediump_uint64;
+	typedef uint64					highp_uint64;
+
+	typedef uint64					lowp_uint64_t;
+	typedef uint64					mediump_uint64_t;
+	typedef uint64					highp_uint64_t;
+	typedef uint64					uint64_t;
+
+	// Scalar float
+
+	typedef float					lowp_f32;
+	typedef float					mediump_f32;
+	typedef float					highp_f32;
+	typedef float					f32;
+
+	typedef float					lowp_float32;
+	typedef float					mediump_float32;
+	typedef float					highp_float32;
+	typedef float					float32;
+
+	typedef float					lowp_float32_t;
+	typedef float					mediump_float32_t;
+	typedef float					highp_float32_t;
+	typedef float					float32_t;
+
+
+	typedef double					lowp_f64;
+	typedef double					mediump_f64;
+	typedef double					highp_f64;
+	typedef double					f64;
+
+	typedef double					lowp_float64;
+	typedef double					mediump_float64;
+	typedef double					highp_float64;
+	typedef double					float64;
+
+	typedef double					lowp_float64_t;
+	typedef double					mediump_float64_t;
+	typedef double					highp_float64_t;
+	typedef double					float64_t;
+
+	// Vector bool
+
+	typedef vec<1, bool, lowp>		lowp_bvec1;
+	typedef vec<2, bool, lowp>		lowp_bvec2;
+	typedef vec<3, bool, lowp>		lowp_bvec3;
+	typedef vec<4, bool, lowp>		lowp_bvec4;
+
+	typedef vec<1, bool, mediump>	mediump_bvec1;
+	typedef vec<2, bool, mediump>	mediump_bvec2;
+	typedef vec<3, bool, mediump>	mediump_bvec3;
+	typedef vec<4, bool, mediump>	mediump_bvec4;
+
+	typedef vec<1, bool, highp>		highp_bvec1;
+	typedef vec<2, bool, highp>		highp_bvec2;
+	typedef vec<3, bool, highp>		highp_bvec3;
+	typedef vec<4, bool, highp>		highp_bvec4;
+
+	typedef vec<1, bool, defaultp>	bvec1;
+	typedef vec<2, bool, defaultp>	bvec2;
+	typedef vec<3, bool, defaultp>	bvec3;
+	typedef vec<4, bool, defaultp>	bvec4;
+
+	// Vector int
+
+	typedef vec<1, int, lowp>		lowp_ivec1;
+	typedef vec<2, int, lowp>		lowp_ivec2;
+	typedef vec<3, int, lowp>		lowp_ivec3;
+	typedef vec<4, int, lowp>		lowp_ivec4;
+
+	typedef vec<1, int, mediump>	mediump_ivec1;
+	typedef vec<2, int, mediump>	mediump_ivec2;
+	typedef vec<3, int, mediump>	mediump_ivec3;
+	typedef vec<4, int, mediump>	mediump_ivec4;
+
+	typedef vec<1, int, highp>		highp_ivec1;
+	typedef vec<2, int, highp>		highp_ivec2;
+	typedef vec<3, int, highp>		highp_ivec3;
+	typedef vec<4, int, highp>		highp_ivec4;
+
+	typedef vec<1, int, defaultp>	ivec1;
+	typedef vec<2, int, defaultp>	ivec2;
+	typedef vec<3, int, defaultp>	ivec3;
+	typedef vec<4, int, defaultp>	ivec4;
+
+	typedef vec<1, i8, lowp>		lowp_i8vec1;
+	typedef vec<2, i8, lowp>		lowp_i8vec2;
+	typedef vec<3, i8, lowp>		lowp_i8vec3;
+	typedef vec<4, i8, lowp>		lowp_i8vec4;
+
+	typedef vec<1, i8, mediump>		mediump_i8vec1;
+	typedef vec<2, i8, mediump>		mediump_i8vec2;
+	typedef vec<3, i8, mediump>		mediump_i8vec3;
+	typedef vec<4, i8, mediump>		mediump_i8vec4;
+
+	typedef vec<1, i8, highp>		highp_i8vec1;
+	typedef vec<2, i8, highp>		highp_i8vec2;
+	typedef vec<3, i8, highp>		highp_i8vec3;
+	typedef vec<4, i8, highp>		highp_i8vec4;
+
+	typedef vec<1, i8, defaultp>	i8vec1;
+	typedef vec<2, i8, defaultp>	i8vec2;
+	typedef vec<3, i8, defaultp>	i8vec3;
+	typedef vec<4, i8, defaultp>	i8vec4;
+
+	typedef vec<1, i16, lowp>		lowp_i16vec1;
+	typedef vec<2, i16, lowp>		lowp_i16vec2;
+	typedef vec<3, i16, lowp>		lowp_i16vec3;
+	typedef vec<4, i16, lowp>		lowp_i16vec4;
+
+	typedef vec<1, i16, mediump>	mediump_i16vec1;
+	typedef vec<2, i16, mediump>	mediump_i16vec2;
+	typedef vec<3, i16, mediump>	mediump_i16vec3;
+	typedef vec<4, i16, mediump>	mediump_i16vec4;
+
+	typedef vec<1, i16, highp>		highp_i16vec1;
+	typedef vec<2, i16, highp>		highp_i16vec2;
+	typedef vec<3, i16, highp>		highp_i16vec3;
+	typedef vec<4, i16, highp>		highp_i16vec4;
+
+	typedef vec<1, i16, defaultp>	i16vec1;
+	typedef vec<2, i16, defaultp>	i16vec2;
+	typedef vec<3, i16, defaultp>	i16vec3;
+	typedef vec<4, i16, defaultp>	i16vec4;
+
+	typedef vec<1, i32, lowp>		lowp_i32vec1;
+	typedef vec<2, i32, lowp>		lowp_i32vec2;
+	typedef vec<3, i32, lowp>		lowp_i32vec3;
+	typedef vec<4, i32, lowp>		lowp_i32vec4;
+
+	typedef vec<1, i32, mediump>	mediump_i32vec1;
+	typedef vec<2, i32, mediump>	mediump_i32vec2;
+	typedef vec<3, i32, mediump>	mediump_i32vec3;
+	typedef vec<4, i32, mediump>	mediump_i32vec4;
+
+	typedef vec<1, i32, highp>		highp_i32vec1;
+	typedef vec<2, i32, highp>		highp_i32vec2;
+	typedef vec<3, i32, highp>		highp_i32vec3;
+	typedef vec<4, i32, highp>		highp_i32vec4;
+
+	typedef vec<1, i32, defaultp>	i32vec1;
+	typedef vec<2, i32, defaultp>	i32vec2;
+	typedef vec<3, i32, defaultp>	i32vec3;
+	typedef vec<4, i32, defaultp>	i32vec4;
+
+	typedef vec<1, i64, lowp>		lowp_i64vec1;
+	typedef vec<2, i64, lowp>		lowp_i64vec2;
+	typedef vec<3, i64, lowp>		lowp_i64vec3;
+	typedef vec<4, i64, lowp>		lowp_i64vec4;
+
+	typedef vec<1, i64, mediump>	mediump_i64vec1;
+	typedef vec<2, i64, mediump>	mediump_i64vec2;
+	typedef vec<3, i64, mediump>	mediump_i64vec3;
+	typedef vec<4, i64, mediump>	mediump_i64vec4;
+
+	typedef vec<1, i64, highp>		highp_i64vec1;
+	typedef vec<2, i64, highp>		highp_i64vec2;
+	typedef vec<3, i64, highp>		highp_i64vec3;
+	typedef vec<4, i64, highp>		highp_i64vec4;
+
+	typedef vec<1, i64, defaultp>	i64vec1;
+	typedef vec<2, i64, defaultp>	i64vec2;
+	typedef vec<3, i64, defaultp>	i64vec3;
+	typedef vec<4, i64, defaultp>	i64vec4;
+
+	// Vector uint
+
+	typedef vec<1, uint, lowp>		lowp_uvec1;
+	typedef vec<2, uint, lowp>		lowp_uvec2;
+	typedef vec<3, uint, lowp>		lowp_uvec3;
+	typedef vec<4, uint, lowp>		lowp_uvec4;
+
+	typedef vec<1, uint, mediump>	mediump_uvec1;
+	typedef vec<2, uint, mediump>	mediump_uvec2;
+	typedef vec<3, uint, mediump>	mediump_uvec3;
+	typedef vec<4, uint, mediump>	mediump_uvec4;
+
+	typedef vec<1, uint, highp>		highp_uvec1;
+	typedef vec<2, uint, highp>		highp_uvec2;
+	typedef vec<3, uint, highp>		highp_uvec3;
+	typedef vec<4, uint, highp>		highp_uvec4;
+
+	typedef vec<1, uint, defaultp>	uvec1;
+	typedef vec<2, uint, defaultp>	uvec2;
+	typedef vec<3, uint, defaultp>	uvec3;
+	typedef vec<4, uint, defaultp>	uvec4;
+
+	typedef vec<1, u8, lowp>		lowp_u8vec1;
+	typedef vec<2, u8, lowp>		lowp_u8vec2;
+	typedef vec<3, u8, lowp>		lowp_u8vec3;
+	typedef vec<4, u8, lowp>		lowp_u8vec4;
+
+	typedef vec<1, u8, mediump>		mediump_u8vec1;
+	typedef vec<2, u8, mediump>		mediump_u8vec2;
+	typedef vec<3, u8, mediump>		mediump_u8vec3;
+	typedef vec<4, u8, mediump>		mediump_u8vec4;
+
+	typedef vec<1, u8, highp>		highp_u8vec1;
+	typedef vec<2, u8, highp>		highp_u8vec2;
+	typedef vec<3, u8, highp>		highp_u8vec3;
+	typedef vec<4, u8, highp>		highp_u8vec4;
+
+	typedef vec<1, u8, defaultp>	u8vec1;
+	typedef vec<2, u8, defaultp>	u8vec2;
+	typedef vec<3, u8, defaultp>	u8vec3;
+	typedef vec<4, u8, defaultp>	u8vec4;
+
+	typedef vec<1, u16, lowp>		lowp_u16vec1;
+	typedef vec<2, u16, lowp>		lowp_u16vec2;
+	typedef vec<3, u16, lowp>		lowp_u16vec3;
+	typedef vec<4, u16, lowp>		lowp_u16vec4;
+
+	typedef vec<1, u16, mediump>	mediump_u16vec1;
+	typedef vec<2, u16, mediump>	mediump_u16vec2;
+	typedef vec<3, u16, mediump>	mediump_u16vec3;
+	typedef vec<4, u16, mediump>	mediump_u16vec4;
+
+	typedef vec<1, u16, highp>		highp_u16vec1;
+	typedef vec<2, u16, highp>		highp_u16vec2;
+	typedef vec<3, u16, highp>		highp_u16vec3;
+	typedef vec<4, u16, highp>		highp_u16vec4;
+
+	typedef vec<1, u16, defaultp>	u16vec1;
+	typedef vec<2, u16, defaultp>	u16vec2;
+	typedef vec<3, u16, defaultp>	u16vec3;
+	typedef vec<4, u16, defaultp>	u16vec4;
+
+	typedef vec<1, u32, lowp>		lowp_u32vec1;
+	typedef vec<2, u32, lowp>		lowp_u32vec2;
+	typedef vec<3, u32, lowp>		lowp_u32vec3;
+	typedef vec<4, u32, lowp>		lowp_u32vec4;
+
+	typedef vec<1, u32, mediump>	mediump_u32vec1;
+	typedef vec<2, u32, mediump>	mediump_u32vec2;
+	typedef vec<3, u32, mediump>	mediump_u32vec3;
+	typedef vec<4, u32, mediump>	mediump_u32vec4;
+
+	typedef vec<1, u32, highp>		highp_u32vec1;
+	typedef vec<2, u32, highp>		highp_u32vec2;
+	typedef vec<3, u32, highp>		highp_u32vec3;
+	typedef vec<4, u32, highp>		highp_u32vec4;
+
+	typedef vec<1, u32, defaultp>	u32vec1;
+	typedef vec<2, u32, defaultp>	u32vec2;
+	typedef vec<3, u32, defaultp>	u32vec3;
+	typedef vec<4, u32, defaultp>	u32vec4;
+
+	typedef vec<1, u64, lowp>		lowp_u64vec1;
+	typedef vec<2, u64, lowp>		lowp_u64vec2;
+	typedef vec<3, u64, lowp>		lowp_u64vec3;
+	typedef vec<4, u64, lowp>		lowp_u64vec4;
+
+	typedef vec<1, u64, mediump>	mediump_u64vec1;
+	typedef vec<2, u64, mediump>	mediump_u64vec2;
+	typedef vec<3, u64, mediump>	mediump_u64vec3;
+	typedef vec<4, u64, mediump>	mediump_u64vec4;
+
+	typedef vec<1, u64, highp>		highp_u64vec1;
+	typedef vec<2, u64, highp>		highp_u64vec2;
+	typedef vec<3, u64, highp>		highp_u64vec3;
+	typedef vec<4, u64, highp>		highp_u64vec4;
+
+	typedef vec<1, u64, defaultp>	u64vec1;
+	typedef vec<2, u64, defaultp>	u64vec2;
+	typedef vec<3, u64, defaultp>	u64vec3;
+	typedef vec<4, u64, defaultp>	u64vec4;
+
+	// Vector float
+
+	typedef vec<1, float, lowp>			lowp_vec1;
+	typedef vec<2, float, lowp>			lowp_vec2;
+	typedef vec<3, float, lowp>			lowp_vec3;
+	typedef vec<4, float, lowp>			lowp_vec4;
+
+	typedef vec<1, float, mediump>		mediump_vec1;
+	typedef vec<2, float, mediump>		mediump_vec2;
+	typedef vec<3, float, mediump>		mediump_vec3;
+	typedef vec<4, float, mediump>		mediump_vec4;
+
+	typedef vec<1, float, highp>		highp_vec1;
+	typedef vec<2, float, highp>		highp_vec2;
+	typedef vec<3, float, highp>		highp_vec3;
+	typedef vec<4, float, highp>		highp_vec4;
+
+	typedef vec<1, float, defaultp>		vec1;
+	typedef vec<2, float, defaultp>		vec2;
+	typedef vec<3, float, defaultp>		vec3;
+	typedef vec<4, float, defaultp>		vec4;
+
+	typedef vec<1, float, lowp>			lowp_fvec1;
+	typedef vec<2, float, lowp>			lowp_fvec2;
+	typedef vec<3, float, lowp>			lowp_fvec3;
+	typedef vec<4, float, lowp>			lowp_fvec4;
+
+	typedef vec<1, float, mediump>		mediump_fvec1;
+	typedef vec<2, float, mediump>		mediump_fvec2;
+	typedef vec<3, float, mediump>		mediump_fvec3;
+	typedef vec<4, float, mediump>		mediump_fvec4;
+
+	typedef vec<1, float, highp>		highp_fvec1;
+	typedef vec<2, float, highp>		highp_fvec2;
+	typedef vec<3, float, highp>		highp_fvec3;
+	typedef vec<4, float, highp>		highp_fvec4;
+
+	typedef vec<1, f32, defaultp>		fvec1;
+	typedef vec<2, f32, defaultp>		fvec2;
+	typedef vec<3, f32, defaultp>		fvec3;
+	typedef vec<4, f32, defaultp>		fvec4;
+
+	typedef vec<1, f32, lowp>			lowp_f32vec1;
+	typedef vec<2, f32, lowp>			lowp_f32vec2;
+	typedef vec<3, f32, lowp>			lowp_f32vec3;
+	typedef vec<4, f32, lowp>			lowp_f32vec4;
+
+	typedef vec<1, f32, mediump>		mediump_f32vec1;
+	typedef vec<2, f32, mediump>		mediump_f32vec2;
+	typedef vec<3, f32, mediump>		mediump_f32vec3;
+	typedef vec<4, f32, mediump>		mediump_f32vec4;
+
+	typedef vec<1, f32, highp>			highp_f32vec1;
+	typedef vec<2, f32, highp>			highp_f32vec2;
+	typedef vec<3, f32, highp>			highp_f32vec3;
+	typedef vec<4, f32, highp>			highp_f32vec4;
+
+	typedef vec<1, f32, defaultp>		f32vec1;
+	typedef vec<2, f32, defaultp>		f32vec2;
+	typedef vec<3, f32, defaultp>		f32vec3;
+	typedef vec<4, f32, defaultp>		f32vec4;
+
+	typedef vec<1, f64, lowp>			lowp_dvec1;
+	typedef vec<2, f64, lowp>			lowp_dvec2;
+	typedef vec<3, f64, lowp>			lowp_dvec3;
+	typedef vec<4, f64, lowp>			lowp_dvec4;
+
+	typedef vec<1, f64, mediump>		mediump_dvec1;
+	typedef vec<2, f64, mediump>		mediump_dvec2;
+	typedef vec<3, f64, mediump>		mediump_dvec3;
+	typedef vec<4, f64, mediump>		mediump_dvec4;
+
+	typedef vec<1, f64, highp>			highp_dvec1;
+	typedef vec<2, f64, highp>			highp_dvec2;
+	typedef vec<3, f64, highp>			highp_dvec3;
+	typedef vec<4, f64, highp>			highp_dvec4;
+
+	typedef vec<1, f64, defaultp>		dvec1;
+	typedef vec<2, f64, defaultp>		dvec2;
+	typedef vec<3, f64, defaultp>		dvec3;
+	typedef vec<4, f64, defaultp>		dvec4;
+
+	typedef vec<1, f64, lowp>			lowp_f64vec1;
+	typedef vec<2, f64, lowp>			lowp_f64vec2;
+	typedef vec<3, f64, lowp>			lowp_f64vec3;
+	typedef vec<4, f64, lowp>			lowp_f64vec4;
+
+	typedef vec<1, f64, mediump>		mediump_f64vec1;
+	typedef vec<2, f64, mediump>		mediump_f64vec2;
+	typedef vec<3, f64, mediump>		mediump_f64vec3;
+	typedef vec<4, f64, mediump>		mediump_f64vec4;
+
+	typedef vec<1, f64, highp>			highp_f64vec1;
+	typedef vec<2, f64, highp>			highp_f64vec2;
+	typedef vec<3, f64, highp>			highp_f64vec3;
+	typedef vec<4, f64, highp>			highp_f64vec4;
+
+	typedef vec<1, f64, defaultp>		f64vec1;
+	typedef vec<2, f64, defaultp>		f64vec2;
+	typedef vec<3, f64, defaultp>		f64vec3;
+	typedef vec<4, f64, defaultp>		f64vec4;
+
+	// Matrix NxN
+
+	typedef mat<2, 2, f32, lowp>		lowp_mat2;
+	typedef mat<3, 3, f32, lowp>		lowp_mat3;
+	typedef mat<4, 4, f32, lowp>		lowp_mat4;
+
+	typedef mat<2, 2, f32, mediump>		mediump_mat2;
+	typedef mat<3, 3, f32, mediump>		mediump_mat3;
+	typedef mat<4, 4, f32, mediump>		mediump_mat4;
+
+	typedef mat<2, 2, f32, highp>		highp_mat2;
+	typedef mat<3, 3, f32, highp>		highp_mat3;
+	typedef mat<4, 4, f32, highp>		highp_mat4;
+
+	typedef mat<2, 2, f32, defaultp>	mat2;
+	typedef mat<3, 3, f32, defaultp>	mat3;
+	typedef mat<4, 4, f32, defaultp>	mat4;
+
+	typedef mat<2, 2, f32, lowp>		lowp_fmat2;
+	typedef mat<3, 3, f32, lowp>		lowp_fmat3;
+	typedef mat<4, 4, f32, lowp>		lowp_fmat4;
+
+	typedef mat<2, 2, f32, mediump>		mediump_fmat2;
+	typedef mat<3, 3, f32, mediump>		mediump_fmat3;
+	typedef mat<4, 4, f32, mediump>		mediump_fmat4;
+
+	typedef mat<2, 2, f32, highp>		highp_fmat2;
+	typedef mat<3, 3, f32, highp>		highp_fmat3;
+	typedef mat<4, 4, f32, highp>		highp_fmat4;
+
+	typedef mat<2, 2, f32, defaultp>	fmat2;
+	typedef mat<3, 3, f32, defaultp>	fmat3;
+	typedef mat<4, 4, f32, defaultp>	fmat4;
+
+	typedef mat<2, 2, f32, lowp>		lowp_f32mat2;
+	typedef mat<3, 3, f32, lowp>		lowp_f32mat3;
+	typedef mat<4, 4, f32, lowp>		lowp_f32mat4;
+
+	typedef mat<2, 2, f32, mediump>		mediump_f32mat2;
+	typedef mat<3, 3, f32, mediump>		mediump_f32mat3;
+	typedef mat<4, 4, f32, mediump>		mediump_f32mat4;
+
+	typedef mat<2, 2, f32, highp>		highp_f32mat2;
+	typedef mat<3, 3, f32, highp>		highp_f32mat3;
+	typedef mat<4, 4, f32, highp>		highp_f32mat4;
+
+	typedef mat<2, 2, f32, defaultp>	f32mat2;
+	typedef mat<3, 3, f32, defaultp>	f32mat3;
+	typedef mat<4, 4, f32, defaultp>	f32mat4;
+
+	typedef mat<2, 2, f64, lowp>		lowp_dmat2;
+	typedef mat<3, 3, f64, lowp>		lowp_dmat3;
+	typedef mat<4, 4, f64, lowp>		lowp_dmat4;
+
+	typedef mat<2, 2, f64, mediump>		mediump_dmat2;
+	typedef mat<3, 3, f64, mediump>		mediump_dmat3;
+	typedef mat<4, 4, f64, mediump>		mediump_dmat4;
+
+	typedef mat<2, 2, f64, highp>		highp_dmat2;
+	typedef mat<3, 3, f64, highp>		highp_dmat3;
+	typedef mat<4, 4, f64, highp>		highp_dmat4;
+
+	typedef mat<2, 2, f64, defaultp>	dmat2;
+	typedef mat<3, 3, f64, defaultp>	dmat3;
+	typedef mat<4, 4, f64, defaultp>	dmat4;
+
+	typedef mat<2, 2, f64, lowp>		lowp_f64mat2;
+	typedef mat<3, 3, f64, lowp>		lowp_f64mat3;
+	typedef mat<4, 4, f64, lowp>		lowp_f64mat4;
+
+	typedef mat<2, 2, f64, mediump>		mediump_f64mat2;
+	typedef mat<3, 3, f64, mediump>		mediump_f64mat3;
+	typedef mat<4, 4, f64, mediump>		mediump_f64mat4;
+
+	typedef mat<2, 2, f64, highp>		highp_f64mat2;
+	typedef mat<3, 3, f64, highp>		highp_f64mat3;
+	typedef mat<4, 4, f64, highp>		highp_f64mat4;
+
+	typedef mat<2, 2, f64, defaultp>	f64mat2;
+	typedef mat<3, 3, f64, defaultp>	f64mat3;
+	typedef mat<4, 4, f64, defaultp>	f64mat4;
+
+	// Matrix MxN
+
+	typedef mat<2, 2, f32, lowp>		lowp_mat2x2;
+	typedef mat<2, 3, f32, lowp>		lowp_mat2x3;
+	typedef mat<2, 4, f32, lowp>		lowp_mat2x4;
+	typedef mat<3, 2, f32, lowp>		lowp_mat3x2;
+	typedef mat<3, 3, f32, lowp>		lowp_mat3x3;
+	typedef mat<3, 4, f32, lowp>		lowp_mat3x4;
+	typedef mat<4, 2, f32, lowp>		lowp_mat4x2;
+	typedef mat<4, 3, f32, lowp>		lowp_mat4x3;
+	typedef mat<4, 4, f32, lowp>		lowp_mat4x4;
+
+	typedef mat<2, 2, f32, mediump>		mediump_mat2x2;
+	typedef mat<2, 3, f32, mediump>		mediump_mat2x3;
+	typedef mat<2, 4, f32, mediump>		mediump_mat2x4;
+	typedef mat<3, 2, f32, mediump>		mediump_mat3x2;
+	typedef mat<3, 3, f32, mediump>		mediump_mat3x3;
+	typedef mat<3, 4, f32, mediump>		mediump_mat3x4;
+	typedef mat<4, 2, f32, mediump>		mediump_mat4x2;
+	typedef mat<4, 3, f32, mediump>		mediump_mat4x3;
+	typedef mat<4, 4, f32, mediump>		mediump_mat4x4;
+
+	typedef mat<2, 2, f32, highp>		highp_mat2x2;
+	typedef mat<2, 3, f32, highp>		highp_mat2x3;
+	typedef mat<2, 4, f32, highp>		highp_mat2x4;
+	typedef mat<3, 2, f32, highp>		highp_mat3x2;
+	typedef mat<3, 3, f32, highp>		highp_mat3x3;
+	typedef mat<3, 4, f32, highp>		highp_mat3x4;
+	typedef mat<4, 2, f32, highp>		highp_mat4x2;
+	typedef mat<4, 3, f32, highp>		highp_mat4x3;
+	typedef mat<4, 4, f32, highp>		highp_mat4x4;
+
+	typedef mat<2, 2, f32, defaultp>	mat2x2;
+	typedef mat<2, 3, f32, defaultp>	mat2x3;
+	typedef mat<2, 4, f32, defaultp>	mat2x4;
+	typedef mat<3, 2, f32, defaultp>	mat3x2;
+	typedef mat<3, 3, f32, defaultp>	mat3x3;
+	typedef mat<3, 4, f32, defaultp>	mat3x4;
+	typedef mat<4, 2, f32, defaultp>	mat4x2;
+	typedef mat<4, 3, f32, defaultp>	mat4x3;
+	typedef mat<4, 4, f32, defaultp>	mat4x4;
+
+	typedef mat<2, 2, f32, lowp>		lowp_fmat2x2;
+	typedef mat<2, 3, f32, lowp>		lowp_fmat2x3;
+	typedef mat<2, 4, f32, lowp>		lowp_fmat2x4;
+	typedef mat<3, 2, f32, lowp>		lowp_fmat3x2;
+	typedef mat<3, 3, f32, lowp>		lowp_fmat3x3;
+	typedef mat<3, 4, f32, lowp>		lowp_fmat3x4;
+	typedef mat<4, 2, f32, lowp>		lowp_fmat4x2;
+	typedef mat<4, 3, f32, lowp>		lowp_fmat4x3;
+	typedef mat<4, 4, f32, lowp>		lowp_fmat4x4;
+
+	typedef mat<2, 2, f32, mediump>		mediump_fmat2x2;
+	typedef mat<2, 3, f32, mediump>		mediump_fmat2x3;
+	typedef mat<2, 4, f32, mediump>		mediump_fmat2x4;
+	typedef mat<3, 2, f32, mediump>		mediump_fmat3x2;
+	typedef mat<3, 3, f32, mediump>		mediump_fmat3x3;
+	typedef mat<3, 4, f32, mediump>		mediump_fmat3x4;
+	typedef mat<4, 2, f32, mediump>		mediump_fmat4x2;
+	typedef mat<4, 3, f32, mediump>		mediump_fmat4x3;
+	typedef mat<4, 4, f32, mediump>		mediump_fmat4x4;
+
+	typedef mat<2, 2, f32, highp>		highp_fmat2x2;
+	typedef mat<2, 3, f32, highp>		highp_fmat2x3;
+	typedef mat<2, 4, f32, highp>		highp_fmat2x4;
+	typedef mat<3, 2, f32, highp>		highp_fmat3x2;
+	typedef mat<3, 3, f32, highp>		highp_fmat3x3;
+	typedef mat<3, 4, f32, highp>		highp_fmat3x4;
+	typedef mat<4, 2, f32, highp>		highp_fmat4x2;
+	typedef mat<4, 3, f32, highp>		highp_fmat4x3;
+	typedef mat<4, 4, f32, highp>		highp_fmat4x4;
+
+	typedef mat<2, 2, f32, defaultp>	fmat2x2;
+	typedef mat<2, 3, f32, defaultp>	fmat2x3;
+	typedef mat<2, 4, f32, defaultp>	fmat2x4;
+	typedef mat<3, 2, f32, defaultp>	fmat3x2;
+	typedef mat<3, 3, f32, defaultp>	fmat3x3;
+	typedef mat<3, 4, f32, defaultp>	fmat3x4;
+	typedef mat<4, 2, f32, defaultp>	fmat4x2;
+	typedef mat<4, 3, f32, defaultp>	fmat4x3;
+	typedef mat<4, 4, f32, defaultp>	fmat4x4;
+
+	typedef mat<2, 2, f32, lowp>		lowp_f32mat2x2;
+	typedef mat<2, 3, f32, lowp>		lowp_f32mat2x3;
+	typedef mat<2, 4, f32, lowp>		lowp_f32mat2x4;
+	typedef mat<3, 2, f32, lowp>		lowp_f32mat3x2;
+	typedef mat<3, 3, f32, lowp>		lowp_f32mat3x3;
+	typedef mat<3, 4, f32, lowp>		lowp_f32mat3x4;
+	typedef mat<4, 2, f32, lowp>		lowp_f32mat4x2;
+	typedef mat<4, 3, f32, lowp>		lowp_f32mat4x3;
+	typedef mat<4, 4, f32, lowp>		lowp_f32mat4x4;
+	
+	typedef mat<2, 2, f32, mediump>		mediump_f32mat2x2;
+	typedef mat<2, 3, f32, mediump>		mediump_f32mat2x3;
+	typedef mat<2, 4, f32, mediump>		mediump_f32mat2x4;
+	typedef mat<3, 2, f32, mediump>		mediump_f32mat3x2;
+	typedef mat<3, 3, f32, mediump>		mediump_f32mat3x3;
+	typedef mat<3, 4, f32, mediump>		mediump_f32mat3x4;
+	typedef mat<4, 2, f32, mediump>		mediump_f32mat4x2;
+	typedef mat<4, 3, f32, mediump>		mediump_f32mat4x3;
+	typedef mat<4, 4, f32, mediump>		mediump_f32mat4x4;
+
+	typedef mat<2, 2, f32, highp>		highp_f32mat2x2;
+	typedef mat<2, 3, f32, highp>		highp_f32mat2x3;
+	typedef mat<2, 4, f32, highp>		highp_f32mat2x4;
+	typedef mat<3, 2, f32, highp>		highp_f32mat3x2;
+	typedef mat<3, 3, f32, highp>		highp_f32mat3x3;
+	typedef mat<3, 4, f32, highp>		highp_f32mat3x4;
+	typedef mat<4, 2, f32, highp>		highp_f32mat4x2;
+	typedef mat<4, 3, f32, highp>		highp_f32mat4x3;
+	typedef mat<4, 4, f32, highp>		highp_f32mat4x4;
+
+	typedef mat<2, 2, f32, defaultp>	f32mat2x2;
+	typedef mat<2, 3, f32, defaultp>	f32mat2x3;
+	typedef mat<2, 4, f32, defaultp>	f32mat2x4;
+	typedef mat<3, 2, f32, defaultp>	f32mat3x2;
+	typedef mat<3, 3, f32, defaultp>	f32mat3x3;
+	typedef mat<3, 4, f32, defaultp>	f32mat3x4;
+	typedef mat<4, 2, f32, defaultp>	f32mat4x2;
+	typedef mat<4, 3, f32, defaultp>	f32mat4x3;
+	typedef mat<4, 4, f32, defaultp>	f32mat4x4;
+
+	typedef mat<2, 2, double, lowp>		lowp_dmat2x2;
+	typedef mat<2, 3, double, lowp>		lowp_dmat2x3;
+	typedef mat<2, 4, double, lowp>		lowp_dmat2x4;
+	typedef mat<3, 2, double, lowp>		lowp_dmat3x2;
+	typedef mat<3, 3, double, lowp>		lowp_dmat3x3;
+	typedef mat<3, 4, double, lowp>		lowp_dmat3x4;
+	typedef mat<4, 2, double, lowp>		lowp_dmat4x2;
+	typedef mat<4, 3, double, lowp>		lowp_dmat4x3;
+	typedef mat<4, 4, double, lowp>		lowp_dmat4x4;
+
+	typedef mat<2, 2, double, mediump>	mediump_dmat2x2;
+	typedef mat<2, 3, double, mediump>	mediump_dmat2x3;
+	typedef mat<2, 4, double, mediump>	mediump_dmat2x4;
+	typedef mat<3, 2, double, mediump>	mediump_dmat3x2;
+	typedef mat<3, 3, double, mediump>	mediump_dmat3x3;
+	typedef mat<3, 4, double, mediump>	mediump_dmat3x4;
+	typedef mat<4, 2, double, mediump>	mediump_dmat4x2;
+	typedef mat<4, 3, double, mediump>	mediump_dmat4x3;
+	typedef mat<4, 4, double, mediump>	mediump_dmat4x4;
+
+	typedef mat<2, 2, double, highp>	highp_dmat2x2;
+	typedef mat<2, 3, double, highp>	highp_dmat2x3;
+	typedef mat<2, 4, double, highp>	highp_dmat2x4;
+	typedef mat<3, 2, double, highp>	highp_dmat3x2;
+	typedef mat<3, 3, double, highp>	highp_dmat3x3;
+	typedef mat<3, 4, double, highp>	highp_dmat3x4;
+	typedef mat<4, 2, double, highp>	highp_dmat4x2;
+	typedef mat<4, 3, double, highp>	highp_dmat4x3;
+	typedef mat<4, 4, double, highp>	highp_dmat4x4;
+
+	typedef mat<2, 2, double, defaultp>	dmat2x2;
+	typedef mat<2, 3, double, defaultp>	dmat2x3;
+	typedef mat<2, 4, double, defaultp>	dmat2x4;
+	typedef mat<3, 2, double, defaultp>	dmat3x2;
+	typedef mat<3, 3, double, defaultp>	dmat3x3;
+	typedef mat<3, 4, double, defaultp>	dmat3x4;
+	typedef mat<4, 2, double, defaultp>	dmat4x2;
+	typedef mat<4, 3, double, defaultp>	dmat4x3;
+	typedef mat<4, 4, double, defaultp>	dmat4x4;
+
+	typedef mat<2, 2, f64, lowp>		lowp_f64mat2x2;
+	typedef mat<2, 3, f64, lowp>		lowp_f64mat2x3;
+	typedef mat<2, 4, f64, lowp>		lowp_f64mat2x4;
+	typedef mat<3, 2, f64, lowp>		lowp_f64mat3x2;
+	typedef mat<3, 3, f64, lowp>		lowp_f64mat3x3;
+	typedef mat<3, 4, f64, lowp>		lowp_f64mat3x4;
+	typedef mat<4, 2, f64, lowp>		lowp_f64mat4x2;
+	typedef mat<4, 3, f64, lowp>		lowp_f64mat4x3;
+	typedef mat<4, 4, f64, lowp>		lowp_f64mat4x4;
+
+	typedef mat<2, 2, f64, mediump>		mediump_f64mat2x2;
+	typedef mat<2, 3, f64, mediump>		mediump_f64mat2x3;
+	typedef mat<2, 4, f64, mediump>		mediump_f64mat2x4;
+	typedef mat<3, 2, f64, mediump>		mediump_f64mat3x2;
+	typedef mat<3, 3, f64, mediump>		mediump_f64mat3x3;
+	typedef mat<3, 4, f64, mediump>		mediump_f64mat3x4;
+	typedef mat<4, 2, f64, mediump>		mediump_f64mat4x2;
+	typedef mat<4, 3, f64, mediump>		mediump_f64mat4x3;
+	typedef mat<4, 4, f64, mediump>		mediump_f64mat4x4;
+
+	typedef mat<2, 2, f64, highp>		highp_f64mat2x2;
+	typedef mat<2, 3, f64, highp>		highp_f64mat2x3;
+	typedef mat<2, 4, f64, highp>		highp_f64mat2x4;
+	typedef mat<3, 2, f64, highp>		highp_f64mat3x2;
+	typedef mat<3, 3, f64, highp>		highp_f64mat3x3;
+	typedef mat<3, 4, f64, highp>		highp_f64mat3x4;
+	typedef mat<4, 2, f64, highp>		highp_f64mat4x2;
+	typedef mat<4, 3, f64, highp>		highp_f64mat4x3;
+	typedef mat<4, 4, f64, highp>		highp_f64mat4x4;
+
+	typedef mat<2, 2, f64, defaultp>	f64mat2x2;
+	typedef mat<2, 3, f64, defaultp>	f64mat2x3;
+	typedef mat<2, 4, f64, defaultp>	f64mat2x4;
+	typedef mat<3, 2, f64, defaultp>	f64mat3x2;
+	typedef mat<3, 3, f64, defaultp>	f64mat3x3;
+	typedef mat<3, 4, f64, defaultp>	f64mat3x4;
+	typedef mat<4, 2, f64, defaultp>	f64mat4x2;
+	typedef mat<4, 3, f64, defaultp>	f64mat4x3;
+	typedef mat<4, 4, f64, defaultp>	f64mat4x4;
+
+	// Signed integer matrix MxN
+
+	typedef mat<2, 2, int, lowp>		lowp_imat2x2;
+	typedef mat<2, 3, int, lowp>		lowp_imat2x3;
+	typedef mat<2, 4, int, lowp>		lowp_imat2x4;
+	typedef mat<3, 2, int, lowp>		lowp_imat3x2;
+	typedef mat<3, 3, int, lowp>		lowp_imat3x3;
+	typedef mat<3, 4, int, lowp>		lowp_imat3x4;
+	typedef mat<4, 2, int, lowp>		lowp_imat4x2;
+	typedef mat<4, 3, int, lowp>		lowp_imat4x3;
+	typedef mat<4, 4, int, lowp>		lowp_imat4x4;
+
+	typedef mat<2, 2, int, mediump>		mediump_imat2x2;
+	typedef mat<2, 3, int, mediump>		mediump_imat2x3;
+	typedef mat<2, 4, int, mediump>		mediump_imat2x4;
+	typedef mat<3, 2, int, mediump>		mediump_imat3x2;
+	typedef mat<3, 3, int, mediump>		mediump_imat3x3;
+	typedef mat<3, 4, int, mediump>		mediump_imat3x4;
+	typedef mat<4, 2, int, mediump>		mediump_imat4x2;
+	typedef mat<4, 3, int, mediump>		mediump_imat4x3;
+	typedef mat<4, 4, int, mediump>		mediump_imat4x4;
+
+	typedef mat<2, 2, int, highp>		highp_imat2x2;
+	typedef mat<2, 3, int, highp>		highp_imat2x3;
+	typedef mat<2, 4, int, highp>		highp_imat2x4;
+	typedef mat<3, 2, int, highp>		highp_imat3x2;
+	typedef mat<3, 3, int, highp>		highp_imat3x3;
+	typedef mat<3, 4, int, highp>		highp_imat3x4;
+	typedef mat<4, 2, int, highp>		highp_imat4x2;
+	typedef mat<4, 3, int, highp>		highp_imat4x3;
+	typedef mat<4, 4, int, highp>		highp_imat4x4;
+
+	typedef mat<2, 2, int, defaultp>	imat2x2;
+	typedef mat<2, 3, int, defaultp>	imat2x3;
+	typedef mat<2, 4, int, defaultp>	imat2x4;
+	typedef mat<3, 2, int, defaultp>	imat3x2;
+	typedef mat<3, 3, int, defaultp>	imat3x3;
+	typedef mat<3, 4, int, defaultp>	imat3x4;
+	typedef mat<4, 2, int, defaultp>	imat4x2;
+	typedef mat<4, 3, int, defaultp>	imat4x3;
+	typedef mat<4, 4, int, defaultp>	imat4x4;
+
+
+	typedef mat<2, 2, int8, lowp>		lowp_i8mat2x2;
+	typedef mat<2, 3, int8, lowp>		lowp_i8mat2x3;
+	typedef mat<2, 4, int8, lowp>		lowp_i8mat2x4;
+	typedef mat<3, 2, int8, lowp>		lowp_i8mat3x2;
+	typedef mat<3, 3, int8, lowp>		lowp_i8mat3x3;
+	typedef mat<3, 4, int8, lowp>		lowp_i8mat3x4;
+	typedef mat<4, 2, int8, lowp>		lowp_i8mat4x2;
+	typedef mat<4, 3, int8, lowp>		lowp_i8mat4x3;
+	typedef mat<4, 4, int8, lowp>		lowp_i8mat4x4;
+
+	typedef mat<2, 2, int8, mediump>	mediump_i8mat2x2;
+	typedef mat<2, 3, int8, mediump>	mediump_i8mat2x3;
+	typedef mat<2, 4, int8, mediump>	mediump_i8mat2x4;
+	typedef mat<3, 2, int8, mediump>	mediump_i8mat3x2;
+	typedef mat<3, 3, int8, mediump>	mediump_i8mat3x3;
+	typedef mat<3, 4, int8, mediump>	mediump_i8mat3x4;
+	typedef mat<4, 2, int8, mediump>	mediump_i8mat4x2;
+	typedef mat<4, 3, int8, mediump>	mediump_i8mat4x3;
+	typedef mat<4, 4, int8, mediump>	mediump_i8mat4x4;
+
+	typedef mat<2, 2, int8, highp>		highp_i8mat2x2;
+	typedef mat<2, 3, int8, highp>		highp_i8mat2x3;
+	typedef mat<2, 4, int8, highp>		highp_i8mat2x4;
+	typedef mat<3, 2, int8, highp>		highp_i8mat3x2;
+	typedef mat<3, 3, int8, highp>		highp_i8mat3x3;
+	typedef mat<3, 4, int8, highp>		highp_i8mat3x4;
+	typedef mat<4, 2, int8, highp>		highp_i8mat4x2;
+	typedef mat<4, 3, int8, highp>		highp_i8mat4x3;
+	typedef mat<4, 4, int8, highp>		highp_i8mat4x4;
+
+	typedef mat<2, 2, int8, defaultp>	i8mat2x2;
+	typedef mat<2, 3, int8, defaultp>	i8mat2x3;
+	typedef mat<2, 4, int8, defaultp>	i8mat2x4;
+	typedef mat<3, 2, int8, defaultp>	i8mat3x2;
+	typedef mat<3, 3, int8, defaultp>	i8mat3x3;
+	typedef mat<3, 4, int8, defaultp>	i8mat3x4;
+	typedef mat<4, 2, int8, defaultp>	i8mat4x2;
+	typedef mat<4, 3, int8, defaultp>	i8mat4x3;
+	typedef mat<4, 4, int8, defaultp>	i8mat4x4;
+
+
+	typedef mat<2, 2, int16, lowp>		lowp_i16mat2x2;
+	typedef mat<2, 3, int16, lowp>		lowp_i16mat2x3;
+	typedef mat<2, 4, int16, lowp>		lowp_i16mat2x4;
+	typedef mat<3, 2, int16, lowp>		lowp_i16mat3x2;
+	typedef mat<3, 3, int16, lowp>		lowp_i16mat3x3;
+	typedef mat<3, 4, int16, lowp>		lowp_i16mat3x4;
+	typedef mat<4, 2, int16, lowp>		lowp_i16mat4x2;
+	typedef mat<4, 3, int16, lowp>		lowp_i16mat4x3;
+	typedef mat<4, 4, int16, lowp>		lowp_i16mat4x4;
+
+	typedef mat<2, 2, int16, mediump>	mediump_i16mat2x2;
+	typedef mat<2, 3, int16, mediump>	mediump_i16mat2x3;
+	typedef mat<2, 4, int16, mediump>	mediump_i16mat2x4;
+	typedef mat<3, 2, int16, mediump>	mediump_i16mat3x2;
+	typedef mat<3, 3, int16, mediump>	mediump_i16mat3x3;
+	typedef mat<3, 4, int16, mediump>	mediump_i16mat3x4;
+	typedef mat<4, 2, int16, mediump>	mediump_i16mat4x2;
+	typedef mat<4, 3, int16, mediump>	mediump_i16mat4x3;
+	typedef mat<4, 4, int16, mediump>	mediump_i16mat4x4;
+
+	typedef mat<2, 2, int16, highp>		highp_i16mat2x2;
+	typedef mat<2, 3, int16, highp>		highp_i16mat2x3;
+	typedef mat<2, 4, int16, highp>		highp_i16mat2x4;
+	typedef mat<3, 2, int16, highp>		highp_i16mat3x2;
+	typedef mat<3, 3, int16, highp>		highp_i16mat3x3;
+	typedef mat<3, 4, int16, highp>		highp_i16mat3x4;
+	typedef mat<4, 2, int16, highp>		highp_i16mat4x2;
+	typedef mat<4, 3, int16, highp>		highp_i16mat4x3;
+	typedef mat<4, 4, int16, highp>		highp_i16mat4x4;
+
+	typedef mat<2, 2, int16, defaultp>	i16mat2x2;
+	typedef mat<2, 3, int16, defaultp>	i16mat2x3;
+	typedef mat<2, 4, int16, defaultp>	i16mat2x4;
+	typedef mat<3, 2, int16, defaultp>	i16mat3x2;
+	typedef mat<3, 3, int16, defaultp>	i16mat3x3;
+	typedef mat<3, 4, int16, defaultp>	i16mat3x4;
+	typedef mat<4, 2, int16, defaultp>	i16mat4x2;
+	typedef mat<4, 3, int16, defaultp>	i16mat4x3;
+	typedef mat<4, 4, int16, defaultp>	i16mat4x4;
+
+
+	typedef mat<2, 2, int32, lowp>		lowp_i32mat2x2;
+	typedef mat<2, 3, int32, lowp>		lowp_i32mat2x3;
+	typedef mat<2, 4, int32, lowp>		lowp_i32mat2x4;
+	typedef mat<3, 2, int32, lowp>		lowp_i32mat3x2;
+	typedef mat<3, 3, int32, lowp>		lowp_i32mat3x3;
+	typedef mat<3, 4, int32, lowp>		lowp_i32mat3x4;
+	typedef mat<4, 2, int32, lowp>		lowp_i32mat4x2;
+	typedef mat<4, 3, int32, lowp>		lowp_i32mat4x3;
+	typedef mat<4, 4, int32, lowp>		lowp_i32mat4x4;
+
+	typedef mat<2, 2, int32, mediump>	mediump_i32mat2x2;
+	typedef mat<2, 3, int32, mediump>	mediump_i32mat2x3;
+	typedef mat<2, 4, int32, mediump>	mediump_i32mat2x4;
+	typedef mat<3, 2, int32, mediump>	mediump_i32mat3x2;
+	typedef mat<3, 3, int32, mediump>	mediump_i32mat3x3;
+	typedef mat<3, 4, int32, mediump>	mediump_i32mat3x4;
+	typedef mat<4, 2, int32, mediump>	mediump_i32mat4x2;
+	typedef mat<4, 3, int32, mediump>	mediump_i32mat4x3;
+	typedef mat<4, 4, int32, mediump>	mediump_i32mat4x4;
+
+	typedef mat<2, 2, int32, highp>		highp_i32mat2x2;
+	typedef mat<2, 3, int32, highp>		highp_i32mat2x3;
+	typedef mat<2, 4, int32, highp>		highp_i32mat2x4;
+	typedef mat<3, 2, int32, highp>		highp_i32mat3x2;
+	typedef mat<3, 3, int32, highp>		highp_i32mat3x3;
+	typedef mat<3, 4, int32, highp>		highp_i32mat3x4;
+	typedef mat<4, 2, int32, highp>		highp_i32mat4x2;
+	typedef mat<4, 3, int32, highp>		highp_i32mat4x3;
+	typedef mat<4, 4, int32, highp>		highp_i32mat4x4;
+
+	typedef mat<2, 2, int32, defaultp>	i32mat2x2;
+	typedef mat<2, 3, int32, defaultp>	i32mat2x3;
+	typedef mat<2, 4, int32, defaultp>	i32mat2x4;
+	typedef mat<3, 2, int32, defaultp>	i32mat3x2;
+	typedef mat<3, 3, int32, defaultp>	i32mat3x3;
+	typedef mat<3, 4, int32, defaultp>	i32mat3x4;
+	typedef mat<4, 2, int32, defaultp>	i32mat4x2;
+	typedef mat<4, 3, int32, defaultp>	i32mat4x3;
+	typedef mat<4, 4, int32, defaultp>	i32mat4x4;
+
+
+	typedef mat<2, 2, int64, lowp>		lowp_i64mat2x2;
+	typedef mat<2, 3, int64, lowp>		lowp_i64mat2x3;
+	typedef mat<2, 4, int64, lowp>		lowp_i64mat2x4;
+	typedef mat<3, 2, int64, lowp>		lowp_i64mat3x2;
+	typedef mat<3, 3, int64, lowp>		lowp_i64mat3x3;
+	typedef mat<3, 4, int64, lowp>		lowp_i64mat3x4;
+	typedef mat<4, 2, int64, lowp>		lowp_i64mat4x2;
+	typedef mat<4, 3, int64, lowp>		lowp_i64mat4x3;
+	typedef mat<4, 4, int64, lowp>		lowp_i64mat4x4;
+
+	typedef mat<2, 2, int64, mediump>	mediump_i64mat2x2;
+	typedef mat<2, 3, int64, mediump>	mediump_i64mat2x3;
+	typedef mat<2, 4, int64, mediump>	mediump_i64mat2x4;
+	typedef mat<3, 2, int64, mediump>	mediump_i64mat3x2;
+	typedef mat<3, 3, int64, mediump>	mediump_i64mat3x3;
+	typedef mat<3, 4, int64, mediump>	mediump_i64mat3x4;
+	typedef mat<4, 2, int64, mediump>	mediump_i64mat4x2;
+	typedef mat<4, 3, int64, mediump>	mediump_i64mat4x3;
+	typedef mat<4, 4, int64, mediump>	mediump_i64mat4x4;
+
+	typedef mat<2, 2, int64, highp>		highp_i64mat2x2;
+	typedef mat<2, 3, int64, highp>		highp_i64mat2x3;
+	typedef mat<2, 4, int64, highp>		highp_i64mat2x4;
+	typedef mat<3, 2, int64, highp>		highp_i64mat3x2;
+	typedef mat<3, 3, int64, highp>		highp_i64mat3x3;
+	typedef mat<3, 4, int64, highp>		highp_i64mat3x4;
+	typedef mat<4, 2, int64, highp>		highp_i64mat4x2;
+	typedef mat<4, 3, int64, highp>		highp_i64mat4x3;
+	typedef mat<4, 4, int64, highp>		highp_i64mat4x4;
+
+	typedef mat<2, 2, int64, defaultp>	i64mat2x2;
+	typedef mat<2, 3, int64, defaultp>	i64mat2x3;
+	typedef mat<2, 4, int64, defaultp>	i64mat2x4;
+	typedef mat<3, 2, int64, defaultp>	i64mat3x2;
+	typedef mat<3, 3, int64, defaultp>	i64mat3x3;
+	typedef mat<3, 4, int64, defaultp>	i64mat3x4;
+	typedef mat<4, 2, int64, defaultp>	i64mat4x2;
+	typedef mat<4, 3, int64, defaultp>	i64mat4x3;
+	typedef mat<4, 4, int64, defaultp>	i64mat4x4;
+
+
+	// Unsigned integer matrix MxN
+
+	typedef mat<2, 2, uint, lowp>		lowp_umat2x2;
+	typedef mat<2, 3, uint, lowp>		lowp_umat2x3;
+	typedef mat<2, 4, uint, lowp>		lowp_umat2x4;
+	typedef mat<3, 2, uint, lowp>		lowp_umat3x2;
+	typedef mat<3, 3, uint, lowp>		lowp_umat3x3;
+	typedef mat<3, 4, uint, lowp>		lowp_umat3x4;
+	typedef mat<4, 2, uint, lowp>		lowp_umat4x2;
+	typedef mat<4, 3, uint, lowp>		lowp_umat4x3;
+	typedef mat<4, 4, uint, lowp>		lowp_umat4x4;
+
+	typedef mat<2, 2, uint, mediump>	mediump_umat2x2;
+	typedef mat<2, 3, uint, mediump>	mediump_umat2x3;
+	typedef mat<2, 4, uint, mediump>	mediump_umat2x4;
+	typedef mat<3, 2, uint, mediump>	mediump_umat3x2;
+	typedef mat<3, 3, uint, mediump>	mediump_umat3x3;
+	typedef mat<3, 4, uint, mediump>	mediump_umat3x4;
+	typedef mat<4, 2, uint, mediump>	mediump_umat4x2;
+	typedef mat<4, 3, uint, mediump>	mediump_umat4x3;
+	typedef mat<4, 4, uint, mediump>	mediump_umat4x4;
+
+	typedef mat<2, 2, uint, highp>		highp_umat2x2;
+	typedef mat<2, 3, uint, highp>		highp_umat2x3;
+	typedef mat<2, 4, uint, highp>		highp_umat2x4;
+	typedef mat<3, 2, uint, highp>		highp_umat3x2;
+	typedef mat<3, 3, uint, highp>		highp_umat3x3;
+	typedef mat<3, 4, uint, highp>		highp_umat3x4;
+	typedef mat<4, 2, uint, highp>		highp_umat4x2;
+	typedef mat<4, 3, uint, highp>		highp_umat4x3;
+	typedef mat<4, 4, uint, highp>		highp_umat4x4;
+
+	typedef mat<2, 2, uint, defaultp>	umat2x2;
+	typedef mat<2, 3, uint, defaultp>	umat2x3;
+	typedef mat<2, 4, uint, defaultp>	umat2x4;
+	typedef mat<3, 2, uint, defaultp>	umat3x2;
+	typedef mat<3, 3, uint, defaultp>	umat3x3;
+	typedef mat<3, 4, uint, defaultp>	umat3x4;
+	typedef mat<4, 2, uint, defaultp>	umat4x2;
+	typedef mat<4, 3, uint, defaultp>	umat4x3;
+	typedef mat<4, 4, uint, defaultp>	umat4x4;
+
+
+	typedef mat<2, 2, uint8, lowp>		lowp_u8mat2x2;
+	typedef mat<2, 3, uint8, lowp>		lowp_u8mat2x3;
+	typedef mat<2, 4, uint8, lowp>		lowp_u8mat2x4;
+	typedef mat<3, 2, uint8, lowp>		lowp_u8mat3x2;
+	typedef mat<3, 3, uint8, lowp>		lowp_u8mat3x3;
+	typedef mat<3, 4, uint8, lowp>		lowp_u8mat3x4;
+	typedef mat<4, 2, uint8, lowp>		lowp_u8mat4x2;
+	typedef mat<4, 3, uint8, lowp>		lowp_u8mat4x3;
+	typedef mat<4, 4, uint8, lowp>		lowp_u8mat4x4;
+
+	typedef mat<2, 2, uint8, mediump>	mediump_u8mat2x2;
+	typedef mat<2, 3, uint8, mediump>	mediump_u8mat2x3;
+	typedef mat<2, 4, uint8, mediump>	mediump_u8mat2x4;
+	typedef mat<3, 2, uint8, mediump>	mediump_u8mat3x2;
+	typedef mat<3, 3, uint8, mediump>	mediump_u8mat3x3;
+	typedef mat<3, 4, uint8, mediump>	mediump_u8mat3x4;
+	typedef mat<4, 2, uint8, mediump>	mediump_u8mat4x2;
+	typedef mat<4, 3, uint8, mediump>	mediump_u8mat4x3;
+	typedef mat<4, 4, uint8, mediump>	mediump_u8mat4x4;
+
+	typedef mat<2, 2, uint8, highp>		highp_u8mat2x2;
+	typedef mat<2, 3, uint8, highp>		highp_u8mat2x3;
+	typedef mat<2, 4, uint8, highp>		highp_u8mat2x4;
+	typedef mat<3, 2, uint8, highp>		highp_u8mat3x2;
+	typedef mat<3, 3, uint8, highp>		highp_u8mat3x3;
+	typedef mat<3, 4, uint8, highp>		highp_u8mat3x4;
+	typedef mat<4, 2, uint8, highp>		highp_u8mat4x2;
+	typedef mat<4, 3, uint8, highp>		highp_u8mat4x3;
+	typedef mat<4, 4, uint8, highp>		highp_u8mat4x4;
+
+	typedef mat<2, 2, uint8, defaultp>	u8mat2x2;
+	typedef mat<2, 3, uint8, defaultp>	u8mat2x3;
+	typedef mat<2, 4, uint8, defaultp>	u8mat2x4;
+	typedef mat<3, 2, uint8, defaultp>	u8mat3x2;
+	typedef mat<3, 3, uint8, defaultp>	u8mat3x3;
+	typedef mat<3, 4, uint8, defaultp>	u8mat3x4;
+	typedef mat<4, 2, uint8, defaultp>	u8mat4x2;
+	typedef mat<4, 3, uint8, defaultp>	u8mat4x3;
+	typedef mat<4, 4, uint8, defaultp>	u8mat4x4;
+
+
+	typedef mat<2, 2, uint16, lowp>		lowp_u16mat2x2;
+	typedef mat<2, 3, uint16, lowp>		lowp_u16mat2x3;
+	typedef mat<2, 4, uint16, lowp>		lowp_u16mat2x4;
+	typedef mat<3, 2, uint16, lowp>		lowp_u16mat3x2;
+	typedef mat<3, 3, uint16, lowp>		lowp_u16mat3x3;
+	typedef mat<3, 4, uint16, lowp>		lowp_u16mat3x4;
+	typedef mat<4, 2, uint16, lowp>		lowp_u16mat4x2;
+	typedef mat<4, 3, uint16, lowp>		lowp_u16mat4x3;
+	typedef mat<4, 4, uint16, lowp>		lowp_u16mat4x4;
+
+	typedef mat<2, 2, uint16, mediump>	mediump_u16mat2x2;
+	typedef mat<2, 3, uint16, mediump>	mediump_u16mat2x3;
+	typedef mat<2, 4, uint16, mediump>	mediump_u16mat2x4;
+	typedef mat<3, 2, uint16, mediump>	mediump_u16mat3x2;
+	typedef mat<3, 3, uint16, mediump>	mediump_u16mat3x3;
+	typedef mat<3, 4, uint16, mediump>	mediump_u16mat3x4;
+	typedef mat<4, 2, uint16, mediump>	mediump_u16mat4x2;
+	typedef mat<4, 3, uint16, mediump>	mediump_u16mat4x3;
+	typedef mat<4, 4, uint16, mediump>	mediump_u16mat4x4;
+
+	typedef mat<2, 2, uint16, highp>	highp_u16mat2x2;
+	typedef mat<2, 3, uint16, highp>	highp_u16mat2x3;
+	typedef mat<2, 4, uint16, highp>	highp_u16mat2x4;
+	typedef mat<3, 2, uint16, highp>	highp_u16mat3x2;
+	typedef mat<3, 3, uint16, highp>	highp_u16mat3x3;
+	typedef mat<3, 4, uint16, highp>	highp_u16mat3x4;
+	typedef mat<4, 2, uint16, highp>	highp_u16mat4x2;
+	typedef mat<4, 3, uint16, highp>	highp_u16mat4x3;
+	typedef mat<4, 4, uint16, highp>	highp_u16mat4x4;
+
+	typedef mat<2, 2, uint16, defaultp>	u16mat2x2;
+	typedef mat<2, 3, uint16, defaultp>	u16mat2x3;
+	typedef mat<2, 4, uint16, defaultp>	u16mat2x4;
+	typedef mat<3, 2, uint16, defaultp>	u16mat3x2;
+	typedef mat<3, 3, uint16, defaultp>	u16mat3x3;
+	typedef mat<3, 4, uint16, defaultp>	u16mat3x4;
+	typedef mat<4, 2, uint16, defaultp>	u16mat4x2;
+	typedef mat<4, 3, uint16, defaultp>	u16mat4x3;
+	typedef mat<4, 4, uint16, defaultp>	u16mat4x4;
+
+
+	typedef mat<2, 2, uint32, lowp>		lowp_u32mat2x2;
+	typedef mat<2, 3, uint32, lowp>		lowp_u32mat2x3;
+	typedef mat<2, 4, uint32, lowp>		lowp_u32mat2x4;
+	typedef mat<3, 2, uint32, lowp>		lowp_u32mat3x2;
+	typedef mat<3, 3, uint32, lowp>		lowp_u32mat3x3;
+	typedef mat<3, 4, uint32, lowp>		lowp_u32mat3x4;
+	typedef mat<4, 2, uint32, lowp>		lowp_u32mat4x2;
+	typedef mat<4, 3, uint32, lowp>		lowp_u32mat4x3;
+	typedef mat<4, 4, uint32, lowp>		lowp_u32mat4x4;
+
+	typedef mat<2, 2, uint32, mediump>	mediump_u32mat2x2;
+	typedef mat<2, 3, uint32, mediump>	mediump_u32mat2x3;
+	typedef mat<2, 4, uint32, mediump>	mediump_u32mat2x4;
+	typedef mat<3, 2, uint32, mediump>	mediump_u32mat3x2;
+	typedef mat<3, 3, uint32, mediump>	mediump_u32mat3x3;
+	typedef mat<3, 4, uint32, mediump>	mediump_u32mat3x4;
+	typedef mat<4, 2, uint32, mediump>	mediump_u32mat4x2;
+	typedef mat<4, 3, uint32, mediump>	mediump_u32mat4x3;
+	typedef mat<4, 4, uint32, mediump>	mediump_u32mat4x4;
+
+	typedef mat<2, 2, uint32, highp>	highp_u32mat2x2;
+	typedef mat<2, 3, uint32, highp>	highp_u32mat2x3;
+	typedef mat<2, 4, uint32, highp>	highp_u32mat2x4;
+	typedef mat<3, 2, uint32, highp>	highp_u32mat3x2;
+	typedef mat<3, 3, uint32, highp>	highp_u32mat3x3;
+	typedef mat<3, 4, uint32, highp>	highp_u32mat3x4;
+	typedef mat<4, 2, uint32, highp>	highp_u32mat4x2;
+	typedef mat<4, 3, uint32, highp>	highp_u32mat4x3;
+	typedef mat<4, 4, uint32, highp>	highp_u32mat4x4;
+
+	typedef mat<2, 2, uint32, defaultp>	u32mat2x2;
+	typedef mat<2, 3, uint32, defaultp>	u32mat2x3;
+	typedef mat<2, 4, uint32, defaultp>	u32mat2x4;
+	typedef mat<3, 2, uint32, defaultp>	u32mat3x2;
+	typedef mat<3, 3, uint32, defaultp>	u32mat3x3;
+	typedef mat<3, 4, uint32, defaultp>	u32mat3x4;
+	typedef mat<4, 2, uint32, defaultp>	u32mat4x2;
+	typedef mat<4, 3, uint32, defaultp>	u32mat4x3;
+	typedef mat<4, 4, uint32, defaultp>	u32mat4x4;
+
+
+	typedef mat<2, 2, uint64, lowp>		lowp_u64mat2x2;
+	typedef mat<2, 3, uint64, lowp>		lowp_u64mat2x3;
+	typedef mat<2, 4, uint64, lowp>		lowp_u64mat2x4;
+	typedef mat<3, 2, uint64, lowp>		lowp_u64mat3x2;
+	typedef mat<3, 3, uint64, lowp>		lowp_u64mat3x3;
+	typedef mat<3, 4, uint64, lowp>		lowp_u64mat3x4;
+	typedef mat<4, 2, uint64, lowp>		lowp_u64mat4x2;
+	typedef mat<4, 3, uint64, lowp>		lowp_u64mat4x3;
+	typedef mat<4, 4, uint64, lowp>		lowp_u64mat4x4;
+
+	typedef mat<2, 2, uint64, mediump>	mediump_u64mat2x2;
+	typedef mat<2, 3, uint64, mediump>	mediump_u64mat2x3;
+	typedef mat<2, 4, uint64, mediump>	mediump_u64mat2x4;
+	typedef mat<3, 2, uint64, mediump>	mediump_u64mat3x2;
+	typedef mat<3, 3, uint64, mediump>	mediump_u64mat3x3;
+	typedef mat<3, 4, uint64, mediump>	mediump_u64mat3x4;
+	typedef mat<4, 2, uint64, mediump>	mediump_u64mat4x2;
+	typedef mat<4, 3, uint64, mediump>	mediump_u64mat4x3;
+	typedef mat<4, 4, uint64, mediump>	mediump_u64mat4x4;
+
+	typedef mat<2, 2, uint64, highp>	highp_u64mat2x2;
+	typedef mat<2, 3, uint64, highp>	highp_u64mat2x3;
+	typedef mat<2, 4, uint64, highp>	highp_u64mat2x4;
+	typedef mat<3, 2, uint64, highp>	highp_u64mat3x2;
+	typedef mat<3, 3, uint64, highp>	highp_u64mat3x3;
+	typedef mat<3, 4, uint64, highp>	highp_u64mat3x4;
+	typedef mat<4, 2, uint64, highp>	highp_u64mat4x2;
+	typedef mat<4, 3, uint64, highp>	highp_u64mat4x3;
+	typedef mat<4, 4, uint64, highp>	highp_u64mat4x4;
+
+	typedef mat<2, 2, uint64, defaultp>	u64mat2x2;
+	typedef mat<2, 3, uint64, defaultp>	u64mat2x3;
+	typedef mat<2, 4, uint64, defaultp>	u64mat2x4;
+	typedef mat<3, 2, uint64, defaultp>	u64mat3x2;
+	typedef mat<3, 3, uint64, defaultp>	u64mat3x3;
+	typedef mat<3, 4, uint64, defaultp>	u64mat3x4;
+	typedef mat<4, 2, uint64, defaultp>	u64mat4x2;
+	typedef mat<4, 3, uint64, defaultp>	u64mat4x3;
+	typedef mat<4, 4, uint64, defaultp>	u64mat4x4;
+
+	// Quaternion
+
+	typedef qua<float, lowp>			lowp_quat;
+	typedef qua<float, mediump>			mediump_quat;
+	typedef qua<float, highp>			highp_quat;
+	typedef qua<float, defaultp>		quat;
+
+	typedef qua<float, lowp>			lowp_fquat;
+	typedef qua<float, mediump>			mediump_fquat;
+	typedef qua<float, highp>			highp_fquat;
+	typedef qua<float, defaultp>		fquat;
+
+	typedef qua<f32, lowp>				lowp_f32quat;
+	typedef qua<f32, mediump>			mediump_f32quat;
+	typedef qua<f32, highp>				highp_f32quat;
+	typedef qua<f32, defaultp>			f32quat;
+
+	typedef qua<double, lowp>			lowp_dquat;
+	typedef qua<double, mediump>		mediump_dquat;
+	typedef qua<double, highp>			highp_dquat;
+	typedef qua<double, defaultp>		dquat;
+
+	typedef qua<f64, lowp>				lowp_f64quat;
+	typedef qua<f64, mediump>			mediump_f64quat;
+	typedef qua<f64, highp>				highp_f64quat;
+	typedef qua<f64, defaultp>			f64quat;
+}//namespace glm
+
+
diff --git a/third_party/glm/geometric.hpp b/third_party/glm/geometric.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ac857e69d4cf625833d7b8ed9b4f4f34d65304a9
--- /dev/null
+++ b/third_party/glm/geometric.hpp
@@ -0,0 +1,116 @@
+/// @ref core
+/// @file glm/geometric.hpp
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+///
+/// @defgroup core_func_geometric Geometric functions
+/// @ingroup core
+///
+/// These operate on vectors as vectors, not component-wise.
+///
+/// Include <glm/geometric.hpp> to use these core features.
+
+#pragma once
+
+#include "detail/type_vec3.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_func_geometric
+	/// @{
+
+	/// Returns the length of x, i.e., sqrt(x * x).
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/length.xml">GLSL length man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T length(vec<L, T, Q> const& x);
+
+	/// Returns the distance between p0 and p1, i.e., length(p0 - p1).
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/distance.xml">GLSL distance man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T distance(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1);
+
+	/// Returns the dot product of x and y, i.e., result = x * y.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/dot.xml">GLSL dot man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR T dot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns the cross product of x and y.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/cross.xml">GLSL cross man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y);
+
+	/// Returns a vector in the same direction as x but with length of 1.
+	/// According to issue 10 GLSL 1.10 specification, if length(x) == 0 then result is undefined and generate an error.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/normalize.xml">GLSL normalize man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> normalize(vec<L, T, Q> const& x);
+
+	/// If dot(Nref, I) < 0.0, return N, otherwise, return -N.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/faceforward.xml">GLSL faceforward man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> faceforward(
+		vec<L, T, Q> const& N,
+		vec<L, T, Q> const& I,
+		vec<L, T, Q> const& Nref);
+
+	/// For the incident vector I and surface orientation N,
+	/// returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/reflect.xml">GLSL reflect man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> reflect(
+		vec<L, T, Q> const& I,
+		vec<L, T, Q> const& N);
+
+	/// For the incident vector I and surface normal N,
+	/// and the ratio of indices of refraction eta,
+	/// return the refraction vector.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/refract.xml">GLSL refract man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> refract(
+		vec<L, T, Q> const& I,
+		vec<L, T, Q> const& N,
+		T eta);
+
+	/// @}
+}//namespace glm
+
+#include "detail/func_geometric.inl"
diff --git a/third_party/glm/glm.cppm b/third_party/glm/glm.cppm
new file mode 100644
index 0000000000000000000000000000000000000000..85e946e0f83c3d501d08743405c04182671bf0ee
--- /dev/null
+++ b/third_party/glm/glm.cppm
@@ -0,0 +1,2675 @@
+module;
+
+// #define GLM_GTC_INLINE_NAMESPACE to inline glm::gtc into glm
+// #define GLM_EXT_INLINE_NAMESPACE to inline glm::ext into glm
+// #define GLM_GTX_INLINE_NAMESPACE to inline glm::gtx into glm
+
+#include <glm/glm.hpp>
+#include <glm/ext.hpp>
+
+export module glm;
+
+export namespace glm {
+	// Base types
+	using glm::qualifier;
+	using glm::precision;
+	using glm::vec;
+	using glm::mat;
+	using glm::qua;
+#	if GLM_HAS_TEMPLATE_ALIASES
+	using glm::tvec1;
+	using glm::tvec2;
+	using glm::tvec3;
+	using glm::tvec4;
+	using glm::tmat2x2;
+	using glm::tmat2x3;
+	using glm::tmat2x4;
+	using glm::tmat3x2;
+	using glm::tmat3x3;
+	using glm::tmat3x4;
+	using glm::tmat4x2;
+	using glm::tmat4x3;
+	using glm::tmat4x4;
+	using glm::tquat;
+#	endif
+
+	using glm::int8;
+	using glm::int16;
+	using glm::int32;
+	using glm::int64;
+	using glm::uint8;
+	using glm::uint16;
+	using glm::uint32;
+	using glm::uint64;
+	using glm::lowp_i8;
+	using glm::mediump_i8;
+	using glm::highp_i8;
+	using glm::i8;
+	using glm::lowp_int8;
+	using glm::mediump_int8;
+	using glm::highp_int8;
+	using glm::lowp_int8_t;
+	using glm::mediump_int8_t;
+	using glm::highp_int8_t;
+	using glm::int8_t;
+	using glm::lowp_i16;
+	using glm::mediump_i16;
+	using glm::highp_i16;
+	using glm::i16;
+	using glm::lowp_int16;
+	using glm::mediump_int16;
+	using glm::highp_int16;
+	using glm::lowp_int16_t;
+	using glm::mediump_int16_t;
+	using glm::highp_int16_t;
+	using glm::int16_t;
+	using glm::lowp_i32;
+	using glm::mediump_i32;
+	using glm::highp_i32;
+	using glm::i32;
+	using glm::lowp_int32;
+	using glm::mediump_int32;
+	using glm::highp_int32;
+	using glm::lowp_int32_t;
+	using glm::mediump_int32_t;
+	using glm::highp_int32_t;
+	using glm::int32_t;
+	using glm::lowp_i64;
+	using glm::mediump_i64;
+	using glm::highp_i64;
+	using glm::i64;
+	using glm::lowp_int64;
+	using glm::mediump_int64;
+	using glm::highp_int64;
+	using glm::lowp_int64_t;
+	using glm::mediump_int64_t;
+	using glm::highp_int64_t;
+	using glm::int64_t;
+	using glm::uint;
+	using glm::lowp_u8;
+	using glm::mediump_u8;
+	using glm::highp_u8;
+	using glm::u8;
+	using glm::lowp_uint8;
+	using glm::mediump_uint8;
+	using glm::highp_uint8;
+	using glm::lowp_uint8_t;
+	using glm::mediump_uint8_t;
+	using glm::highp_uint8_t;
+	using glm::uint8_t;
+	using glm::lowp_u16;
+	using glm::mediump_u16;
+	using glm::highp_u16;
+	using glm::u16;
+	using glm::lowp_uint16;
+	using glm::mediump_uint16;
+	using glm::highp_uint16;
+	using glm::lowp_uint16_t;
+	using glm::mediump_uint16_t;
+	using glm::highp_uint16_t;
+	using glm::uint16_t;
+	using glm::lowp_u32;
+	using glm::mediump_u32;
+	using glm::highp_u32;
+	using glm::u32;
+	using glm::lowp_uint32;
+	using glm::mediump_uint32;
+	using glm::highp_uint32;
+	using glm::lowp_uint32_t;
+	using glm::mediump_uint32_t;
+	using glm::highp_uint32_t;
+	using glm::uint32_t;
+	using glm::lowp_u64;
+	using glm::mediump_u64;
+	using glm::highp_u64;
+	using glm::u64;
+	using glm::lowp_uint64;
+	using glm::mediump_uint64;
+	using glm::highp_uint64;
+	using glm::lowp_uint64_t;
+	using glm::mediump_uint64_t;
+	using glm::highp_uint64_t;
+	using glm::uint64_t;
+	using glm::lowp_f32;
+	using glm::mediump_f32;
+	using glm::highp_f32;
+	using glm::f32;
+	using glm::lowp_float32;
+	using glm::mediump_float32;
+	using glm::highp_float32;
+	using glm::float32;
+	using glm::lowp_float32_t;
+	using glm::mediump_float32_t;
+	using glm::highp_float32_t;
+	using glm::float32_t;
+	using glm::lowp_f64;
+	using glm::mediump_f64;
+	using glm::highp_f64;
+	using glm::f64;
+	using glm::lowp_float64;
+	using glm::mediump_float64;
+	using glm::highp_float64;
+	using glm::float64;
+	using glm::lowp_float64_t;
+	using glm::mediump_float64_t;
+	using glm::highp_float64_t;
+	using glm::float64_t;
+	using glm::lowp_bvec1;
+	using glm::lowp_bvec2;
+	using glm::lowp_bvec3;
+	using glm::lowp_bvec4;
+	using glm::mediump_bvec1;
+	using glm::mediump_bvec2;
+	using glm::mediump_bvec3;
+	using glm::mediump_bvec4;
+	using glm::highp_bvec1;
+	using glm::highp_bvec2;
+	using glm::highp_bvec3;
+	using glm::highp_bvec4;
+	using glm::bvec1;
+	using glm::bvec2;
+	using glm::bvec3;
+	using glm::bvec4;
+	using glm::lowp_ivec1;
+	using glm::lowp_ivec2;
+	using glm::lowp_ivec3;
+	using glm::lowp_ivec4;
+	using glm::mediump_ivec1;
+	using glm::mediump_ivec2;
+	using glm::mediump_ivec3;
+	using glm::mediump_ivec4;
+	using glm::highp_ivec1;
+	using glm::highp_ivec2;
+	using glm::highp_ivec3;
+	using glm::highp_ivec4;
+	using glm::ivec1;
+	using glm::ivec2;
+	using glm::ivec3;
+	using glm::ivec4;
+	using glm::lowp_i8vec1;
+	using glm::lowp_i8vec2;
+	using glm::lowp_i8vec3;
+	using glm::lowp_i8vec4;
+	using glm::mediump_i8vec1;
+	using glm::mediump_i8vec2;
+	using glm::mediump_i8vec3;
+	using glm::mediump_i8vec4;
+	using glm::highp_i8vec1;
+	using glm::highp_i8vec2;
+	using glm::highp_i8vec3;
+	using glm::highp_i8vec4;
+	using glm::i8vec1;
+	using glm::i8vec2;
+	using glm::i8vec3;
+	using glm::i8vec4;
+	using glm::lowp_i16vec1;
+	using glm::lowp_i16vec2;
+	using glm::lowp_i16vec3;
+	using glm::lowp_i16vec4;
+	using glm::mediump_i16vec1;
+	using glm::mediump_i16vec2;
+	using glm::mediump_i16vec3;
+	using glm::mediump_i16vec4;
+	using glm::highp_i16vec1;
+	using glm::highp_i16vec2;
+	using glm::highp_i16vec3;
+	using glm::highp_i16vec4;
+	using glm::i16vec1;
+	using glm::i16vec2;
+	using glm::i16vec3;
+	using glm::i16vec4;
+	using glm::lowp_i32vec1;
+	using glm::lowp_i32vec2;
+	using glm::lowp_i32vec3;
+	using glm::lowp_i32vec4;
+	using glm::mediump_i32vec1;
+	using glm::mediump_i32vec2;
+	using glm::mediump_i32vec3;
+	using glm::mediump_i32vec4;
+	using glm::highp_i32vec1;
+	using glm::highp_i32vec2;
+	using glm::highp_i32vec3;
+	using glm::highp_i32vec4;
+	using glm::i32vec1;
+	using glm::i32vec2;
+	using glm::i32vec3;
+	using glm::i32vec4;
+	using glm::lowp_i64vec1;
+	using glm::lowp_i64vec2;
+	using glm::lowp_i64vec3;
+	using glm::lowp_i64vec4;
+	using glm::mediump_i64vec1;
+	using glm::mediump_i64vec2;
+	using glm::mediump_i64vec3;
+	using glm::mediump_i64vec4;
+	using glm::highp_i64vec1;
+	using glm::highp_i64vec2;
+	using glm::highp_i64vec3;
+	using glm::highp_i64vec4;
+	using glm::i64vec1;
+	using glm::i64vec2;
+	using glm::i64vec3;
+	using glm::i64vec4;
+	using glm::lowp_uvec1;
+	using glm::lowp_uvec2;
+	using glm::lowp_uvec3;
+	using glm::lowp_uvec4;
+	using glm::mediump_uvec1;
+	using glm::mediump_uvec2;
+	using glm::mediump_uvec3;
+	using glm::mediump_uvec4;
+	using glm::highp_uvec1;
+	using glm::highp_uvec2;
+	using glm::highp_uvec3;
+	using glm::highp_uvec4;
+	using glm::uvec1;
+	using glm::uvec2;
+	using glm::uvec3;
+	using glm::uvec4;
+	using glm::lowp_u8vec1;
+	using glm::lowp_u8vec2;
+	using glm::lowp_u8vec3;
+	using glm::lowp_u8vec4;
+	using glm::mediump_u8vec1;
+	using glm::mediump_u8vec2;
+	using glm::mediump_u8vec3;
+	using glm::mediump_u8vec4;
+	using glm::highp_u8vec1;
+	using glm::highp_u8vec2;
+	using glm::highp_u8vec3;
+	using glm::highp_u8vec4;
+	using glm::u8vec1;
+	using glm::u8vec2;
+	using glm::u8vec3;
+	using glm::u8vec4;
+	using glm::lowp_u16vec1;
+	using glm::lowp_u16vec2;
+	using glm::lowp_u16vec3;
+	using glm::lowp_u16vec4;
+	using glm::mediump_u16vec1;
+	using glm::mediump_u16vec2;
+	using glm::mediump_u16vec3;
+	using glm::mediump_u16vec4;
+	using glm::highp_u16vec1;
+	using glm::highp_u16vec2;
+	using glm::highp_u16vec3;
+	using glm::highp_u16vec4;
+	using glm::u16vec1;
+	using glm::u16vec2;
+	using glm::u16vec3;
+	using glm::u16vec4;
+	using glm::lowp_u32vec1;
+	using glm::lowp_u32vec2;
+	using glm::lowp_u32vec3;
+	using glm::lowp_u32vec4;
+	using glm::mediump_u32vec1;
+	using glm::mediump_u32vec2;
+	using glm::mediump_u32vec3;
+	using glm::mediump_u32vec4;
+	using glm::highp_u32vec1;
+	using glm::highp_u32vec2;
+	using glm::highp_u32vec3;
+	using glm::highp_u32vec4;
+	using glm::u32vec1;
+	using glm::u32vec2;
+	using glm::u32vec3;
+	using glm::u32vec4;
+	using glm::lowp_u64vec1;
+	using glm::lowp_u64vec2;
+	using glm::lowp_u64vec3;
+	using glm::lowp_u64vec4;
+	using glm::mediump_u64vec1;
+	using glm::mediump_u64vec2;
+	using glm::mediump_u64vec3;
+	using glm::mediump_u64vec4;
+	using glm::highp_u64vec1;
+	using glm::highp_u64vec2;
+	using glm::highp_u64vec3;
+	using glm::highp_u64vec4;
+	using glm::u64vec1;
+	using glm::u64vec2;
+	using glm::u64vec3;
+	using glm::u64vec4;
+	using glm::lowp_vec1;
+	using glm::lowp_vec2;
+	using glm::lowp_vec3;
+	using glm::lowp_vec4;
+	using glm::mediump_vec1;
+	using glm::mediump_vec2;
+	using glm::mediump_vec3;
+	using glm::mediump_vec4;
+	using glm::highp_vec1;
+	using glm::highp_vec2;
+	using glm::highp_vec3;
+	using glm::highp_vec4;
+	using glm::vec1;
+	using glm::vec2;
+	using glm::vec3;
+	using glm::vec4;
+	using glm::lowp_fvec1;
+	using glm::lowp_fvec2;
+	using glm::lowp_fvec3;
+	using glm::lowp_fvec4;
+	using glm::mediump_fvec1;
+	using glm::mediump_fvec2;
+	using glm::mediump_fvec3;
+	using glm::mediump_fvec4;
+	using glm::highp_fvec1;
+	using glm::highp_fvec2;
+	using glm::highp_fvec3;
+	using glm::highp_fvec4;
+	using glm::fvec1;
+	using glm::fvec2;
+	using glm::fvec3;
+	using glm::fvec4;
+	using glm::lowp_f32vec1;
+	using glm::lowp_f32vec2;
+	using glm::lowp_f32vec3;
+	using glm::lowp_f32vec4;
+	using glm::mediump_f32vec1;
+	using glm::mediump_f32vec2;
+	using glm::mediump_f32vec3;
+	using glm::mediump_f32vec4;
+	using glm::highp_f32vec1;
+	using glm::highp_f32vec2;
+	using glm::highp_f32vec3;
+	using glm::highp_f32vec4;
+	using glm::f32vec1;
+	using glm::f32vec2;
+	using glm::f32vec3;
+	using glm::f32vec4;
+	using glm::lowp_dvec1;
+	using glm::lowp_dvec2;
+	using glm::lowp_dvec3;
+	using glm::lowp_dvec4;
+	using glm::mediump_dvec1;
+	using glm::mediump_dvec2;
+	using glm::mediump_dvec3;
+	using glm::mediump_dvec4;
+	using glm::highp_dvec1;
+	using glm::highp_dvec2;
+	using glm::highp_dvec3;
+	using glm::highp_dvec4;
+	using glm::dvec1;
+	using glm::dvec2;
+	using glm::dvec3;
+	using glm::dvec4;
+	using glm::lowp_f64vec1;
+	using glm::lowp_f64vec2;
+	using glm::lowp_f64vec3;
+	using glm::lowp_f64vec4;
+	using glm::mediump_f64vec1;
+	using glm::mediump_f64vec2;
+	using glm::mediump_f64vec3;
+	using glm::mediump_f64vec4;
+	using glm::highp_f64vec1;
+	using glm::highp_f64vec2;
+	using glm::highp_f64vec3;
+	using glm::highp_f64vec4;
+	using glm::f64vec1;
+	using glm::f64vec2;
+	using glm::f64vec3;
+	using glm::f64vec4;
+	using glm::lowp_mat2;
+	using glm::lowp_mat3;
+	using glm::lowp_mat4;
+	using glm::mediump_mat2;
+	using glm::mediump_mat3;
+	using glm::mediump_mat4;
+	using glm::highp_mat2;
+	using glm::highp_mat3;
+	using glm::highp_mat4;
+	using glm::mat2;
+	using glm::mat3;
+	using glm::mat4;
+	using glm::lowp_fmat2;
+	using glm::lowp_fmat3;
+	using glm::lowp_fmat4;
+	using glm::mediump_fmat2;
+	using glm::mediump_fmat3;
+	using glm::mediump_fmat4;
+	using glm::highp_fmat2;
+	using glm::highp_fmat3;
+	using glm::highp_fmat4;
+	using glm::fmat2;
+	using glm::fmat3;
+	using glm::fmat4;
+	using glm::lowp_f32mat2;
+	using glm::lowp_f32mat3;
+	using glm::lowp_f32mat4;
+	using glm::mediump_f32mat2;
+	using glm::mediump_f32mat3;
+	using glm::mediump_f32mat4;
+	using glm::highp_f32mat2;
+	using glm::highp_f32mat3;
+	using glm::highp_f32mat4;
+	using glm::f32mat2;
+	using glm::f32mat3;
+	using glm::f32mat4;
+	using glm::lowp_dmat2;
+	using glm::lowp_dmat3;
+	using glm::lowp_dmat4;
+	using glm::mediump_dmat2;
+	using glm::mediump_dmat3;
+	using glm::mediump_dmat4;
+	using glm::highp_dmat2;
+	using glm::highp_dmat3;
+	using glm::highp_dmat4;
+	using glm::dmat2;
+	using glm::dmat3;
+	using glm::dmat4;
+	using glm::lowp_f64mat2;
+	using glm::lowp_f64mat3;
+	using glm::lowp_f64mat4;
+	using glm::mediump_f64mat2;
+	using glm::mediump_f64mat3;
+	using glm::mediump_f64mat4;
+	using glm::highp_f64mat2;
+	using glm::highp_f64mat3;
+	using glm::highp_f64mat4;
+	using glm::f64mat2;
+	using glm::f64mat3;
+	using glm::f64mat4;
+	using glm::lowp_mat2x2;
+	using glm::lowp_mat2x3;
+	using glm::lowp_mat2x4;
+	using glm::lowp_mat3x2;
+	using glm::lowp_mat3x3;
+	using glm::lowp_mat3x4;
+	using glm::lowp_mat4x2;
+	using glm::lowp_mat4x3;
+	using glm::lowp_mat4x4;
+	using glm::mediump_mat2x2;
+	using glm::mediump_mat2x3;
+	using glm::mediump_mat2x4;
+	using glm::mediump_mat3x2;
+	using glm::mediump_mat3x3;
+	using glm::mediump_mat3x4;
+	using glm::mediump_mat4x2;
+	using glm::mediump_mat4x3;
+	using glm::mediump_mat4x4;
+	using glm::highp_mat2x2;
+	using glm::highp_mat2x3;
+	using glm::highp_mat2x4;
+	using glm::highp_mat3x2;
+	using glm::highp_mat3x3;
+	using glm::highp_mat3x4;
+	using glm::highp_mat4x2;
+	using glm::highp_mat4x3;
+	using glm::highp_mat4x4;
+	using glm::mat2x2;
+	using glm::mat2x3;
+	using glm::mat2x4;
+	using glm::mat3x2;
+	using glm::mat3x3;
+	using glm::mat3x4;
+	using glm::mat4x2;
+	using glm::mat4x3;
+	using glm::mat4x4;
+	using glm::lowp_fmat2x2;
+	using glm::lowp_fmat2x3;
+	using glm::lowp_fmat2x4;
+	using glm::lowp_fmat3x2;
+	using glm::lowp_fmat3x3;
+	using glm::lowp_fmat3x4;
+	using glm::lowp_fmat4x2;
+	using glm::lowp_fmat4x3;
+	using glm::lowp_fmat4x4;
+	using glm::mediump_fmat2x2;
+	using glm::mediump_fmat2x3;
+	using glm::mediump_fmat2x4;
+	using glm::mediump_fmat3x2;
+	using glm::mediump_fmat3x3;
+	using glm::mediump_fmat3x4;
+	using glm::mediump_fmat4x2;
+	using glm::mediump_fmat4x3;
+	using glm::mediump_fmat4x4;
+	using glm::highp_fmat2x2;
+	using glm::highp_fmat2x3;
+	using glm::highp_fmat2x4;
+	using glm::highp_fmat3x2;
+	using glm::highp_fmat3x3;
+	using glm::highp_fmat3x4;
+	using glm::highp_fmat4x2;
+	using glm::highp_fmat4x3;
+	using glm::highp_fmat4x4;
+	using glm::fmat2x2;
+	using glm::fmat2x3;
+	using glm::fmat2x4;
+	using glm::fmat3x2;
+	using glm::fmat3x3;
+	using glm::fmat3x4;
+	using glm::fmat4x2;
+	using glm::fmat4x3;
+	using glm::fmat4x4;
+	using glm::lowp_f32mat2x2;
+	using glm::lowp_f32mat2x3;
+	using glm::lowp_f32mat2x4;
+	using glm::lowp_f32mat3x2;
+	using glm::lowp_f32mat3x3;
+	using glm::lowp_f32mat3x4;
+	using glm::lowp_f32mat4x2;
+	using glm::lowp_f32mat4x3;
+	using glm::lowp_f32mat4x4;
+
+	using glm::mediump_f32mat2x2;
+	using glm::mediump_f32mat2x3;
+	using glm::mediump_f32mat2x4;
+	using glm::mediump_f32mat3x2;
+	using glm::mediump_f32mat3x3;
+	using glm::mediump_f32mat3x4;
+	using glm::mediump_f32mat4x2;
+	using glm::mediump_f32mat4x3;
+	using glm::mediump_f32mat4x4;
+	using glm::highp_f32mat2x2;
+	using glm::highp_f32mat2x3;
+	using glm::highp_f32mat2x4;
+	using glm::highp_f32mat3x2;
+	using glm::highp_f32mat3x3;
+	using glm::highp_f32mat3x4;
+	using glm::highp_f32mat4x2;
+	using glm::highp_f32mat4x3;
+	using glm::highp_f32mat4x4;
+	using glm::f32mat2x2;
+	using glm::f32mat2x3;
+	using glm::f32mat2x4;
+	using glm::f32mat3x2;
+	using glm::f32mat3x3;
+	using glm::f32mat3x4;
+	using glm::f32mat4x2;
+	using glm::f32mat4x3;
+	using glm::f32mat4x4;
+	using glm::lowp_dmat2x2;
+	using glm::lowp_dmat2x3;
+	using glm::lowp_dmat2x4;
+	using glm::lowp_dmat3x2;
+	using glm::lowp_dmat3x3;
+	using glm::lowp_dmat3x4;
+	using glm::lowp_dmat4x2;
+	using glm::lowp_dmat4x3;
+	using glm::lowp_dmat4x4;
+	using glm::mediump_dmat2x2;
+	using glm::mediump_dmat2x3;
+	using glm::mediump_dmat2x4;
+	using glm::mediump_dmat3x2;
+	using glm::mediump_dmat3x3;
+	using glm::mediump_dmat3x4;
+	using glm::mediump_dmat4x2;
+	using glm::mediump_dmat4x3;
+	using glm::mediump_dmat4x4;
+	using glm::highp_dmat2x2;
+	using glm::highp_dmat2x3;
+	using glm::highp_dmat2x4;
+	using glm::highp_dmat3x2;
+	using glm::highp_dmat3x3;
+	using glm::highp_dmat3x4;
+	using glm::highp_dmat4x2;
+	using glm::highp_dmat4x3;
+	using glm::highp_dmat4x4;
+	using glm::dmat2x2;
+	using glm::dmat2x3;
+	using glm::dmat2x4;
+	using glm::dmat3x2;
+	using glm::dmat3x3;
+	using glm::dmat3x4;
+	using glm::dmat4x2;
+	using glm::dmat4x3;
+	using glm::dmat4x4;
+	using glm::lowp_f64mat2x2;
+	using glm::lowp_f64mat2x3;
+	using glm::lowp_f64mat2x4;
+	using glm::lowp_f64mat3x2;
+	using glm::lowp_f64mat3x3;
+	using glm::lowp_f64mat3x4;
+	using glm::lowp_f64mat4x2;
+	using glm::lowp_f64mat4x3;
+	using glm::lowp_f64mat4x4;
+	using glm::mediump_f64mat2x2;
+	using glm::mediump_f64mat2x3;
+	using glm::mediump_f64mat2x4;
+	using glm::mediump_f64mat3x2;
+	using glm::mediump_f64mat3x3;
+	using glm::mediump_f64mat3x4;
+	using glm::mediump_f64mat4x2;
+	using glm::mediump_f64mat4x3;
+	using glm::mediump_f64mat4x4;
+	using glm::highp_f64mat2x2;
+	using glm::highp_f64mat2x3;
+	using glm::highp_f64mat2x4;
+	using glm::highp_f64mat3x2;
+	using glm::highp_f64mat3x3;
+	using glm::highp_f64mat3x4;
+	using glm::highp_f64mat4x2;
+	using glm::highp_f64mat4x3;
+	using glm::highp_f64mat4x4;
+	using glm::f64mat2x2;
+	using glm::f64mat2x3;
+	using glm::f64mat2x4;
+	using glm::f64mat3x2;
+	using glm::f64mat3x3;
+	using glm::f64mat3x4;
+	using glm::f64mat4x2;
+	using glm::f64mat4x3;
+	using glm::f64mat4x4;
+	using glm::lowp_imat2x2;
+	using glm::lowp_imat2x3;
+	using glm::lowp_imat2x4;
+	using glm::lowp_imat3x2;
+	using glm::lowp_imat3x3;
+	using glm::lowp_imat3x4;
+	using glm::lowp_imat4x2;
+	using glm::lowp_imat4x3;
+	using glm::lowp_imat4x4;
+	using glm::mediump_imat2x2;
+	using glm::mediump_imat2x3;
+	using glm::mediump_imat2x4;
+	using glm::mediump_imat3x2;
+	using glm::mediump_imat3x3;
+	using glm::mediump_imat3x4;
+	using glm::mediump_imat4x2;
+	using glm::mediump_imat4x3;
+	using glm::mediump_imat4x4;
+	using glm::highp_imat2x2;
+	using glm::highp_imat2x3;
+	using glm::highp_imat2x4;
+	using glm::highp_imat3x2;
+	using glm::highp_imat3x3;
+	using glm::highp_imat3x4;
+	using glm::highp_imat4x2;
+	using glm::highp_imat4x3;
+	using glm::highp_imat4x4;
+	using glm::imat2x2;
+	using glm::imat2x3;
+	using glm::imat2x4;
+	using glm::imat3x2;
+	using glm::imat3x3;
+	using glm::imat3x4;
+	using glm::imat4x2;
+	using glm::imat4x3;
+	using glm::imat4x4;
+	using glm::lowp_i8mat2x2;
+	using glm::lowp_i8mat2x3;
+	using glm::lowp_i8mat2x4;
+	using glm::lowp_i8mat3x2;
+	using glm::lowp_i8mat3x3;
+	using glm::lowp_i8mat3x4;
+	using glm::lowp_i8mat4x2;
+	using glm::lowp_i8mat4x3;
+	using glm::lowp_i8mat4x4;
+	using glm::mediump_i8mat2x2;
+	using glm::mediump_i8mat2x3;
+	using glm::mediump_i8mat2x4;
+	using glm::mediump_i8mat3x2;
+	using glm::mediump_i8mat3x3;
+	using glm::mediump_i8mat3x4;
+	using glm::mediump_i8mat4x2;
+	using glm::mediump_i8mat4x3;
+	using glm::mediump_i8mat4x4;
+	using glm::highp_i8mat2x2;
+	using glm::highp_i8mat2x3;
+	using glm::highp_i8mat2x4;
+	using glm::highp_i8mat3x2;
+	using glm::highp_i8mat3x3;
+	using glm::highp_i8mat3x4;
+	using glm::highp_i8mat4x2;
+	using glm::highp_i8mat4x3;
+	using glm::highp_i8mat4x4;
+	using glm::i8mat2x2;
+	using glm::i8mat2x3;
+	using glm::i8mat2x4;
+	using glm::i8mat3x2;
+	using glm::i8mat3x3;
+	using glm::i8mat3x4;
+	using glm::i8mat4x2;
+	using glm::i8mat4x3;
+	using glm::i8mat4x4;
+	using glm::lowp_i16mat2x2;
+	using glm::lowp_i16mat2x3;
+	using glm::lowp_i16mat2x4;
+	using glm::lowp_i16mat3x2;
+	using glm::lowp_i16mat3x3;
+	using glm::lowp_i16mat3x4;
+	using glm::lowp_i16mat4x2;
+	using glm::lowp_i16mat4x3;
+	using glm::lowp_i16mat4x4;
+	using glm::mediump_i16mat2x2;
+	using glm::mediump_i16mat2x3;
+	using glm::mediump_i16mat2x4;
+	using glm::mediump_i16mat3x2;
+	using glm::mediump_i16mat3x3;
+	using glm::mediump_i16mat3x4;
+	using glm::mediump_i16mat4x2;
+	using glm::mediump_i16mat4x3;
+	using glm::mediump_i16mat4x4;
+	using glm::highp_i16mat2x2;
+	using glm::highp_i16mat2x3;
+	using glm::highp_i16mat2x4;
+	using glm::highp_i16mat3x2;
+	using glm::highp_i16mat3x3;
+	using glm::highp_i16mat3x4;
+	using glm::highp_i16mat4x2;
+	using glm::highp_i16mat4x3;
+	using glm::highp_i16mat4x4;
+	using glm::i16mat2x2;
+	using glm::i16mat2x3;
+	using glm::i16mat2x4;
+	using glm::i16mat3x2;
+	using glm::i16mat3x3;
+	using glm::i16mat3x4;
+	using glm::i16mat4x2;
+	using glm::i16mat4x3;
+	using glm::i16mat4x4;
+	using glm::lowp_i32mat2x2;
+	using glm::lowp_i32mat2x3;
+	using glm::lowp_i32mat2x4;
+	using glm::lowp_i32mat3x2;
+	using glm::lowp_i32mat3x3;
+	using glm::lowp_i32mat3x4;
+	using glm::lowp_i32mat4x2;
+	using glm::lowp_i32mat4x3;
+	using glm::lowp_i32mat4x4;
+	using glm::mediump_i32mat2x2;
+	using glm::mediump_i32mat2x3;
+	using glm::mediump_i32mat2x4;
+	using glm::mediump_i32mat3x2;
+	using glm::mediump_i32mat3x3;
+	using glm::mediump_i32mat3x4;
+	using glm::mediump_i32mat4x2;
+	using glm::mediump_i32mat4x3;
+	using glm::mediump_i32mat4x4;
+	using glm::highp_i32mat2x2;
+	using glm::highp_i32mat2x3;
+	using glm::highp_i32mat2x4;
+	using glm::highp_i32mat3x2;
+	using glm::highp_i32mat3x3;
+	using glm::highp_i32mat3x4;
+	using glm::highp_i32mat4x2;
+	using glm::highp_i32mat4x3;
+	using glm::highp_i32mat4x4;
+	using glm::i32mat2x2;
+	using glm::i32mat2x3;
+	using glm::i32mat2x4;
+	using glm::i32mat3x2;
+	using glm::i32mat3x3;
+	using glm::i32mat3x4;
+	using glm::i32mat4x2;
+	using glm::i32mat4x3;
+	using glm::i32mat4x4;
+	using glm::lowp_i64mat2x2;
+	using glm::lowp_i64mat2x3;
+	using glm::lowp_i64mat2x4;
+	using glm::lowp_i64mat3x2;
+	using glm::lowp_i64mat3x3;
+	using glm::lowp_i64mat3x4;
+	using glm::lowp_i64mat4x2;
+	using glm::lowp_i64mat4x3;
+	using glm::lowp_i64mat4x4;
+	using glm::mediump_i64mat2x2;
+	using glm::mediump_i64mat2x3;
+	using glm::mediump_i64mat2x4;
+	using glm::mediump_i64mat3x2;
+	using glm::mediump_i64mat3x3;
+	using glm::mediump_i64mat3x4;
+	using glm::mediump_i64mat4x2;
+	using glm::mediump_i64mat4x3;
+	using glm::mediump_i64mat4x4;
+	using glm::highp_i64mat2x2;
+	using glm::highp_i64mat2x3;
+	using glm::highp_i64mat2x4;
+	using glm::highp_i64mat3x2;
+	using glm::highp_i64mat3x3;
+	using glm::highp_i64mat3x4;
+	using glm::highp_i64mat4x2;
+	using glm::highp_i64mat4x3;
+	using glm::highp_i64mat4x4;
+	using glm::i64mat2x2;
+	using glm::i64mat2x3;
+	using glm::i64mat2x4;
+	using glm::i64mat3x2;
+	using glm::i64mat3x3;
+	using glm::i64mat3x4;
+	using glm::i64mat4x2;
+	using glm::i64mat4x3;
+	using glm::i64mat4x4;
+	using glm::lowp_umat2x2;
+	using glm::lowp_umat2x3;
+	using glm::lowp_umat2x4;
+	using glm::lowp_umat3x2;
+	using glm::lowp_umat3x3;
+	using glm::lowp_umat3x4;
+	using glm::lowp_umat4x2;
+	using glm::lowp_umat4x3;
+	using glm::lowp_umat4x4;
+	using glm::mediump_umat2x2;
+	using glm::mediump_umat2x3;
+	using glm::mediump_umat2x4;
+	using glm::mediump_umat3x2;
+	using glm::mediump_umat3x3;
+	using glm::mediump_umat3x4;
+	using glm::mediump_umat4x2;
+	using glm::mediump_umat4x3;
+	using glm::mediump_umat4x4;
+	using glm::highp_umat2x2;
+	using glm::highp_umat2x3;
+	using glm::highp_umat2x4;
+	using glm::highp_umat3x2;
+	using glm::highp_umat3x3;
+	using glm::highp_umat3x4;
+	using glm::highp_umat4x2;
+	using glm::highp_umat4x3;
+	using glm::highp_umat4x4;
+	using glm::umat2x2;
+	using glm::umat2x3;
+	using glm::umat2x4;
+	using glm::umat3x2;
+	using glm::umat3x3;
+	using glm::umat3x4;
+	using glm::umat4x2;
+	using glm::umat4x3;
+	using glm::umat4x4;
+	using glm::lowp_u8mat2x2;
+	using glm::lowp_u8mat2x3;
+	using glm::lowp_u8mat2x4;
+	using glm::lowp_u8mat3x2;
+	using glm::lowp_u8mat3x3;
+	using glm::lowp_u8mat3x4;
+	using glm::lowp_u8mat4x2;
+	using glm::lowp_u8mat4x3;
+	using glm::lowp_u8mat4x4;
+	using glm::mediump_u8mat2x2;
+	using glm::mediump_u8mat2x3;
+	using glm::mediump_u8mat2x4;
+	using glm::mediump_u8mat3x2;
+	using glm::mediump_u8mat3x3;
+	using glm::mediump_u8mat3x4;
+	using glm::mediump_u8mat4x2;
+	using glm::mediump_u8mat4x3;
+	using glm::mediump_u8mat4x4;
+	using glm::highp_u8mat2x2;
+	using glm::highp_u8mat2x3;
+	using glm::highp_u8mat2x4;
+	using glm::highp_u8mat3x2;
+	using glm::highp_u8mat3x3;
+	using glm::highp_u8mat3x4;
+	using glm::highp_u8mat4x2;
+	using glm::highp_u8mat4x3;
+	using glm::highp_u8mat4x4;
+	using glm::u8mat2x2;
+	using glm::u8mat2x3;
+	using glm::u8mat2x4;
+	using glm::u8mat3x2;
+	using glm::u8mat3x3;
+	using glm::u8mat3x4;
+	using glm::u8mat4x2;
+	using glm::u8mat4x3;
+	using glm::u8mat4x4;
+	using glm::lowp_u16mat2x2;
+	using glm::lowp_u16mat2x3;
+	using glm::lowp_u16mat2x4;
+	using glm::lowp_u16mat3x2;
+	using glm::lowp_u16mat3x3;
+	using glm::lowp_u16mat3x4;
+	using glm::lowp_u16mat4x2;
+	using glm::lowp_u16mat4x3;
+	using glm::lowp_u16mat4x4;
+	using glm::mediump_u16mat2x2;
+	using glm::mediump_u16mat2x3;
+	using glm::mediump_u16mat2x4;
+	using glm::mediump_u16mat3x2;
+	using glm::mediump_u16mat3x3;
+	using glm::mediump_u16mat3x4;
+	using glm::mediump_u16mat4x2;
+	using glm::mediump_u16mat4x3;
+	using glm::mediump_u16mat4x4;
+	using glm::highp_u16mat2x2;
+	using glm::highp_u16mat2x3;
+	using glm::highp_u16mat2x4;
+	using glm::highp_u16mat3x2;
+	using glm::highp_u16mat3x3;
+	using glm::highp_u16mat3x4;
+	using glm::highp_u16mat4x2;
+	using glm::highp_u16mat4x3;
+	using glm::highp_u16mat4x4;
+	using glm::u16mat2x2;
+	using glm::u16mat2x3;
+	using glm::u16mat2x4;
+	using glm::u16mat3x2;
+	using glm::u16mat3x3;
+	using glm::u16mat3x4;
+	using glm::u16mat4x2;
+	using glm::u16mat4x3;
+	using glm::u16mat4x4;
+	using glm::lowp_u32mat2x2;
+	using glm::lowp_u32mat2x3;
+	using glm::lowp_u32mat2x4;
+	using glm::lowp_u32mat3x2;
+	using glm::lowp_u32mat3x3;
+	using glm::lowp_u32mat3x4;
+	using glm::lowp_u32mat4x2;
+	using glm::lowp_u32mat4x3;
+	using glm::lowp_u32mat4x4;
+	using glm::mediump_u32mat2x2;
+	using glm::mediump_u32mat2x3;
+	using glm::mediump_u32mat2x4;
+	using glm::mediump_u32mat3x2;
+	using glm::mediump_u32mat3x3;
+	using glm::mediump_u32mat3x4;
+	using glm::mediump_u32mat4x2;
+	using glm::mediump_u32mat4x3;
+	using glm::mediump_u32mat4x4;
+	using glm::highp_u32mat2x2;
+	using glm::highp_u32mat2x3;
+	using glm::highp_u32mat2x4;
+	using glm::highp_u32mat3x2;
+	using glm::highp_u32mat3x3;
+	using glm::highp_u32mat3x4;
+	using glm::highp_u32mat4x2;
+	using glm::highp_u32mat4x3;
+	using glm::highp_u32mat4x4;
+	using glm::u32mat2x2;
+	using glm::u32mat2x3;
+	using glm::u32mat2x4;
+	using glm::u32mat3x2;
+	using glm::u32mat3x3;
+	using glm::u32mat3x4;
+	using glm::u32mat4x2;
+	using glm::u32mat4x3;
+	using glm::u32mat4x4;
+	using glm::lowp_u64mat2x2;
+	using glm::lowp_u64mat2x3;
+	using glm::lowp_u64mat2x4;
+	using glm::lowp_u64mat3x2;
+	using glm::lowp_u64mat3x3;
+	using glm::lowp_u64mat3x4;
+	using glm::lowp_u64mat4x2;
+	using glm::lowp_u64mat4x3;
+	using glm::lowp_u64mat4x4;
+	using glm::mediump_u64mat2x2;
+	using glm::mediump_u64mat2x3;
+	using glm::mediump_u64mat2x4;
+	using glm::mediump_u64mat3x2;
+	using glm::mediump_u64mat3x3;
+	using glm::mediump_u64mat3x4;
+	using glm::mediump_u64mat4x2;
+	using glm::mediump_u64mat4x3;
+	using glm::mediump_u64mat4x4;
+	using glm::highp_u64mat2x2;
+	using glm::highp_u64mat2x3;
+	using glm::highp_u64mat2x4;
+	using glm::highp_u64mat3x2;
+	using glm::highp_u64mat3x3;
+	using glm::highp_u64mat3x4;
+	using glm::highp_u64mat4x2;
+	using glm::highp_u64mat4x3;
+	using glm::highp_u64mat4x4;
+	using glm::u64mat2x2;
+	using glm::u64mat2x3;
+	using glm::u64mat2x4;
+	using glm::u64mat3x2;
+	using glm::u64mat3x3;
+	using glm::u64mat3x4;
+	using glm::u64mat4x2;
+	using glm::u64mat4x3;
+	using glm::u64mat4x4;
+	using glm::lowp_quat;
+	using glm::mediump_quat;
+	using glm::highp_quat;
+	using glm::quat;
+	using glm::lowp_fquat;
+	using glm::mediump_fquat;
+	using glm::highp_fquat;
+	using glm::fquat;
+	using glm::lowp_f32quat;
+	using glm::mediump_f32quat;
+	using glm::highp_f32quat;
+	using glm::f32quat;
+	using glm::lowp_dquat;
+	using glm::mediump_dquat;
+	using glm::highp_dquat;
+	using glm::dquat;
+	using glm::lowp_f64quat;
+	using glm::mediump_f64quat;
+	using glm::highp_f64quat;
+	using glm::f64quat;
+
+	// Operators
+	using glm::operator+;
+	using glm::operator-;
+	using glm::operator*;
+	using glm::operator/;
+	using glm::operator%;
+	using glm::operator^;
+	using glm::operator&;
+	using glm::operator|;
+	using glm::operator~;
+	using glm::operator<<;
+	using glm::operator>>;
+	using glm::operator==;
+	using glm::operator!=;
+	using glm::operator&&;
+	using glm::operator||;
+
+	// Core functions
+	using glm::abs;
+	using glm::acos;
+	using glm::acosh;
+	using glm::all;
+	using glm::any;
+	using glm::asin;
+	using glm::asinh;
+	using glm::atan;
+	using glm::atanh;
+	using glm::bitCount;
+	using glm::bitfieldExtract;
+	using glm::bitfieldInsert;
+	using glm::bitfieldReverse;
+	using glm::ceil;
+	using glm::clamp;
+	using glm::cos;
+	using glm::cosh;
+	using glm::cross;
+	using glm::degrees;
+	using glm::determinant;
+	using glm::distance;
+	using glm::dot;
+	using glm::equal;
+	using glm::exp;
+	using glm::exp2;
+	using glm::faceforward;
+	using glm::findLSB;
+	using glm::findMSB;
+	using glm::floatBitsToInt;
+	using glm::floatBitsToUint;
+	using glm::floor;
+	using glm::fma;
+	using glm::fract;
+	using glm::frexp;
+	using glm::greaterThan;
+	using glm::greaterThanEqual;
+	using glm::imulExtended;
+	using glm::intBitsToFloat;
+	using glm::inverse;
+	using glm::inversesqrt;
+	using glm::isinf;
+	using glm::isnan;
+	using glm::ldexp;
+	using glm::length;
+	using glm::lessThan;
+	using glm::lessThanEqual;
+	using glm::log;
+	using glm::log2;
+	using glm::matrixCompMult;
+	using glm::max;
+	using glm::min;
+	using glm::mix;
+	using glm::mod;
+	using glm::modf;
+	using glm::normalize;
+	using glm::notEqual;
+	using glm::not_;
+	using glm::outerProduct;
+	using glm::packDouble2x32;
+	using glm::packHalf2x16;
+	using glm::packSnorm2x16;
+	using glm::packSnorm4x8;
+	using glm::packUnorm2x16;
+	using glm::packUnorm4x8;
+	using glm::pow;
+	using glm::radians;
+	using glm::reflect;
+	using glm::refract;
+	using glm::round;
+	using glm::roundEven;
+	using glm::sign;
+	using glm::sin;
+	using glm::sinh;
+	using glm::smoothstep;
+	using glm::sqrt;
+	using glm::step;
+	using glm::tan;
+	using glm::tanh;
+	using glm::transpose;
+	using glm::trunc;
+	using glm::uaddCarry;
+	using glm::uintBitsToFloat;
+	using glm::umulExtended;
+	using glm::unpackDouble2x32;
+	using glm::unpackHalf2x16;
+	using glm::unpackSnorm2x16;
+	using glm::unpackSnorm4x8;
+	using glm::unpackUnorm2x16;
+	using glm::unpackUnorm4x8;
+	using glm::usubBorrow;
+
+#   ifdef GLM_GTC_INLINE_NAMESPACE
+	inline
+#   endif
+	namespace gtc {
+#       if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE
+		using glm::aligned_highp_vec1;
+		using glm::aligned_mediump_vec1;
+		using glm::aligned_lowp_vec1;
+		using glm::aligned_highp_dvec1;
+		using glm::aligned_mediump_dvec1;
+		using glm::aligned_lowp_dvec1;
+		using glm::aligned_highp_ivec1;
+		using glm::aligned_mediump_ivec1;
+		using glm::aligned_lowp_ivec1;
+		using glm::aligned_highp_uvec1;
+		using glm::aligned_mediump_uvec1;
+		using glm::aligned_lowp_uvec1;
+		using glm::aligned_highp_bvec1;
+		using glm::aligned_mediump_bvec1;
+		using glm::aligned_lowp_bvec1;
+		using glm::packed_highp_vec1;
+		using glm::packed_mediump_vec1;
+		using glm::packed_lowp_vec1;
+		using glm::packed_highp_dvec1;
+		using glm::packed_mediump_dvec1;
+		using glm::packed_lowp_dvec1;
+		using glm::packed_highp_ivec1;
+		using glm::packed_mediump_ivec1;
+		using glm::packed_lowp_ivec1;
+		using glm::packed_highp_uvec1;
+		using glm::packed_mediump_uvec1;
+		using glm::packed_lowp_uvec1;
+		using glm::packed_highp_bvec1;
+		using glm::packed_mediump_bvec1;
+		using glm::packed_lowp_bvec1;
+		using glm::aligned_highp_vec2;
+		using glm::aligned_mediump_vec2;
+		using glm::aligned_lowp_vec2;
+		using glm::aligned_highp_dvec2;
+		using glm::aligned_mediump_dvec2;
+		using glm::aligned_lowp_dvec2;
+		using glm::aligned_highp_ivec2;
+		using glm::aligned_mediump_ivec2;
+		using glm::aligned_lowp_ivec2;
+		using glm::aligned_highp_uvec2;
+		using glm::aligned_mediump_uvec2;
+		using glm::aligned_lowp_uvec2;
+		using glm::aligned_highp_bvec2;
+		using glm::aligned_mediump_bvec2;
+		using glm::aligned_lowp_bvec2;
+		using glm::packed_highp_vec2;
+		using glm::packed_mediump_vec2;
+		using glm::packed_lowp_vec2;
+		using glm::packed_highp_dvec2;
+		using glm::packed_mediump_dvec2;
+		using glm::packed_lowp_dvec2;
+		using glm::packed_highp_ivec2;
+		using glm::packed_mediump_ivec2;
+		using glm::packed_lowp_ivec2;
+		using glm::packed_highp_uvec2;
+		using glm::packed_mediump_uvec2;
+		using glm::packed_lowp_uvec2;
+		using glm::packed_highp_bvec2;
+		using glm::packed_mediump_bvec2;
+		using glm::packed_lowp_bvec2;
+		using glm::aligned_highp_vec3;
+		using glm::aligned_mediump_vec3;
+		using glm::aligned_lowp_vec3;
+		using glm::aligned_highp_dvec3;
+		using glm::aligned_mediump_dvec3;
+		using glm::aligned_lowp_dvec3;
+		using glm::aligned_highp_ivec3;
+		using glm::aligned_mediump_ivec3;
+		using glm::aligned_lowp_ivec3;
+		using glm::aligned_highp_uvec3;
+		using glm::aligned_mediump_uvec3;
+		using glm::aligned_lowp_uvec3;
+		using glm::aligned_highp_bvec3;
+		using glm::aligned_mediump_bvec3;
+		using glm::aligned_lowp_bvec3;
+		using glm::packed_highp_vec3;
+		using glm::packed_mediump_vec3;
+		using glm::packed_lowp_vec3;
+		using glm::packed_highp_dvec3;
+		using glm::packed_mediump_dvec3;
+		using glm::packed_lowp_dvec3;
+		using glm::packed_highp_ivec3;
+		using glm::packed_mediump_ivec3;
+		using glm::packed_lowp_ivec3;
+		using glm::packed_highp_uvec3;
+		using glm::packed_mediump_uvec3;
+		using glm::packed_lowp_uvec3;
+		using glm::packed_highp_bvec3;
+		using glm::packed_mediump_bvec3;
+		using glm::packed_lowp_bvec3;
+		using glm::aligned_highp_vec4;
+		using glm::aligned_mediump_vec4;
+		using glm::aligned_lowp_vec4;
+		using glm::aligned_highp_dvec4;
+		using glm::aligned_mediump_dvec4;
+		using glm::aligned_lowp_dvec4;
+		using glm::aligned_highp_ivec4;
+		using glm::aligned_mediump_ivec4;
+		using glm::aligned_lowp_ivec4;
+		using glm::aligned_highp_uvec4;
+		using glm::aligned_mediump_uvec4;
+		using glm::aligned_lowp_uvec4;
+		using glm::aligned_highp_bvec4;
+		using glm::aligned_mediump_bvec4;
+		using glm::aligned_lowp_bvec4;
+		using glm::packed_highp_vec4;
+		using glm::packed_mediump_vec4;
+		using glm::packed_lowp_vec4;
+		using glm::packed_highp_dvec4;
+		using glm::packed_mediump_dvec4;
+		using glm::packed_lowp_dvec4;
+		using glm::packed_highp_ivec4;
+		using glm::packed_mediump_ivec4;
+		using glm::packed_lowp_ivec4;
+		using glm::packed_highp_uvec4;
+		using glm::packed_mediump_uvec4;
+		using glm::packed_lowp_uvec4;
+		using glm::packed_highp_bvec4;
+		using glm::packed_mediump_bvec4;
+		using glm::packed_lowp_bvec4;
+		using glm::aligned_highp_mat2;
+		using glm::aligned_mediump_mat2;
+		using glm::aligned_lowp_mat2;
+		using glm::aligned_highp_dmat2;
+		using glm::aligned_mediump_dmat2;
+		using glm::aligned_lowp_dmat2;
+		using glm::packed_highp_mat2;
+		using glm::packed_mediump_mat2;
+		using glm::packed_lowp_mat2;
+		using glm::packed_highp_dmat2;
+		using glm::packed_mediump_dmat2;
+		using glm::packed_lowp_dmat2;
+		using glm::aligned_highp_mat3;
+		using glm::aligned_mediump_mat3;
+		using glm::aligned_lowp_mat3;
+		using glm::aligned_highp_dmat3;
+		using glm::aligned_mediump_dmat3;
+		using glm::aligned_lowp_dmat3;
+		using glm::packed_highp_mat3;
+		using glm::packed_mediump_mat3;
+		using glm::packed_lowp_mat3;
+		using glm::packed_highp_dmat3;
+		using glm::packed_mediump_dmat3;
+		using glm::packed_lowp_dmat3;
+		using glm::aligned_highp_mat4;
+		using glm::aligned_mediump_mat4;
+		using glm::aligned_lowp_mat4;
+		using glm::aligned_highp_dmat4;
+		using glm::aligned_mediump_dmat4;
+		using glm::aligned_lowp_dmat4;
+		using glm::packed_highp_mat4;
+		using glm::packed_mediump_mat4;
+		using glm::packed_lowp_mat4;
+		using glm::packed_highp_dmat4;
+		using glm::packed_mediump_dmat4;
+		using glm::packed_lowp_dmat4;
+		using glm::aligned_highp_mat2x2;
+		using glm::aligned_mediump_mat2x2;
+		using glm::aligned_lowp_mat2x2;
+		using glm::aligned_highp_dmat2x2;
+		using glm::aligned_mediump_dmat2x2;
+		using glm::aligned_lowp_dmat2x2;
+		using glm::packed_highp_mat2x2;
+		using glm::packed_mediump_mat2x2;
+		using glm::packed_lowp_mat2x2;
+		using glm::packed_highp_dmat2x2;
+		using glm::packed_mediump_dmat2x2;
+		using glm::packed_lowp_dmat2x2;
+		using glm::aligned_highp_mat2x3;
+		using glm::aligned_mediump_mat2x3;
+		using glm::aligned_lowp_mat2x3;
+		using glm::aligned_highp_dmat2x3;
+		using glm::aligned_mediump_dmat2x3;
+		using glm::aligned_lowp_dmat2x3;
+		using glm::packed_highp_mat2x3;
+		using glm::packed_mediump_mat2x3;
+		using glm::packed_lowp_mat2x3;
+		using glm::packed_highp_dmat2x3;
+		using glm::packed_mediump_dmat2x3;
+		using glm::packed_lowp_dmat2x3;
+		using glm::aligned_highp_mat2x4;
+		using glm::aligned_mediump_mat2x4;
+		using glm::aligned_lowp_mat2x4;
+		using glm::aligned_highp_dmat2x4;
+		using glm::aligned_mediump_dmat2x4;
+		using glm::aligned_lowp_dmat2x4;
+		using glm::packed_highp_mat2x4;
+		using glm::packed_mediump_mat2x4;
+		using glm::packed_lowp_mat2x4;
+		using glm::packed_highp_dmat2x4;
+		using glm::packed_mediump_dmat2x4;
+		using glm::packed_lowp_dmat2x4;
+		using glm::aligned_highp_mat3x2;
+		using glm::aligned_mediump_mat3x2;
+		using glm::aligned_lowp_mat3x2;
+		using glm::aligned_highp_dmat3x2;
+		using glm::aligned_mediump_dmat3x2;
+		using glm::aligned_lowp_dmat3x2;
+		using glm::packed_highp_mat3x2;
+		using glm::packed_mediump_mat3x2;
+		using glm::packed_lowp_mat3x2;
+		using glm::packed_highp_dmat3x2;
+		using glm::packed_mediump_dmat3x2;
+		using glm::packed_lowp_dmat3x2;
+		using glm::aligned_highp_mat3x3;
+		using glm::aligned_mediump_mat3x3;
+		using glm::aligned_lowp_mat3x3;
+		using glm::aligned_highp_dmat3x3;
+		using glm::aligned_mediump_dmat3x3;
+		using glm::aligned_lowp_dmat3x3;
+		using glm::packed_highp_mat3x3;
+		using glm::packed_mediump_mat3x3;
+		using glm::packed_lowp_mat3x3;
+		using glm::packed_highp_dmat3x3;
+		using glm::packed_mediump_dmat3x3;
+		using glm::packed_lowp_dmat3x3;
+		using glm::aligned_highp_mat3x4;
+		using glm::aligned_mediump_mat3x4;
+		using glm::aligned_lowp_mat3x4;
+		using glm::aligned_highp_dmat3x4;
+		using glm::aligned_mediump_dmat3x4;
+		using glm::aligned_lowp_dmat3x4;
+		using glm::packed_highp_mat3x4;
+		using glm::packed_mediump_mat3x4;
+		using glm::packed_lowp_mat3x4;
+		using glm::packed_highp_dmat3x4;
+		using glm::packed_mediump_dmat3x4;
+		using glm::packed_lowp_dmat3x4;
+		using glm::aligned_highp_mat4x2;
+		using glm::aligned_mediump_mat4x2;
+		using glm::aligned_lowp_mat4x2;
+		using glm::aligned_highp_dmat4x2;
+		using glm::aligned_mediump_dmat4x2;
+		using glm::aligned_lowp_dmat4x2;
+		using glm::packed_highp_mat4x2;
+		using glm::packed_mediump_mat4x2;
+		using glm::packed_lowp_mat4x2;
+		using glm::packed_highp_dmat4x2;
+		using glm::packed_mediump_dmat4x2;
+		using glm::packed_lowp_dmat4x2;
+		using glm::aligned_highp_mat4x3;
+		using glm::aligned_mediump_mat4x3;
+		using glm::aligned_lowp_mat4x3;
+		using glm::aligned_highp_dmat4x3;
+		using glm::aligned_mediump_dmat4x3;
+		using glm::aligned_lowp_dmat4x3;
+		using glm::packed_highp_mat4x3;
+		using glm::packed_mediump_mat4x3;
+		using glm::packed_lowp_mat4x3;
+		using glm::packed_highp_dmat4x3;
+		using glm::packed_mediump_dmat4x3;
+		using glm::packed_lowp_dmat4x3;
+		using glm::aligned_highp_mat4x4;
+		using glm::aligned_mediump_mat4x4;
+		using glm::aligned_lowp_mat4x4;
+		using glm::aligned_highp_dmat4x4;
+		using glm::aligned_mediump_dmat4x4;
+		using glm::aligned_lowp_dmat4x4;
+		using glm::packed_highp_mat4x4;
+		using glm::packed_mediump_mat4x4;
+		using glm::packed_lowp_mat4x4;
+		using glm::packed_highp_dmat4x4;
+		using glm::packed_mediump_dmat4x4;
+		using glm::packed_lowp_dmat4x4;
+#       if(defined(GLM_PRECISION_LOWP_FLOAT))
+		using glm::aligned_vec1;
+		using glm::aligned_vec2;
+		using glm::aligned_vec3;
+		using glm::aligned_vec4;
+		using glm::packed_vec1;
+		using glm::packed_vec2;
+		using glm::packed_vec3;
+		using glm::packed_vec4;
+		using glm::aligned_mat2;
+		using glm::aligned_mat3;
+		using glm::aligned_mat4;
+		using glm::packed_mat2;
+		using glm::packed_mat3;
+		using glm::packed_mat4;
+		using glm::aligned_mat2x2;
+		using glm::aligned_mat2x3;
+		using glm::aligned_mat2x4;
+		using glm::aligned_mat3x2;
+		using glm::aligned_mat3x3;
+		using glm::aligned_mat3x4;
+		using glm::aligned_mat4x2;
+		using glm::aligned_mat4x3;
+		using glm::aligned_mat4x4;
+		using glm::packed_mat2x2;
+		using glm::packed_mat2x3;
+		using glm::packed_mat2x4;
+		using glm::packed_mat3x2;
+		using glm::packed_mat3x3;
+		using glm::packed_mat3x4;
+		using glm::packed_mat4x2;
+		using glm::packed_mat4x3;
+		using glm::packed_mat4x4;
+#       elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))
+		using glm::aligned_vec1;
+		using glm::aligned_vec2;
+		using glm::aligned_vec3;
+		using glm::aligned_vec4;
+		using glm::packed_vec1;
+		using glm::packed_vec2;
+		using glm::packed_vec3;
+		using glm::packed_vec4;
+		using glm::aligned_mat2;
+		using glm::aligned_mat3;
+		using glm::aligned_mat4;
+		using glm::packed_mat2;
+		using glm::packed_mat3;
+		using glm::packed_mat4;
+		using glm::aligned_mat2x2;
+		using glm::aligned_mat2x3;
+		using glm::aligned_mat2x4;
+		using glm::aligned_mat3x2;
+		using glm::aligned_mat3x3;
+		using glm::aligned_mat3x4;
+		using glm::aligned_mat4x2;
+		using glm::aligned_mat4x3;
+		using glm::aligned_mat4x4;
+		using glm::packed_mat2x2;
+		using glm::packed_mat2x3;
+		using glm::packed_mat2x4;
+		using glm::packed_mat3x2;
+		using glm::packed_mat3x3;
+		using glm::packed_mat3x4;
+		using glm::packed_mat4x2;
+		using glm::packed_mat4x3;
+		using glm::packed_mat4x4;
+#       else //defined(GLM_PRECISION_HIGHP_FLOAT)
+		using glm::aligned_vec1;
+		using glm::aligned_vec2;
+		using glm::aligned_vec3;
+		using glm::aligned_vec4;
+		using glm::packed_vec1;
+		using glm::packed_vec2;
+		using glm::packed_vec3;
+		using glm::packed_vec4;
+		using glm::aligned_mat2;
+		using glm::aligned_mat3;
+		using glm::aligned_mat4;
+		using glm::packed_mat2;
+		using glm::packed_mat3;
+		using glm::packed_mat4;
+		using glm::aligned_mat2x2;
+		using glm::aligned_mat2x3;
+		using glm::aligned_mat2x4;
+		using glm::aligned_mat3x2;
+		using glm::aligned_mat3x3;
+		using glm::aligned_mat3x4;
+		using glm::aligned_mat4x2;
+		using glm::aligned_mat4x3;
+		using glm::aligned_mat4x4;
+		using glm::packed_mat2x2;
+		using glm::packed_mat2x3;
+		using glm::packed_mat2x4;
+		using glm::packed_mat3x2;
+		using glm::packed_mat3x3;
+		using glm::packed_mat3x4;
+		using glm::packed_mat4x2;
+		using glm::packed_mat4x3;
+		using glm::packed_mat4x4;
+#       endif//GLM_PRECISION
+#       if(defined(GLM_PRECISION_LOWP_DOUBLE))
+		using glm::aligned_dvec1;
+		using glm::aligned_dvec2;
+		using glm::aligned_dvec3;
+		using glm::aligned_dvec4;
+		using glm::packed_dvec1;
+		using glm::packed_dvec2;
+		using glm::packed_dvec3;
+		using glm::packed_dvec4;
+		using glm::aligned_dmat2;
+		using glm::aligned_dmat3;
+		using glm::aligned_dmat4;
+		using glm::packed_dmat2;
+		using glm::packed_dmat3;
+		using glm::packed_dmat4;
+		using glm::aligned_dmat2x2;
+		using glm::aligned_dmat2x3;
+		using glm::aligned_dmat2x4;
+		using glm::aligned_dmat3x2;
+		using glm::aligned_dmat3x3;
+		using glm::aligned_dmat3x4;
+		using glm::aligned_dmat4x2;
+		using glm::aligned_dmat4x3;
+		using glm::aligned_dmat4x4;
+		using glm::packed_dmat2x2;
+		using glm::packed_dmat2x3;
+		using glm::packed_dmat2x4;
+		using glm::packed_dmat3x2;
+		using glm::packed_dmat3x3;
+		using glm::packed_dmat3x4;
+		using glm::packed_dmat4x2;
+		using glm::packed_dmat4x3;
+		using glm::packed_dmat4x4;
+#       elif(defined(GLM_PRECISION_MEDIUMP_DOUBLE))
+		using glm::aligned_dvec1;
+		using glm::aligned_dvec2;
+		using glm::aligned_dvec3;
+		using glm::aligned_dvec4;
+		using glm::packed_dvec1;
+		using glm::packed_dvec2;
+		using glm::packed_dvec3;
+		using glm::packed_dvec4;
+		using glm::aligned_dmat2;
+		using glm::aligned_dmat3;
+		using glm::aligned_dmat4;
+		using glm::packed_dmat2;
+		using glm::packed_dmat3;
+		using glm::packed_dmat4;
+		using glm::aligned_dmat2x2;
+		using glm::aligned_dmat2x3;
+		using glm::aligned_dmat2x4;
+		using glm::aligned_dmat3x2;
+		using glm::aligned_dmat3x3;
+		using glm::aligned_dmat3x4;
+		using glm::aligned_dmat4x2;
+		using glm::aligned_dmat4x3;
+		using glm::aligned_dmat4x4;
+		using glm::packed_dmat2x2;
+		using glm::packed_dmat2x3;
+		using glm::packed_dmat2x4;
+		using glm::packed_dmat3x2;
+		using glm::packed_dmat3x3;
+		using glm::packed_dmat3x4;
+		using glm::packed_dmat4x2;
+		using glm::packed_dmat4x3;
+		using glm::packed_dmat4x4;
+#       else //defined(GLM_PRECISION_HIGHP_DOUBLE)
+		using glm::aligned_dvec1;
+		using glm::aligned_dvec2;
+		using glm::aligned_dvec3;
+		using glm::aligned_dvec4;
+		using glm::packed_dvec1;
+		using glm::packed_dvec2;
+		using glm::packed_dvec3;
+		using glm::packed_dvec4;
+		using glm::aligned_dmat2;
+		using glm::aligned_dmat3;
+		using glm::aligned_dmat4;
+		using glm::packed_dmat2;
+		using glm::packed_dmat3;
+		using glm::packed_dmat4;
+		using glm::aligned_dmat2x2;
+		using glm::aligned_dmat2x3;
+		using glm::aligned_dmat2x4;
+		using glm::aligned_dmat3x2;
+		using glm::aligned_dmat3x3;
+		using glm::aligned_dmat3x4;
+		using glm::aligned_dmat4x2;
+		using glm::aligned_dmat4x3;
+		using glm::aligned_dmat4x4;
+		using glm::packed_dmat2x2;
+		using glm::packed_dmat2x3;
+		using glm::packed_dmat2x4;
+		using glm::packed_dmat3x2;
+		using glm::packed_dmat3x3;
+		using glm::packed_dmat3x4;
+		using glm::packed_dmat4x2;
+		using glm::packed_dmat4x3;
+		using glm::packed_dmat4x4;
+#       endif//GLM_PRECISION
+#       if(defined(GLM_PRECISION_LOWP_INT))
+		using glm::aligned_ivec1;
+		using glm::aligned_ivec2;
+		using glm::aligned_ivec3;
+		using glm::aligned_ivec4;
+#       elif(defined(GLM_PRECISION_MEDIUMP_INT))
+		using glm::aligned_ivec1;
+		using glm::aligned_ivec2;
+		using glm::aligned_ivec3;
+		using glm::aligned_ivec4;
+#       else //defined(GLM_PRECISION_HIGHP_INT)
+		using glm::aligned_ivec1;
+		using glm::aligned_ivec2;
+		using glm::aligned_ivec3;
+		using glm::aligned_ivec4;
+		using glm::packed_ivec1;
+		using glm::packed_ivec2;
+		using glm::packed_ivec3;
+		using glm::packed_ivec4;
+#       endif//GLM_PRECISION
+#       if(defined(GLM_PRECISION_LOWP_UINT))
+		using glm::aligned_uvec1;
+		using glm::aligned_uvec2;
+		using glm::aligned_uvec3;
+		using glm::aligned_uvec4;
+#       elif(defined(GLM_PRECISION_MEDIUMP_UINT))
+		using glm::aligned_uvec1;
+		using glm::aligned_uvec2;
+		using glm::aligned_uvec3;
+		using glm::aligned_uvec4;
+#       else //defined(GLM_PRECISION_HIGHP_UINT)
+		using glm::aligned_uvec1;
+		using glm::aligned_uvec2;
+		using glm::aligned_uvec3;
+		using glm::aligned_uvec4;
+		using glm::packed_uvec1;
+		using glm::packed_uvec2;
+		using glm::packed_uvec3;
+		using glm::packed_uvec4;
+#       endif//GLM_PRECISION
+#       if(defined(GLM_PRECISION_LOWP_BOOL))
+		using glm::aligned_bvec1;
+		using glm::aligned_bvec2;
+		using glm::aligned_bvec3;
+		using glm::aligned_bvec4;
+#       elif(defined(GLM_PRECISION_MEDIUMP_BOOL))
+		using glm::aligned_bvec1;
+		using glm::aligned_bvec2;
+		using glm::aligned_bvec3;
+		using glm::aligned_bvec4;
+#       else //defined(GLM_PRECISION_HIGHP_BOOL)
+		using glm::aligned_bvec1;
+		using glm::aligned_bvec2;
+		using glm::aligned_bvec3;
+		using glm::aligned_bvec4;
+		using glm::packed_bvec1;
+		using glm::packed_bvec2;
+		using glm::packed_bvec3;
+		using glm::packed_bvec4;
+#       endif//GLM_PRECISION
+#       endif
+
+
+		using glm::abs;
+		using glm::acos;
+		using glm::acosh;
+		using glm::acot;
+		using glm::acoth;
+		using glm::acsc;
+		using glm::acsch;
+		using glm::affineInverse;
+		using glm::all;
+		using glm::angle;
+		using glm::angleAxis;
+		using glm::any;
+		using glm::asec;
+		using glm::asech;
+		using glm::asin;
+		using glm::asinh;
+		using glm::atan;
+		using glm::atanh;
+		using glm::axis;
+		using glm::ballRand;
+		using glm::bitCount;
+		using glm::bitfieldDeinterleave;
+		using glm::bitfieldExtract;
+		using glm::bitfieldFillOne;
+		using glm::bitfieldFillZero;
+		using glm::bitfieldInsert;
+		using glm::bitfieldInterleave;
+		using glm::bitfieldReverse;
+		using glm::bitfieldRotateLeft;
+		using glm::bitfieldRotateRight;
+		using glm::ceil;
+		using glm::ceilMultiple;
+		using glm::ceilPowerOfTwo;
+		using glm::circularRand;
+		using glm::clamp;
+		using glm::column;
+		using glm::conjugate;
+		using glm::convertLinearToSRGB;
+		using glm::convertSRGBToLinear;
+		using glm::cos;
+		using glm::cos_one_over_two;
+		using glm::cosh;
+		using glm::cot;
+		using glm::coth;
+		using glm::cross;
+		using glm::csc;
+		using glm::csch;
+		using glm::degrees;
+		using glm::determinant;
+		using glm::diskRand;
+		using glm::distance;
+		using glm::dot;
+		using glm::e;
+		using glm::epsilon;
+		using glm::epsilonEqual;
+		using glm::epsilonNotEqual;
+		using glm::equal;
+		using glm::euler;
+		using glm::eulerAngles;
+		using glm::exp;
+		using glm::exp2;
+		using glm::faceforward;
+		using glm::fclamp;
+		using glm::findLSB;
+		using glm::findMSB;
+		using glm::floatBitsToInt;
+		using glm::floatBitsToUint;
+		using glm::float_distance;
+		using glm::floor;
+		using glm::floorMultiple;
+		using glm::floorPowerOfTwo;
+		using glm::fma;
+		using glm::fmax;
+		using glm::fmin;
+		using glm::four_over_pi;
+		using glm::fract;
+		using glm::frexp;
+		using glm::frustum;
+		using glm::frustumLH;
+		using glm::frustumLH_NO;
+		using glm::frustumLH_ZO;
+		using glm::frustumNO;
+		using glm::frustumRH;
+		using glm::frustumRH_NO;
+		using glm::frustumRH_ZO;
+		using glm::frustumZO;
+		using glm::gaussRand;
+		using glm::golden_ratio;
+		using glm::greaterThan;
+		using glm::greaterThanEqual;
+		using glm::half_pi;
+		using glm::identity;
+		using glm::imulExtended;
+		using glm::infinitePerspective;
+		using glm::infinitePerspectiveLH;
+		using glm::infinitePerspectiveRH;
+		using glm::intBitsToFloat;
+		using glm::inverse;
+		using glm::inverseTranspose;
+		using glm::inversesqrt;
+		using glm::iround;
+		using glm::isinf;
+		using glm::isnan;
+		using glm::ldexp;
+		using glm::length;
+		using glm::lerp;
+		using glm::lessThan;
+		using glm::lessThanEqual;
+		using glm::linearRand;
+		using glm::ln_ln_two;
+		using glm::ln_ten;
+		using glm::ln_two;
+		using glm::log;
+		using glm::log2;
+		using glm::lookAt;
+		using glm::lookAtLH;
+		using glm::lookAtRH;
+		using glm::make_mat2;
+		using glm::make_mat2x2;
+		using glm::make_mat2x3;
+		using glm::make_mat2x4;
+		using glm::make_mat3;
+		using glm::make_mat3x2;
+		using glm::make_mat3x3;
+		using glm::make_mat3x4;
+		using glm::make_mat4;
+		using glm::make_mat4x2;
+		using glm::make_mat4x3;
+		using glm::make_mat4x4;
+		using glm::make_quat;
+		using glm::make_vec1;
+		using glm::make_vec2;
+		using glm::make_vec3;
+		using glm::make_vec4;
+		using glm::mask;
+		using glm::mat3_cast;
+		using glm::mat4_cast;
+		using glm::matrixCompMult;
+		using glm::max;
+		using glm::min;
+		using glm::mirrorClamp;
+		using glm::mirrorRepeat;
+		using glm::mix;
+		using glm::mod;
+		using glm::modf;
+		using glm::next_float;
+		using glm::normalize;
+		using glm::notEqual;
+		using glm::not_;
+		using glm::one;
+		using glm::one_over_pi;
+		using glm::one_over_root_two;
+		using glm::one_over_two_pi;
+		using glm::ortho;
+		using glm::orthoLH;
+		using glm::orthoLH_NO;
+		using glm::orthoLH_ZO;
+		using glm::orthoNO;
+		using glm::orthoRH;
+		using glm::orthoRH_NO;
+		using glm::orthoRH_ZO;
+		using glm::orthoZO;
+		using glm::outerProduct;
+		using glm::packF2x11_1x10;
+		using glm::packF3x9_E1x5;
+		using glm::packHalf;
+		using glm::packHalf1x16;
+		using glm::packHalf4x16;
+		using glm::packI3x10_1x2;
+		using glm::packInt2x16;
+		using glm::packInt2x32;
+		using glm::packInt2x8;
+		using glm::packInt4x16;
+		using glm::packInt4x8;
+		using glm::packRGBM;
+		using glm::packSnorm;
+		using glm::packSnorm1x16;
+		using glm::packSnorm1x8;
+		using glm::packSnorm2x8;
+		using glm::packSnorm3x10_1x2;
+		using glm::packSnorm4x16;
+		using glm::packU3x10_1x2;
+		using glm::packUint2x16;
+		using glm::packUint2x32;
+		using glm::packUint2x8;
+		using glm::packUint4x16;
+		using glm::packUint4x8;
+		using glm::packUnorm;
+		using glm::packUnorm1x16;
+		using glm::packUnorm1x5_1x6_1x5;
+		using glm::packUnorm1x8;
+		using glm::packUnorm2x3_1x2;
+		using glm::packUnorm2x4;
+		using glm::packUnorm2x8;
+		using glm::packUnorm3x10_1x2;
+		using glm::packUnorm3x5_1x1;
+		using glm::packUnorm4x16;
+		using glm::packUnorm4x4;
+		using glm::perlin;
+		using glm::perspective;
+		using glm::perspectiveFov;
+		using glm::perspectiveFovLH;
+		using glm::perspectiveFovLH_NO;
+		using glm::perspectiveFovLH_ZO;
+		using glm::perspectiveFovNO;
+		using glm::perspectiveFovRH;
+		using glm::perspectiveFovRH_NO;
+		using glm::perspectiveFovRH_ZO;
+		using glm::perspectiveFovZO;
+		using glm::perspectiveLH;
+		using glm::perspectiveLH_NO;
+		using glm::perspectiveLH_ZO;
+		using glm::perspectiveNO;
+		using glm::perspectiveRH;
+		using glm::perspectiveRH_NO;
+		using glm::perspectiveRH_ZO;
+		using glm::perspectiveZO;
+		using glm::pi;
+		using glm::pickMatrix;
+		using glm::pitch;
+		using glm::pow;
+		using glm::prev_float;
+		using glm::project;
+		using glm::projectNO;
+		using glm::projectZO;
+		using glm::quarter_pi;
+		using glm::quatLookAt;
+		using glm::quatLookAtLH;
+		using glm::quatLookAtRH;
+		using glm::quat_cast;
+		using glm::radians;
+		using glm::reflect;
+		using glm::refract;
+		using glm::repeat;
+		using glm::roll;
+		using glm::root_five;
+		using glm::root_half_pi;
+		using glm::root_ln_four;
+		using glm::root_pi;
+		using glm::root_three;
+		using glm::root_two;
+		using glm::root_two_pi;
+		using glm::rotate;
+		using glm::round;
+		using glm::roundEven;
+		using glm::roundMultiple;
+		using glm::roundPowerOfTwo;
+		using glm::row;
+		using glm::scale;
+		using glm::sec;
+		using glm::sech;
+		using glm::sign;
+		using glm::simplex;
+		using glm::sin;
+		using glm::sinh;
+		using glm::slerp;
+		using glm::smoothstep;
+		using glm::sphericalRand;
+		using glm::sqrt;
+		using glm::step;
+		using glm::tan;
+		using glm::tanh;
+		using glm::third;
+		using glm::three_over_two_pi;
+		using glm::translate;
+		using glm::transpose;
+		using glm::trunc;
+		using glm::tweakedInfinitePerspective;
+		using glm::two_over_pi;
+		using glm::two_over_root_pi;
+		using glm::two_pi;
+		using glm::two_thirds;
+		using glm::uaddCarry;
+		using glm::uintBitsToFloat;
+		using glm::umulExtended;
+		using glm::unProject;
+		using glm::unProjectNO;
+		using glm::unProjectZO;
+		using glm::unpackF2x11_1x10;
+		using glm::unpackF3x9_E1x5;
+		using glm::unpackHalf;
+		using glm::unpackHalf1x16;
+		using glm::unpackHalf4x16;
+		using glm::unpackI3x10_1x2;
+		using glm::unpackInt2x16;
+		using glm::unpackInt2x32;
+		using glm::unpackInt2x8;
+		using glm::unpackInt4x16;
+		using glm::unpackInt4x8;
+		using glm::unpackRGBM;
+		using glm::unpackSnorm;
+		using glm::unpackSnorm1x16;
+		using glm::unpackSnorm1x8;
+		using glm::unpackSnorm2x8;
+		using glm::unpackSnorm3x10_1x2;
+		using glm::unpackSnorm4x16;
+		using glm::unpackU3x10_1x2;
+		using glm::unpackUint2x16;
+		using glm::unpackUint2x32;
+		using glm::unpackUint2x8;
+		using glm::unpackUint4x16;
+		using glm::unpackUint4x8;
+		using glm::unpackUnorm;
+		using glm::unpackUnorm1x16;
+		using glm::unpackUnorm1x5_1x6_1x5;
+		using glm::unpackUnorm1x8;
+		using glm::unpackUnorm2x3_1x2;
+		using glm::unpackUnorm2x4;
+		using glm::unpackUnorm2x8;
+		using glm::unpackUnorm3x10_1x2;
+		using glm::unpackUnorm3x5_1x1;
+		using glm::unpackUnorm4x16;
+		using glm::unpackUnorm4x4;
+		using glm::uround;
+		using glm::usubBorrow;
+		using glm::value_ptr;
+		using glm::yaw;
+		using glm::zero;
+	}
+
+#   ifdef GLM_EXT_INLINE_NAMESPACE
+	inline
+#   endif
+	namespace ext {
+		using glm::abs;
+		using glm::acos;
+		using glm::acosh;
+		using glm::acot;
+		using glm::acoth;
+		using glm::acsc;
+		using glm::acsch;
+		using glm::all;
+		using glm::angle;
+		using glm::angleAxis;
+		using glm::any;
+		using glm::asec;
+		using glm::asech;
+		using glm::asin;
+		using glm::asinh;
+		using glm::atan;
+		using glm::atanh;
+		using glm::axis;
+		using glm::ceil;
+		using glm::clamp;
+		using glm::conjugate;
+		using glm::cos;
+		using glm::cos_one_over_two;
+		using glm::cosh;
+		using glm::cot;
+		using glm::coth;
+		using glm::cross;
+		using glm::csc;
+		using glm::csch;
+		using glm::degrees;
+		using glm::determinant;
+		using glm::distance;
+		using glm::dot;
+		using glm::e;
+		using glm::epsilon;
+		using glm::equal;
+		using glm::euler;
+		using glm::exp;
+		using glm::exp2;
+		using glm::faceforward;
+		using glm::fclamp;
+		using glm::findNSB;
+		using glm::floatBitsToInt;
+		using glm::floatBitsToUint;
+		using glm::floatDistance;
+		using glm::floor;
+		using glm::fma;
+		using glm::fmax;
+		using glm::fmin;
+		using glm::four_over_pi;
+		using glm::fract;
+		using glm::frexp;
+		using glm::frustum;
+		using glm::frustumLH;
+		using glm::frustumLH_NO;
+		using glm::frustumLH_ZO;
+		using glm::frustumNO;
+		using glm::frustumRH;
+		using glm::frustumRH_NO;
+		using glm::frustumRH_ZO;
+		using glm::frustumZO;
+		using glm::golden_ratio;
+		using glm::greaterThan;
+		using glm::greaterThanEqual;
+		using glm::half_pi;
+		using glm::identity;
+		using glm::infinitePerspective;
+		using glm::infinitePerspectiveLH;
+		using glm::infinitePerspectiveRH;
+		using glm::intBitsToFloat;
+		using glm::inverse;
+		using glm::inversesqrt;
+		using glm::iround;
+		using glm::isMultiple;
+		using glm::isPowerOfTwo;
+		using glm::isinf;
+		using glm::isnan;
+		using glm::ldexp;
+		using glm::length;
+		using glm::lerp;
+		using glm::lessThan;
+		using glm::lessThanEqual;
+		using glm::ln_ln_two;
+		using glm::ln_ten;
+		using glm::ln_two;
+		using glm::log;
+		using glm::log2;
+		using glm::lookAt;
+		using glm::lookAtLH;
+		using glm::lookAtRH;
+		using glm::matrixCompMult;
+		using glm::max;
+		using glm::min;
+		using glm::mirrorClamp;
+		using glm::mirrorRepeat;
+		using glm::mix;
+		using glm::mod;
+		using glm::modf;
+		using glm::nextFloat;
+		using glm::nextMultiple;
+		using glm::nextPowerOfTwo;
+		using glm::normalize;
+		using glm::notEqual;
+		using glm::not_;
+		using glm::one;
+		using glm::one_over_pi;
+		using glm::one_over_root_two;
+		using glm::one_over_two_pi;
+		using glm::ortho;
+		using glm::orthoLH;
+		using glm::orthoLH_NO;
+		using glm::orthoLH_ZO;
+		using glm::orthoNO;
+		using glm::orthoRH;
+		using glm::orthoRH_NO;
+		using glm::orthoRH_ZO;
+		using glm::orthoZO;
+		using glm::outerProduct;
+		using glm::perspective;
+		using glm::perspectiveFov;
+		using glm::perspectiveFovLH;
+		using glm::perspectiveFovLH_NO;
+		using glm::perspectiveFovLH_ZO;
+		using glm::perspectiveFovNO;
+		using glm::perspectiveFovRH;
+		using glm::perspectiveFovRH_NO;
+		using glm::perspectiveFovRH_ZO;
+		using glm::perspectiveFovZO;
+		using glm::perspectiveLH;
+		using glm::perspectiveLH_NO;
+		using glm::perspectiveLH_ZO;
+		using glm::perspectiveNO;
+		using glm::perspectiveRH;
+		using glm::perspectiveRH_NO;
+		using glm::perspectiveRH_ZO;
+		using glm::perspectiveZO;
+		using glm::pi;
+		using glm::pickMatrix;
+		using glm::pow;
+		using glm::prevFloat;
+		using glm::prevMultiple;
+		using glm::prevPowerOfTwo;
+		using glm::project;
+		using glm::projectNO;
+		using glm::projectZO;
+		using glm::quarter_pi;
+		using glm::radians;
+		using glm::reflect;
+		using glm::refract;
+		using glm::repeat;
+		using glm::root_five;
+		using glm::root_half_pi;
+		using glm::root_ln_four;
+		using glm::root_pi;
+		using glm::root_three;
+		using glm::root_two;
+		using glm::root_two_pi;
+		using glm::rotate;
+		using glm::round;
+		using glm::roundEven;
+		using glm::scale;
+		using glm::sec;
+		using glm::sech;
+		using glm::sign;
+		using glm::sin;
+		using glm::sinh;
+		using glm::slerp;
+		using glm::smoothstep;
+		using glm::sqrt;
+		using glm::step;
+		using glm::tan;
+		using glm::tanh;
+		using glm::third;
+		using glm::three_over_two_pi;
+		using glm::translate;
+		using glm::transpose;
+		using glm::trunc;
+		using glm::tweakedInfinitePerspective;
+		using glm::two_over_pi;
+		using glm::two_over_root_pi;
+		using glm::two_pi;
+		using glm::two_thirds;
+		using glm::uintBitsToFloat;
+		using glm::unProject;
+		using glm::unProjectNO;
+		using glm::unProjectZO;
+		using glm::uround;
+		using glm::zero;
+	}
+
+#   ifdef GLM_ENABLE_EXPERIMENTAL
+#   ifdef GLM_GTX_INLINE_NAMESPACE
+	inline
+#   endif
+	namespace gtx {
+		using glm::io::order_type;
+		using glm::io::format_punct;
+		using glm::io::basic_state_saver;
+		using glm::io::basic_format_saver;
+		using glm::io::precision;
+		using glm::io::width;
+		using glm::io::delimeter;
+		using glm::io::order;
+		using glm::io::get_facet;
+		using glm::io::formatted;
+		using glm::io::unformatted;
+		using glm::io::operator<<;
+		using glm::operator<<;
+		using glm::tdualquat;
+
+#       if !((GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP))
+		using glm::to_string;
+#       endif
+#       if GLM_HAS_TEMPLATE_ALIASES
+		using glm::operator*;
+		using glm::operator/;
+#       endif
+#       if GLM_HAS_RANGE_FOR
+		using glm::components;
+		using glm::begin;
+		using glm::end;
+#       endif
+
+		using glm::abs;
+		using glm::acos;
+		using glm::acosh;
+		using glm::adjugate;
+		using glm::all;
+		using glm::angle;
+		using glm::angleAxis;
+		using glm::any;
+		using glm::areCollinear;
+		using glm::areOrthogonal;
+		using glm::areOrthonormal;
+		using glm::asin;
+		using glm::asinh;
+		using glm::associatedMax;
+		using glm::associatedMin;
+		using glm::atan;
+		using glm::atanh;
+		using glm::axis;
+		using glm::axisAngle;
+		using glm::axisAngleMatrix;
+		using glm::backEaseIn;
+		using glm::backEaseInOut;
+		using glm::backEaseOut;
+		using glm::bitCount;
+		using glm::bitfieldDeinterleave;
+		using glm::bitfieldExtract;
+		using glm::bitfieldFillOne;
+		using glm::bitfieldFillZero;
+		using glm::bitfieldInsert;
+		using glm::bitfieldInterleave;
+		using glm::bitfieldReverse;
+		using glm::bitfieldRotateLeft;
+		using glm::bitfieldRotateRight;
+		using glm::bounceEaseIn;
+		using glm::bounceEaseInOut;
+		using glm::bounceEaseOut;
+		using glm::catmullRom;
+		using glm::ceil;
+		using glm::circularEaseIn;
+		using glm::circularEaseInOut;
+		using glm::circularEaseOut;
+		using glm::clamp;
+		using glm::closeBounded;
+		using glm::closestPointOnLine;
+		using glm::colMajor2;
+		using glm::colMajor3;
+		using glm::colMajor4;
+		using glm::compAdd;
+		using glm::compMax;
+		using glm::compMin;
+		using glm::compMul;
+		using glm::compNormalize;
+		using glm::compScale;
+		using glm::computeCovarianceMatrix;
+		using glm::conjugate;
+		using glm::convertD65XYZToD50XYZ;
+		using glm::convertD65XYZToLinearSRGB;
+		using glm::convertLinearSRGBToD50XYZ;
+		using glm::convertLinearSRGBToD65XYZ;
+		using glm::cos;
+		using glm::cos_one_over_two;
+		using glm::cosh;
+		using glm::cross;
+		using glm::cubic;
+		using glm::cubicEaseIn;
+		using glm::cubicEaseInOut;
+		using glm::cubicEaseOut;
+		using glm::decompose;
+		using glm::degrees;
+		using glm::derivedEulerAngleX;
+		using glm::derivedEulerAngleY;
+		using glm::derivedEulerAngleZ;
+		using glm::determinant;
+		using glm::diagonal2x2;
+		using glm::diagonal2x3;
+		using glm::diagonal2x4;
+		using glm::diagonal3x2;
+		using glm::diagonal3x3;
+		using glm::diagonal3x4;
+		using glm::diagonal4x2;
+		using glm::diagonal4x3;
+		using glm::diagonal4x4;
+		using glm::distance;
+		using glm::distance2;
+		using glm::dot;
+		using glm::dual_quat_identity;
+		using glm::dualquat_cast;
+		using glm::e;
+		using glm::elasticEaseIn;
+		using glm::elasticEaseInOut;
+		using glm::elasticEaseOut;
+		using glm::epsilon;
+		using glm::epsilonEqual;
+		using glm::epsilonNotEqual;
+		using glm::equal;
+		using glm::euclidean;
+		using glm::euler;
+		using glm::eulerAngleX;
+		using glm::eulerAngleXY;
+		using glm::eulerAngleXYX;
+		using glm::eulerAngleXYZ;
+		using glm::eulerAngleXZ;
+		using glm::eulerAngleXZX;
+		using glm::eulerAngleXZY;
+		using glm::eulerAngleY;
+		using glm::eulerAngleYX;
+		using glm::eulerAngleYXY;
+		using glm::eulerAngleYXZ;
+		using glm::eulerAngleYZ;
+		using glm::eulerAngleYZX;
+		using glm::eulerAngleYZY;
+		using glm::eulerAngleZ;
+		using glm::eulerAngleZX;
+		using glm::eulerAngleZXY;
+		using glm::eulerAngleZXZ;
+		using glm::eulerAngleZY;
+		using glm::eulerAngleZYX;
+		using glm::eulerAngleZYZ;
+		using glm::eulerAngles;
+		using glm::exp;
+		using glm::exp2;
+		using glm::exponentialEaseIn;
+		using glm::exponentialEaseInOut;
+		using glm::exponentialEaseOut;
+		using glm::extend;
+		using glm::extractEulerAngleXYX;
+		using glm::extractEulerAngleXYZ;
+		using glm::extractEulerAngleXZX;
+		using glm::extractEulerAngleXZY;
+		using glm::extractEulerAngleYXY;
+		using glm::extractEulerAngleYXZ;
+		using glm::extractEulerAngleYZX;
+		using glm::extractEulerAngleYZY;
+		using glm::extractEulerAngleZXY;
+		using glm::extractEulerAngleZXZ;
+		using glm::extractEulerAngleZYX;
+		using glm::extractEulerAngleZYZ;
+		using glm::extractMatrixRotation;
+		using glm::extractRealComponent;
+		using glm::faceforward;
+		using glm::factorial;
+		using glm::fastAcos;
+		using glm::fastAsin;
+		using glm::fastAtan;
+		using glm::fastCos;
+		using glm::fastDistance;
+		using glm::fastExp;
+		using glm::fastExp2;
+		using glm::fastInverseSqrt;
+		using glm::fastLength;
+		using glm::fastLog;
+		using glm::fastLog2;
+		using glm::fastMix;
+		using glm::fastNormalize;
+		using glm::fastNormalizeDot;
+		using glm::fastPow;
+		using glm::fastSin;
+		using glm::fastSqrt;
+		using glm::fastTan;
+		using glm::fclamp;
+		using glm::findLSB;
+		using glm::findMSB;
+		using glm::fliplr;
+		using glm::flipud;
+		using glm::floatBitsToInt;
+		using glm::floatBitsToUint;
+		using glm::floor;
+		using glm::floor_log2;
+		using glm::fma;
+		using glm::fmax;
+		using glm::fmin;
+		using glm::fmod;
+		using glm::four_over_pi;
+		using glm::fract;
+		using glm::frexp;
+		using glm::frustum;
+		using glm::frustumLH;
+		using glm::frustumLH_NO;
+		using glm::frustumLH_ZO;
+		using glm::frustumNO;
+		using glm::frustumRH;
+		using glm::frustumRH_NO;
+		using glm::frustumRH_ZO;
+		using glm::frustumZO;
+		using glm::gauss;
+		using glm::golden_ratio;
+		using glm::greaterThan;
+		using glm::greaterThanEqual;
+		using glm::half_pi;
+		using glm::hermite;
+		using glm::highestBitValue;
+		using glm::hsvColor;
+		using glm::identity;
+		using glm::imulExtended;
+		using glm::infinitePerspective;
+		using glm::infinitePerspectiveLH;
+		using glm::infinitePerspectiveRH;
+		using glm::intBitsToFloat;
+		using glm::intermediate;
+		using glm::interpolate;
+		using glm::intersectLineSphere;
+		using glm::intersectLineTriangle;
+		using glm::intersectRayPlane;
+		using glm::intersectRaySphere;
+		using glm::intersectRayTriangle;
+		using glm::inverse;
+		using glm::inversesqrt;
+		using glm::iround;
+		using glm::isCompNull;
+		using glm::isIdentity;
+		using glm::isNormalized;
+		using glm::isNull;
+		using glm::isOrthogonal;
+		using glm::isdenormal;
+		using glm::isfinite;
+		using glm::isinf;
+		using glm::isnan;
+		using glm::l1Norm;
+		using glm::l2Norm;
+		using glm::lMaxNorm;
+		using glm::ldexp;
+		using glm::leftHanded;
+		using glm::length;
+		using glm::length2;
+		using glm::lerp;
+		using glm::lessThan;
+		using glm::lessThanEqual;
+		using glm::linearGradient;
+		using glm::linearInterpolation;
+		using glm::ln_ln_two;
+		using glm::ln_ten;
+		using glm::ln_two;
+		using glm::log;
+		using glm::log2;
+		using glm::lookAt;
+		using glm::lookAtLH;
+		using glm::lookAtRH;
+		using glm::lowestBitValue;
+		using glm::luminosity;
+		using glm::lxNorm;
+		using glm::make_mat2;
+		using glm::make_mat2x2;
+		using glm::make_mat2x3;
+		using glm::make_mat2x4;
+		using glm::make_mat3;
+		using glm::make_mat3x2;
+		using glm::make_mat3x3;
+		using glm::make_mat3x4;
+		using glm::make_mat4;
+		using glm::make_mat4x2;
+		using glm::make_mat4x3;
+		using glm::make_mat4x4;
+		using glm::make_quat;
+		using glm::make_vec1;
+		using glm::make_vec2;
+		using glm::make_vec3;
+		using glm::make_vec4;
+		using glm::mask;
+		using glm::mat2x4_cast;
+		using glm::mat3_cast;
+		using glm::mat3x4_cast;
+		using glm::mat4_cast;
+		using glm::matrixCompMult;
+		using glm::matrixCross3;
+		using glm::matrixCross4;
+		using glm::max;
+		using glm::min;
+		using glm::mirrorClamp;
+		using glm::mirrorRepeat;
+		using glm::mix;
+		using glm::mixedProduct;
+		using glm::mod;
+		using glm::modf;
+		using glm::nlz;
+		using glm::normalize;
+		using glm::normalizeDot;
+		using glm::notEqual;
+		using glm::not_;
+		using glm::YCoCg2rgb;
+		using glm::YCoCgR2rgb;
+		using glm::one;
+		using glm::one_over_pi;
+		using glm::one_over_root_two;
+		using glm::one_over_two_pi;
+		using glm::openBounded;
+		using glm::orientate2;
+		using glm::orientate3;
+		using glm::orientate4;
+		using glm::orientation;
+		using glm::orientedAngle;
+		using glm::ortho;
+		using glm::orthoLH;
+		using glm::orthoLH_NO;
+		using glm::orthoLH_ZO;
+		using glm::orthoNO;
+		using glm::orthoRH;
+		using glm::orthoRH_NO;
+		using glm::orthoRH_ZO;
+		using glm::orthoZO;
+		using glm::orthonormalize;
+		using glm::outerProduct;
+		using glm::packDouble2x32;
+		using glm::packHalf2x16;
+		using glm::packSnorm2x16;
+		using glm::packSnorm4x8;
+		using glm::packUnorm2x16;
+		using glm::packUnorm4x8;
+		using glm::perp;
+		using glm::perspective;
+		using glm::perspectiveFov;
+		using glm::perspectiveFovLH;
+		using glm::perspectiveFovLH_NO;
+		using glm::perspectiveFovLH_ZO;
+		using glm::perspectiveFovNO;
+		using glm::perspectiveFovRH;
+		using glm::perspectiveFovRH_NO;
+		using glm::perspectiveFovRH_ZO;
+		using glm::perspectiveFovZO;
+		using glm::perspectiveLH;
+		using glm::perspectiveLH_NO;
+		using glm::perspectiveLH_ZO;
+		using glm::perspectiveNO;
+		using glm::perspectiveRH;
+		using glm::perspectiveRH_NO;
+		using glm::perspectiveRH_ZO;
+		using glm::perspectiveZO;
+		using glm::pi;
+		using glm::pickMatrix;
+		using glm::pitch;
+		using glm::polar;
+		using glm::pow;
+		using glm::pow2;
+		using glm::pow3;
+		using glm::pow4;
+		using glm::powerOfTwoAbove;
+		using glm::powerOfTwoBelow;
+		using glm::powerOfTwoNearest;
+		using glm::proj;
+		using glm::proj2D;
+		using glm::proj3D;
+		using glm::project;
+		using glm::projectNO;
+		using glm::projectZO;
+		using glm::qr_decompose;
+		using glm::quadraticEaseIn;
+		using glm::quadraticEaseInOut;
+		using glm::quadraticEaseOut;
+		using glm::quarter_pi;
+		using glm::quarticEaseIn;
+		using glm::quarticEaseInOut;
+		using glm::quarticEaseOut;
+		using glm::quatLookAt;
+		using glm::quatLookAtLH;
+		using glm::quatLookAtRH;
+		using glm::quat_cast;
+		using glm::quat_identity;
+		using glm::quinticEaseIn;
+		using glm::quinticEaseInOut;
+		using glm::quinticEaseOut;
+		using glm::radialGradient;
+		using glm::radians;
+		using glm::recompose;
+		using glm::reflect;
+		using glm::refract;
+		using glm::repeat;
+		using glm::rgb2YCoCg;
+		using glm::rgb2YCoCgR;
+		using glm::rgbColor;
+		using glm::rightHanded;
+		using glm::roll;
+		using glm::root_five;
+		using glm::root_half_pi;
+		using glm::root_ln_four;
+		using glm::root_pi;
+		using glm::root_three;
+		using glm::root_two;
+		using glm::root_two_pi;
+		using glm::rotate;
+		using glm::rotateNormalizedAxis;
+		using glm::rotateX;
+		using glm::rotateY;
+		using glm::rotateZ;
+		using glm::rotation;
+		using glm::round;
+		using glm::roundEven;
+		using glm::rowMajor2;
+		using glm::rowMajor3;
+		using glm::rowMajor4;
+		using glm::rq_decompose;
+		using glm::saturation;
+		using glm::scale;
+		using glm::scaleBias;
+		using glm::shearX2D;
+		using glm::shearX3D;
+		using glm::shearY2D;
+		using glm::shearY3D;
+		using glm::shearZ3D;
+		using glm::shortMix;
+		using glm::sign;
+		using glm::sin;
+		using glm::sineEaseIn;
+		using glm::sineEaseInOut;
+		using glm::sineEaseOut;
+		using glm::sinh;
+		using glm::slerp;
+		using glm::smoothstep;
+		using glm::sortEigenvalues;
+		using glm::sqrt;
+		using glm::squad;
+		using glm::step;
+		using glm::tan;
+		using glm::tanh;
+		using glm::third;
+		using glm::three_over_two_pi;
+		using glm::translate;
+		using glm::transpose;
+		using glm::triangleNormal;
+		using glm::trunc;
+		using glm::tweakedInfinitePerspective;
+		using glm::two_over_pi;
+		using glm::two_over_root_pi;
+		using glm::two_pi;
+		using glm::two_thirds;
+		using glm::uaddCarry;
+		using glm::uintBitsToFloat;
+		using glm::umulExtended;
+		using glm::unProject;
+		using glm::unProjectNO;
+		using glm::unProjectZO;
+		using glm::unpackDouble2x32;
+		using glm::unpackHalf2x16;
+		using glm::unpackSnorm2x16;
+		using glm::unpackSnorm4x8;
+		using glm::unpackUnorm2x16;
+		using glm::unpackUnorm4x8;
+		using glm::uround;
+		using glm::usubBorrow;
+		using glm::value_ptr;
+		using glm::wrapAngle;
+		using glm::wxyz;
+		using glm::yaw;
+		using glm::yawPitchRoll;
+		using glm::zero;
+	}
+#   endif
+}
+
+#if defined(_MSC_VER) // Workaround
+// Partial template specialization doesn't need to be exported explicitly, but this may not work otherwise on MSVC.
+export namespace std {
+	using std::hash; // See GLM_GTX_hash
+}
+#endif
diff --git a/third_party/glm/glm.hpp b/third_party/glm/glm.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8b375459a78441068e3fbbc2ce35ae6efb3aade9
--- /dev/null
+++ b/third_party/glm/glm.hpp
@@ -0,0 +1,137 @@
+/// @ref core
+/// @file glm/glm.hpp
+///
+/// @mainpage OpenGL Mathematics (GLM)
+/// - Website: <a href="https://glm.g-truc.net">glm.g-truc.net</a>
+/// - <a href="modules.html">GLM API documentation</a>
+/// - <a href="https://github.com/g-truc/glm/blob/master/manual.md">GLM Manual</a>
+///
+/// @defgroup core Core features
+///
+/// @brief Features that implement in C++ the GLSL specification as closely as possible.
+///
+/// The GLM core consists of C++ types that mirror GLSL types and
+/// C++ functions that mirror the GLSL functions.
+///
+/// The best documentation for GLM Core is the current GLSL specification,
+/// <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.clean.pdf">version 4.2
+/// (pdf file)</a>.
+///
+/// GLM core functionalities require <glm/glm.hpp> to be included to be used.
+///
+///
+/// @defgroup core_vector Vector types
+///
+/// Vector types of two to four components with an exhaustive set of operators.
+///
+/// @ingroup core
+///
+///
+/// @defgroup core_vector_precision Vector types with precision qualifiers
+///
+/// @brief Vector types with precision qualifiers which may result in various precision in term of ULPs
+///
+/// GLSL allows defining qualifiers for particular variables.
+/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,
+/// with OpenGL ES's GLSL, these qualifiers do have an effect.
+///
+/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:
+/// a number of typedefs that use a particular qualifier.
+///
+/// None of these types make any guarantees about the actual qualifier used.
+///
+/// @ingroup core
+///
+///
+/// @defgroup core_matrix Matrix types
+///
+/// Matrix types of with C columns and R rows where C and R are values between 2 to 4 included.
+/// These types have exhaustive sets of operators.
+///
+/// @ingroup core
+///
+///
+/// @defgroup core_matrix_precision Matrix types with precision qualifiers
+///
+/// @brief Matrix types with precision qualifiers which may result in various precision in term of ULPs
+///
+/// GLSL allows defining qualifiers for particular variables.
+/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,
+/// with OpenGL ES's GLSL, these qualifiers do have an effect.
+///
+/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:
+/// a number of typedefs that use a particular qualifier.
+///
+/// None of these types make any guarantees about the actual qualifier used.
+///
+/// @ingroup core
+///
+///
+/// @defgroup ext Stable extensions
+///
+/// @brief Additional features not specified by GLSL specification.
+///
+/// EXT extensions are fully tested and documented.
+///
+/// Even if it's highly unrecommended, it's possible to include all the extensions at once by
+/// including <glm/ext.hpp>. Otherwise, each extension needs to be included  a specific file.
+///
+///
+/// @defgroup gtc Recommended extensions
+///
+/// @brief Additional features not specified by GLSL specification.
+///
+/// GTC extensions aim to be stable with tests and documentation.
+///
+/// Even if it's highly unrecommended, it's possible to include all the extensions at once by
+/// including <glm/ext.hpp>. Otherwise, each extension needs to be included  a specific file.
+///
+///
+/// @defgroup gtx Experimental extensions
+///
+/// @brief Experimental features not specified by GLSL specification.
+///
+/// Experimental extensions are useful functions and types, but the development of
+/// their API and functionality is not necessarily stable. They can change
+/// substantially between versions. Backwards compatibility is not much of an issue
+/// for them.
+///
+/// Even if it's highly unrecommended, it's possible to include all the extensions
+/// at once by including <glm/ext.hpp>. Otherwise, each extension needs to be
+/// included  a specific file.
+///
+
+#include "detail/_fixes.hpp"
+
+#include "detail/setup.hpp"
+
+#pragma once
+
+#include <cmath>
+#include <climits>
+#include <cfloat>
+#include <limits>
+#include <cassert>
+#include "fwd.hpp"
+
+#include "vec2.hpp"
+#include "vec3.hpp"
+#include "vec4.hpp"
+#include "mat2x2.hpp"
+#include "mat2x3.hpp"
+#include "mat2x4.hpp"
+#include "mat3x2.hpp"
+#include "mat3x3.hpp"
+#include "mat3x4.hpp"
+#include "mat4x2.hpp"
+#include "mat4x3.hpp"
+#include "mat4x4.hpp"
+
+#include "trigonometric.hpp"
+#include "exponential.hpp"
+#include "common.hpp"
+#include "packing.hpp"
+#include "geometric.hpp"
+#include "matrix.hpp"
+#include "vector_relational.hpp"
+#include "integer.hpp"
diff --git a/third_party/glm/gtc/bitfield.hpp b/third_party/glm/gtc/bitfield.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..084fbe75ff144c36e700d9f800fdfba6a0106c30
--- /dev/null
+++ b/third_party/glm/gtc/bitfield.hpp
@@ -0,0 +1,266 @@
+/// @ref gtc_bitfield
+/// @file glm/gtc/bitfield.hpp
+///
+/// @see core (dependence)
+/// @see gtc_bitfield (dependence)
+///
+/// @defgroup gtc_bitfield GLM_GTC_bitfield
+/// @ingroup gtc
+///
+/// Include <glm/gtc/bitfield.hpp> to use the features of this extension.
+///
+/// Allow to perform bit operations on integer values
+
+#include "../detail/setup.hpp"
+
+#pragma once
+
+// Dependencies
+#include "../ext/scalar_int_sized.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+#include "../detail/qualifier.hpp"
+#include "../detail/_vectorize.hpp"
+#include "type_precision.hpp"
+#include <limits>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_bitfield extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_bitfield
+	/// @{
+
+	/// Build a mask of 'count' bits
+	///
+	/// @see gtc_bitfield
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType mask(genIUType Bits);
+
+	/// Build a mask of 'count' bits
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed and unsigned integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_bitfield
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> mask(vec<L, T, Q> const& v);
+
+	/// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side.
+	///
+	/// @see gtc_bitfield
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType bitfieldRotateRight(genIUType In, int Shift);
+
+	/// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed and unsigned integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_bitfield
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> bitfieldRotateRight(vec<L, T, Q> const& In, int Shift);
+
+	/// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side.
+	///
+	/// @see gtc_bitfield
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType bitfieldRotateLeft(genIUType In, int Shift);
+
+	/// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed and unsigned integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_bitfield
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> bitfieldRotateLeft(vec<L, T, Q> const& In, int Shift);
+
+	/// Set to 1 a range of bits.
+	///
+	/// @see gtc_bitfield
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount);
+
+	/// Set to 1 a range of bits.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed and unsigned integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_bitfield
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> bitfieldFillOne(vec<L, T, Q> const& Value, int FirstBit, int BitCount);
+
+	/// Set to 0 a range of bits.
+	///
+	/// @see gtc_bitfield
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount);
+
+	/// Set to 0 a range of bits.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Signed and unsigned integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_bitfield
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> bitfieldFillZero(vec<L, T, Q> const& Value, int FirstBit, int BitCount);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of x followed by the first bit of y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL int16 bitfieldInterleave(int8 x, int8 y);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of x followed by the first bit of y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint16 bitfieldInterleave(uint8 x, uint8 y);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of v.x followed by the first bit of v.y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint16 bitfieldInterleave(u8vec2 const& v);
+
+	/// Deinterleaves the bits of x.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL glm::u8vec2 bitfieldDeinterleave(glm::uint16 x);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of x followed by the first bit of y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL int32 bitfieldInterleave(int16 x, int16 y);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of x followed by the first bit of y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint32 bitfieldInterleave(uint16 x, uint16 y);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of v.x followed by the first bit of v.y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint32 bitfieldInterleave(u16vec2 const& v);
+
+	/// Deinterleaves the bits of x.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL glm::u16vec2 bitfieldDeinterleave(glm::uint32 x);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of x followed by the first bit of y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of x followed by the first bit of y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y);
+
+	/// Interleaves the bits of x and y.
+	/// The first bit is the first bit of v.x followed by the first bit of v.y.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint64 bitfieldInterleave(u32vec2 const& v);
+
+	/// Deinterleaves the bits of x.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL glm::u32vec2 bitfieldDeinterleave(glm::uint64 x);
+
+	/// Interleaves the bits of x, y and z.
+	/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z);
+
+	/// Interleaves the bits of x, y and z.
+	/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z);
+
+	/// Interleaves the bits of x, y and z.
+	/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z);
+
+	/// Interleaves the bits of x, y and z.
+	/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z);
+
+	/// Interleaves the bits of x, y and z.
+	/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y, int32 z);
+
+	/// Interleaves the bits of x, y and z.
+	/// The first bit is the first bit of x followed by the first bit of y and the first bit of z.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z);
+
+	/// Interleaves the bits of x, y, z and w.
+	/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w);
+
+	/// Interleaves the bits of x, y, z and w.
+	/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w);
+
+	/// Interleaves the bits of x, y, z and w.
+	/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w);
+
+	/// Interleaves the bits of x, y, z and w.
+	/// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w.
+	/// The other bits are interleaved following the previous sequence.
+	///
+	/// @see gtc_bitfield
+	GLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w);
+
+	/// @}
+} //namespace glm
+
+#include "bitfield.inl"
diff --git a/third_party/glm/gtc/bitfield.inl b/third_party/glm/gtc/bitfield.inl
new file mode 100644
index 0000000000000000000000000000000000000000..cbfd3888cab0598aafe6d52b194c6455378f365c
--- /dev/null
+++ b/third_party/glm/gtc/bitfield.inl
@@ -0,0 +1,635 @@
+/// @ref gtc_bitfield
+
+#include "../simd/integer.h"
+
+namespace glm{
+namespace detail
+{
+	template<typename PARAM, typename RET>
+	GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y);
+
+	template<typename PARAM, typename RET>
+	GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z);
+
+	template<typename PARAM, typename RET>
+	GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z, PARAM w);
+
+	template<>
+	GLM_FUNC_QUALIFIER glm::uint16 bitfieldInterleave(glm::uint8 x, glm::uint8 y)
+	{
+		glm::uint16 REG1(x);
+		glm::uint16 REG2(y);
+
+		REG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint16>(0x0F0F);
+		REG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint16>(0x0F0F);
+
+		REG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint16>(0x3333);
+		REG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint16>(0x3333);
+
+		REG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint16>(0x5555);
+		REG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint16>(0x5555);
+
+		return REG1 | static_cast<glm::uint16>(REG2 << 1);
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint16 x, glm::uint16 y)
+	{
+		glm::uint32 REG1(x);
+		glm::uint32 REG2(y);
+
+		REG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint32>(0x00FF00FF);
+		REG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint32>(0x00FF00FF);
+
+		REG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint32>(0x0F0F0F0F);
+		REG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint32>(0x0F0F0F0F);
+
+		REG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint32>(0x33333333);
+		REG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint32>(0x33333333);
+
+		REG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint32>(0x55555555);
+		REG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint32>(0x55555555);
+
+		return REG1 | (REG2 << 1);
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y)
+	{
+		glm::uint64 REG1(x);
+		glm::uint64 REG2(y);
+
+		REG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);
+		REG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);
+
+		REG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);
+		REG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);
+
+		REG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);
+		REG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);
+
+		REG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x3333333333333333ull);
+		REG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x3333333333333333ull);
+
+		REG1 = ((REG1 <<  1) | REG1) & static_cast<glm::uint64>(0x5555555555555555ull);
+		REG2 = ((REG2 <<  1) | REG2) & static_cast<glm::uint64>(0x5555555555555555ull);
+
+		return REG1 | (REG2 << 1);
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z)
+	{
+		glm::uint32 REG1(x);
+		glm::uint32 REG2(y);
+		glm::uint32 REG3(z);
+
+		REG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint32>(0xFF0000FFu);
+		REG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint32>(0xFF0000FFu);
+		REG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint32>(0xFF0000FFu);
+
+		REG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint32>(0x0F00F00Fu);
+		REG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint32>(0x0F00F00Fu);
+		REG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint32>(0x0F00F00Fu);
+
+		REG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint32>(0xC30C30C3u);
+		REG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint32>(0xC30C30C3u);
+		REG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint32>(0xC30C30C3u);
+
+		REG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint32>(0x49249249u);
+		REG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint32>(0x49249249u);
+		REG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint32>(0x49249249u);
+
+		return REG1 | (REG2 << 1) | (REG3 << 2);
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z)
+	{
+		glm::uint64 REG1(x);
+		glm::uint64 REG2(y);
+		glm::uint64 REG3(z);
+
+		REG1 = ((REG1 << 32) | REG1) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);
+		REG2 = ((REG2 << 32) | REG2) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);
+		REG3 = ((REG3 << 32) | REG3) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);
+
+		REG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);
+		REG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);
+		REG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);
+
+		REG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);
+		REG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);
+		REG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);
+
+		REG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);
+		REG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);
+		REG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);
+
+		REG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x9249249249249249ull);
+		REG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x9249249249249249ull);
+		REG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint64>(0x9249249249249249ull);
+
+		return REG1 | (REG2 << 1) | (REG3 << 2);
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y, glm::uint32 z)
+	{
+		glm::uint64 REG1(x);
+		glm::uint64 REG2(y);
+		glm::uint64 REG3(z);
+
+		REG1 = ((REG1 << 32) | REG1) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);
+		REG2 = ((REG2 << 32) | REG2) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);
+		REG3 = ((REG3 << 32) | REG3) & static_cast<glm::uint64>(0xFFFF00000000FFFFull);
+
+		REG1 = ((REG1 << 16) | REG1) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);
+		REG2 = ((REG2 << 16) | REG2) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);
+		REG3 = ((REG3 << 16) | REG3) & static_cast<glm::uint64>(0x00FF0000FF0000FFull);
+
+		REG1 = ((REG1 <<  8) | REG1) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);
+		REG2 = ((REG2 <<  8) | REG2) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);
+		REG3 = ((REG3 <<  8) | REG3) & static_cast<glm::uint64>(0xF00F00F00F00F00Full);
+
+		REG1 = ((REG1 <<  4) | REG1) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);
+		REG2 = ((REG2 <<  4) | REG2) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);
+		REG3 = ((REG3 <<  4) | REG3) & static_cast<glm::uint64>(0x30C30C30C30C30C3ull);
+
+		REG1 = ((REG1 <<  2) | REG1) & static_cast<glm::uint64>(0x9249249249249249ull);
+		REG2 = ((REG2 <<  2) | REG2) & static_cast<glm::uint64>(0x9249249249249249ull);
+		REG3 = ((REG3 <<  2) | REG3) & static_cast<glm::uint64>(0x9249249249249249ull);
+
+		return REG1 | (REG2 << 1) | (REG3 << 2);
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z, glm::uint8 w)
+	{
+		glm::uint32 REG1(x);
+		glm::uint32 REG2(y);
+		glm::uint32 REG3(z);
+		glm::uint32 REG4(w);
+
+		REG1 = ((REG1 << 12) | REG1) & static_cast<glm::uint32>(0x000F000Fu);
+		REG2 = ((REG2 << 12) | REG2) & static_cast<glm::uint32>(0x000F000Fu);
+		REG3 = ((REG3 << 12) | REG3) & static_cast<glm::uint32>(0x000F000Fu);
+		REG4 = ((REG4 << 12) | REG4) & static_cast<glm::uint32>(0x000F000Fu);
+
+		REG1 = ((REG1 <<  6) | REG1) & static_cast<glm::uint32>(0x03030303u);
+		REG2 = ((REG2 <<  6) | REG2) & static_cast<glm::uint32>(0x03030303u);
+		REG3 = ((REG3 <<  6) | REG3) & static_cast<glm::uint32>(0x03030303u);
+		REG4 = ((REG4 <<  6) | REG4) & static_cast<glm::uint32>(0x03030303u);
+
+		REG1 = ((REG1 <<  3) | REG1) & static_cast<glm::uint32>(0x11111111u);
+		REG2 = ((REG2 <<  3) | REG2) & static_cast<glm::uint32>(0x11111111u);
+		REG3 = ((REG3 <<  3) | REG3) & static_cast<glm::uint32>(0x11111111u);
+		REG4 = ((REG4 <<  3) | REG4) & static_cast<glm::uint32>(0x11111111u);
+
+		return REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3);
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z, glm::uint16 w)
+	{
+		glm::uint64 REG1(x);
+		glm::uint64 REG2(y);
+		glm::uint64 REG3(z);
+		glm::uint64 REG4(w);
+
+		REG1 = ((REG1 << 24) | REG1) & static_cast<glm::uint64>(0x000000FF000000FFull);
+		REG2 = ((REG2 << 24) | REG2) & static_cast<glm::uint64>(0x000000FF000000FFull);
+		REG3 = ((REG3 << 24) | REG3) & static_cast<glm::uint64>(0x000000FF000000FFull);
+		REG4 = ((REG4 << 24) | REG4) & static_cast<glm::uint64>(0x000000FF000000FFull);
+
+		REG1 = ((REG1 << 12) | REG1) & static_cast<glm::uint64>(0x000F000F000F000Full);
+		REG2 = ((REG2 << 12) | REG2) & static_cast<glm::uint64>(0x000F000F000F000Full);
+		REG3 = ((REG3 << 12) | REG3) & static_cast<glm::uint64>(0x000F000F000F000Full);
+		REG4 = ((REG4 << 12) | REG4) & static_cast<glm::uint64>(0x000F000F000F000Full);
+
+		REG1 = ((REG1 <<  6) | REG1) & static_cast<glm::uint64>(0x0303030303030303ull);
+		REG2 = ((REG2 <<  6) | REG2) & static_cast<glm::uint64>(0x0303030303030303ull);
+		REG3 = ((REG3 <<  6) | REG3) & static_cast<glm::uint64>(0x0303030303030303ull);
+		REG4 = ((REG4 <<  6) | REG4) & static_cast<glm::uint64>(0x0303030303030303ull);
+
+		REG1 = ((REG1 <<  3) | REG1) & static_cast<glm::uint64>(0x1111111111111111ull);
+		REG2 = ((REG2 <<  3) | REG2) & static_cast<glm::uint64>(0x1111111111111111ull);
+		REG3 = ((REG3 <<  3) | REG3) & static_cast<glm::uint64>(0x1111111111111111ull);
+		REG4 = ((REG4 <<  3) | REG4) & static_cast<glm::uint64>(0x1111111111111111ull);
+
+		return REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3);
+	}
+}//namespace detail
+
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic push
+#	pragma clang diagnostic ignored "-Wsign-compare"
+#endif
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType mask(genIUType Bits)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'mask' accepts only integer values");
+
+		return Bits >= static_cast<genIUType>(sizeof(genIUType) * 8) ? ~static_cast<genIUType>(0) : (static_cast<genIUType>(1) << Bits) - static_cast<genIUType>(1);
+	}
+
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic pop
+#endif
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> mask(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'mask' accepts only integer values");
+
+		return detail::functor1<vec, L, T, T, Q>::call(mask, v);
+	}
+
+	template<typename genIType>
+	GLM_FUNC_QUALIFIER genIType bitfieldRotateRight(genIType In, int Shift)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIType>::is_integer, "'bitfieldRotateRight' accepts only integer values");
+
+		int const BitSize = static_cast<genIType>(sizeof(genIType) * 8);
+		return (In << static_cast<genIType>(Shift)) | (In >> static_cast<genIType>(BitSize - Shift));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldRotateRight(vec<L, T, Q> const& In, int Shift)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'bitfieldRotateRight' accepts only integer values");
+
+		int const BitSize = static_cast<int>(sizeof(T) * 8);
+		return (In << static_cast<T>(Shift)) | (In >> static_cast<T>(BitSize - Shift));
+	}
+
+	template<typename genIType>
+	GLM_FUNC_QUALIFIER genIType bitfieldRotateLeft(genIType In, int Shift)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genIType>::is_integer, "'bitfieldRotateLeft' accepts only integer values");
+
+		int const BitSize = static_cast<genIType>(sizeof(genIType) * 8);
+		return (In >> static_cast<genIType>(Shift)) | (In << static_cast<genIType>(BitSize - Shift));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldRotateLeft(vec<L, T, Q> const& In, int Shift)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'bitfieldRotateLeft' accepts only integer values");
+
+		int const BitSize = static_cast<int>(sizeof(T) * 8);
+		return (In >> static_cast<T>(Shift)) | (In << static_cast<T>(BitSize - Shift));
+	}
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount)
+	{
+		return Value | static_cast<genIUType>(mask(BitCount) << FirstBit);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldFillOne(vec<L, T, Q> const& Value, int FirstBit, int BitCount)
+	{
+		return Value | static_cast<T>(mask(BitCount) << FirstBit);
+	}
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount)
+	{
+		return Value & static_cast<genIUType>(~(mask(BitCount) << FirstBit));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> bitfieldFillZero(vec<L, T, Q> const& Value, int FirstBit, int BitCount)
+	{
+		return Value & static_cast<T>(~(mask(BitCount) << FirstBit));
+	}
+
+	GLM_FUNC_QUALIFIER int16 bitfieldInterleave(int8 x, int8 y)
+	{
+		union sign8
+		{
+			int8 i;
+			uint8 u;
+		} sign_x, sign_y;
+
+		union sign16
+		{
+			int16 i;
+			uint16 u;
+		} result;
+
+		sign_x.i = x;
+		sign_y.i = y;
+		result.u = bitfieldInterleave(sign_x.u, sign_y.u);
+
+		return result.i;
+	}
+
+	GLM_FUNC_QUALIFIER uint16 bitfieldInterleave(uint8 x, uint8 y)
+	{
+		return detail::bitfieldInterleave<uint8, uint16>(x, y);
+	}
+
+	GLM_FUNC_QUALIFIER uint16 bitfieldInterleave(u8vec2 const& v)
+	{
+		return detail::bitfieldInterleave<uint8, uint16>(v.x, v.y);
+	}
+
+	GLM_FUNC_QUALIFIER u8vec2 bitfieldDeinterleave(glm::uint16 x)
+	{
+		uint16 REG1(x);
+		uint16 REG2(x >>= 1);
+
+		REG1 = REG1 & static_cast<uint16>(0x5555);
+		REG2 = REG2 & static_cast<uint16>(0x5555);
+
+		REG1 = ((REG1 >> 1) | REG1) & static_cast<uint16>(0x3333);
+		REG2 = ((REG2 >> 1) | REG2) & static_cast<uint16>(0x3333);
+
+		REG1 = ((REG1 >> 2) | REG1) & static_cast<uint16>(0x0F0F);
+		REG2 = ((REG2 >> 2) | REG2) & static_cast<uint16>(0x0F0F);
+
+		REG1 = ((REG1 >> 4) | REG1) & static_cast<uint16>(0x00FF);
+		REG2 = ((REG2 >> 4) | REG2) & static_cast<uint16>(0x00FF);
+
+		REG1 = ((REG1 >> 8) | REG1) & static_cast<uint16>(0xFFFF);
+		REG2 = ((REG2 >> 8) | REG2) & static_cast<uint16>(0xFFFF);
+
+		return glm::u8vec2(REG1, REG2);
+	}
+
+	GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int16 x, int16 y)
+	{
+		union sign16
+		{
+			int16 i;
+			uint16 u;
+		} sign_x, sign_y;
+
+		union sign32
+		{
+			int32 i;
+			uint32 u;
+		} result;
+
+		sign_x.i = x;
+		sign_y.i = y;
+		result.u = bitfieldInterleave(sign_x.u, sign_y.u);
+
+		return result.i;
+	}
+
+	GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint16 x, uint16 y)
+	{
+		return detail::bitfieldInterleave<uint16, uint32>(x, y);
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(u16vec2 const& v)
+	{
+		return detail::bitfieldInterleave<uint16, uint32>(v.x, v.y);
+	}
+
+	GLM_FUNC_QUALIFIER glm::u16vec2 bitfieldDeinterleave(glm::uint32 x)
+	{
+		glm::uint32 REG1(x);
+		glm::uint32 REG2(x >>= 1);
+
+		REG1 = REG1 & static_cast<glm::uint32>(0x55555555);
+		REG2 = REG2 & static_cast<glm::uint32>(0x55555555);
+
+		REG1 = ((REG1 >> 1) | REG1) & static_cast<glm::uint32>(0x33333333);
+		REG2 = ((REG2 >> 1) | REG2) & static_cast<glm::uint32>(0x33333333);
+
+		REG1 = ((REG1 >> 2) | REG1) & static_cast<glm::uint32>(0x0F0F0F0F);
+		REG2 = ((REG2 >> 2) | REG2) & static_cast<glm::uint32>(0x0F0F0F0F);
+
+		REG1 = ((REG1 >> 4) | REG1) & static_cast<glm::uint32>(0x00FF00FF);
+		REG2 = ((REG2 >> 4) | REG2) & static_cast<glm::uint32>(0x00FF00FF);
+
+		REG1 = ((REG1 >> 8) | REG1) & static_cast<glm::uint32>(0x0000FFFF);
+		REG2 = ((REG2 >> 8) | REG2) & static_cast<glm::uint32>(0x0000FFFF);
+
+		return glm::u16vec2(REG1, REG2);
+	}
+
+	GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y)
+	{
+		union sign32
+		{
+			int32 i;
+			uint32 u;
+		} sign_x, sign_y;
+
+		union sign64
+		{
+			int64 i;
+			uint64 u;
+		} result;
+
+		sign_x.i = x;
+		sign_y.i = y;
+		result.u = bitfieldInterleave(sign_x.u, sign_y.u);
+
+		return result.i;
+	}
+
+	GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y)
+	{
+		return detail::bitfieldInterleave<uint32, uint64>(x, y);
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(u32vec2 const& v)
+	{
+		return detail::bitfieldInterleave<uint32, uint64>(v.x, v.y);
+	}
+
+	GLM_FUNC_QUALIFIER glm::u32vec2 bitfieldDeinterleave(glm::uint64 x)
+	{
+		glm::uint64 REG1(x);
+		glm::uint64 REG2(x >>= 1);
+
+		REG1 = REG1 & static_cast<glm::uint64>(0x5555555555555555ull);
+		REG2 = REG2 & static_cast<glm::uint64>(0x5555555555555555ull);
+
+		REG1 = ((REG1 >> 1) | REG1) & static_cast<glm::uint64>(0x3333333333333333ull);
+		REG2 = ((REG2 >> 1) | REG2) & static_cast<glm::uint64>(0x3333333333333333ull);
+
+		REG1 = ((REG1 >> 2) | REG1) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);
+		REG2 = ((REG2 >> 2) | REG2) & static_cast<glm::uint64>(0x0F0F0F0F0F0F0F0Full);
+
+		REG1 = ((REG1 >> 4) | REG1) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);
+		REG2 = ((REG2 >> 4) | REG2) & static_cast<glm::uint64>(0x00FF00FF00FF00FFull);
+
+		REG1 = ((REG1 >> 8) | REG1) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);
+		REG2 = ((REG2 >> 8) | REG2) & static_cast<glm::uint64>(0x0000FFFF0000FFFFull);
+
+		REG1 = ((REG1 >> 16) | REG1) & static_cast<glm::uint64>(0x00000000FFFFFFFFull);
+		REG2 = ((REG2 >> 16) | REG2) & static_cast<glm::uint64>(0x00000000FFFFFFFFull);
+
+		return glm::u32vec2(REG1, REG2);
+	}
+
+	GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z)
+	{
+		union sign8
+		{
+			int8 i;
+			uint8 u;
+		} sign_x, sign_y, sign_z;
+
+		union sign32
+		{
+			int32 i;
+			uint32 u;
+		} result;
+
+		sign_x.i = x;
+		sign_y.i = y;
+		sign_z.i = z;
+		result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);
+
+		return result.i;
+	}
+
+	GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z)
+	{
+		return detail::bitfieldInterleave<uint8, uint32>(x, y, z);
+	}
+
+	GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec3 const& v)
+	{
+		return detail::bitfieldInterleave<uint8, uint32>(v.x, v.y, v.z);
+	}
+
+	GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z)
+	{
+		union sign16
+		{
+			int16 i;
+			uint16 u;
+		} sign_x, sign_y, sign_z;
+
+		union sign64
+		{
+			int64 i;
+			uint64 u;
+		} result;
+
+		sign_x.i = x;
+		sign_y.i = y;
+		sign_z.i = z;
+		result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);
+
+		return result.i;
+	}
+
+	GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z)
+	{
+		return detail::bitfieldInterleave<uint32, uint64>(x, y, z);
+	}
+
+	GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec3 const& v)
+	{
+		return detail::bitfieldInterleave<uint32, uint64>(v.x, v.y, v.z);
+	}
+
+	GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y, int32 z)
+	{
+		union sign16
+		{
+			int32 i;
+			uint32 u;
+		} sign_x, sign_y, sign_z;
+
+		union sign64
+		{
+			int64 i;
+			uint64 u;
+		} result;
+
+		sign_x.i = x;
+		sign_y.i = y;
+		sign_z.i = z;
+		result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u);
+
+		return result.i;
+	}
+
+	GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z)
+	{
+		return detail::bitfieldInterleave<uint32, uint64>(x, y, z);
+	}
+
+	GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u32vec3 const& v)
+	{
+		return detail::bitfieldInterleave<uint32, uint64>(v.x, v.y, v.z);
+	}
+
+	GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w)
+	{
+		union sign8
+		{
+			int8 i;
+			uint8 u;
+		} sign_x, sign_y, sign_z, sign_w;
+
+		union sign32
+		{
+			int32 i;
+			uint32 u;
+		} result;
+
+		sign_x.i = x;
+		sign_y.i = y;
+		sign_z.i = z;
+		sign_w.i = w;
+		result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u);
+
+		return result.i;
+	}
+
+	GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w)
+	{
+		return detail::bitfieldInterleave<uint8, uint32>(x, y, z, w);
+	}
+
+	GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec4 const& v)
+	{
+		return detail::bitfieldInterleave<uint8, uint32>(v.x, v.y, v.z, v.w);
+	}
+
+	GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w)
+	{
+		union sign16
+		{
+			int16 i;
+			uint16 u;
+		} sign_x, sign_y, sign_z, sign_w;
+
+		union sign64
+		{
+			int64 i;
+			uint64 u;
+		} result;
+
+		sign_x.i = x;
+		sign_y.i = y;
+		sign_z.i = z;
+		sign_w.i = w;
+		result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u);
+
+		return result.i;
+	}
+
+	GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w)
+	{
+		return detail::bitfieldInterleave<uint16, uint64>(x, y, z, w);
+	}
+
+	GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec4 const& v)
+	{
+		return detail::bitfieldInterleave<uint16, uint64>(v.x, v.y, v.z, v.w);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtc/color_space.hpp b/third_party/glm/gtc/color_space.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..cffd9f093fb953ed2f52ef5a427c8b889072d899
--- /dev/null
+++ b/third_party/glm/gtc/color_space.hpp
@@ -0,0 +1,56 @@
+/// @ref gtc_color_space
+/// @file glm/gtc/color_space.hpp
+///
+/// @see core (dependence)
+/// @see gtc_color_space (dependence)
+///
+/// @defgroup gtc_color_space GLM_GTC_color_space
+/// @ingroup gtc
+///
+/// Include <glm/gtc/color_space.hpp> to use the features of this extension.
+///
+/// Allow to perform bit operations on integer values
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../exponential.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+#include <limits>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_color_space extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_color_space
+	/// @{
+
+	/// Convert a linear color to sRGB color using a standard gamma correction.
+	/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear);
+
+	/// Convert a linear color to sRGB color using a custom gamma correction.
+	/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear, T Gamma);
+
+	/// Convert a sRGB color to linear color using a standard gamma correction.
+	/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB);
+
+	/// Convert a sRGB color to linear color using a custom gamma correction.
+	// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB, T Gamma);
+
+	/// @}
+} //namespace glm
+
+#include "color_space.inl"
diff --git a/third_party/glm/gtc/color_space.inl b/third_party/glm/gtc/color_space.inl
new file mode 100644
index 0000000000000000000000000000000000000000..2a900044e99b7507e9921782684461acfbd6ab1f
--- /dev/null
+++ b/third_party/glm/gtc/color_space.inl
@@ -0,0 +1,84 @@
+/// @ref gtc_color_space
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q>
+	struct compute_rgbToSrgb
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& ColorRGB, T GammaCorrection)
+		{
+			vec<L, T, Q> const ClampedColor(clamp(ColorRGB, static_cast<T>(0), static_cast<T>(1)));
+
+			return mix(
+				pow(ClampedColor, vec<L, T, Q>(GammaCorrection)) * static_cast<T>(1.055) - static_cast<T>(0.055),
+				ClampedColor * static_cast<T>(12.92),
+				lessThan(ClampedColor, vec<L, T, Q>(static_cast<T>(0.0031308))));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_rgbToSrgb<4, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorRGB, T GammaCorrection)
+		{
+			return vec<4, T, Q>(compute_rgbToSrgb<3, T, Q>::call(vec<3, T, Q>(ColorRGB), GammaCorrection), ColorRGB.w);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_srgbToRgb
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& ColorSRGB, T Gamma)
+		{
+			return mix(
+				pow((ColorSRGB + static_cast<T>(0.055)) * static_cast<T>(0.94786729857819905213270142180095), vec<L, T, Q>(Gamma)),
+				ColorSRGB * static_cast<T>(0.07739938080495356037151702786378),
+				lessThanEqual(ColorSRGB, vec<L, T, Q>(static_cast<T>(0.04045))));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_srgbToRgb<4, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorSRGB, T Gamma)
+		{
+			return vec<4, T, Q>(compute_srgbToRgb<3, T, Q>::call(vec<3, T, Q>(ColorSRGB), Gamma), ColorSRGB.w);
+		}
+	};
+}//namespace detail
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear)
+	{
+		return detail::compute_rgbToSrgb<L, T, Q>::call(ColorLinear, static_cast<T>(0.41666));
+	}
+
+	// Based on Ian Taylor http://chilliant.blogspot.fr/2012/08/srgb-approximations-for-hlsl.html
+	template<>
+	GLM_FUNC_QUALIFIER vec<3, float, lowp> convertLinearToSRGB(vec<3, float, lowp> const& ColorLinear)
+	{
+		vec<3, float, lowp> S1 = sqrt(ColorLinear);
+		vec<3, float, lowp> S2 = sqrt(S1);
+		vec<3, float, lowp> S3 = sqrt(S2);
+		return 0.662002687f * S1 + 0.684122060f * S2 - 0.323583601f * S3 - 0.0225411470f * ColorLinear;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear, T Gamma)
+	{
+		return detail::compute_rgbToSrgb<L, T, Q>::call(ColorLinear, static_cast<T>(1) / Gamma);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB)
+	{
+		return detail::compute_srgbToRgb<L, T, Q>::call(ColorSRGB, static_cast<T>(2.4));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB, T Gamma)
+	{
+		return detail::compute_srgbToRgb<L, T, Q>::call(ColorSRGB, Gamma);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtc/constants.hpp b/third_party/glm/gtc/constants.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6a1f37d30f952598e6e6d9f711cdfd4c87ff381b
--- /dev/null
+++ b/third_party/glm/gtc/constants.hpp
@@ -0,0 +1,170 @@
+/// @ref gtc_constants
+/// @file glm/gtc/constants.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_constants GLM_GTC_constants
+/// @ingroup gtc
+///
+/// Include <glm/gtc/constants.hpp> to use the features of this extension.
+///
+/// Provide a list of constants and precomputed useful values.
+
+#pragma once
+
+// Dependencies
+#include "../ext/scalar_constants.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_constants extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_constants
+	/// @{
+
+	/// Return 0.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType zero();
+
+	/// Return 1.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType one();
+
+	/// Return pi * 2.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType two_pi();
+
+	/// Return unit-circle circumference, or pi * 2.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType tau();
+
+	/// Return square root of pi.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType root_pi();
+
+	/// Return pi / 2.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType half_pi();
+
+	/// Return pi / 2 * 3.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType three_over_two_pi();
+
+	/// Return pi / 4.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType quarter_pi();
+
+	/// Return 1 / pi.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_pi();
+
+	/// Return 1 / (pi * 2).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_two_pi();
+
+	/// Return 2 / pi.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType two_over_pi();
+
+	/// Return 4 / pi.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType four_over_pi();
+
+	/// Return 2 / sqrt(pi).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType two_over_root_pi();
+
+	/// Return 1 / sqrt(2).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_root_two();
+
+	/// Return sqrt(pi / 2).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType root_half_pi();
+
+	/// Return sqrt(2 * pi).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType root_two_pi();
+
+	/// Return sqrt(ln(4)).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType root_ln_four();
+
+	/// Return e constant.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType e();
+
+	/// Return Euler's constant.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType euler();
+
+	/// Return sqrt(2).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType root_two();
+
+	/// Return sqrt(3).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType root_three();
+
+	/// Return sqrt(5).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType root_five();
+
+	/// Return ln(2).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType ln_two();
+
+	/// Return ln(10).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType ln_ten();
+
+	/// Return ln(ln(2)).
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType ln_ln_two();
+
+	/// Return 1 / 3.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType third();
+
+	/// Return 2 / 3.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType two_thirds();
+
+	/// Return the golden ratio constant.
+	/// @see gtc_constants
+	template<typename genType>
+	GLM_FUNC_DECL GLM_CONSTEXPR genType golden_ratio();
+
+	/// @}
+} //namespace glm
+
+#include "constants.inl"
diff --git a/third_party/glm/gtc/constants.inl b/third_party/glm/gtc/constants.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e9d3776148d0d5306e1d6457da2f2f5ee1fcb73b
--- /dev/null
+++ b/third_party/glm/gtc/constants.inl
@@ -0,0 +1,173 @@
+/// @ref gtc_constants
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType zero()
+	{
+		return genType(0);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one()
+	{
+		return genType(1);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_pi()
+	{
+		return genType(6.28318530717958647692528676655900576);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType tau()
+	{
+		return two_pi<genType>();
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_pi()
+	{
+		return genType(1.772453850905516027);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType half_pi()
+	{
+		return genType(1.57079632679489661923132169163975144);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType three_over_two_pi()
+	{
+		return genType(4.71238898038468985769396507491925432);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType quarter_pi()
+	{
+		return genType(0.785398163397448309615660845819875721);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_pi()
+	{
+		return genType(0.318309886183790671537767526745028724);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_two_pi()
+	{
+		return genType(0.159154943091895335768883763372514362);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_pi()
+	{
+		return genType(0.636619772367581343075535053490057448);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType four_over_pi()
+	{
+		return genType(1.273239544735162686151070106980114898);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_root_pi()
+	{
+		return genType(1.12837916709551257389615890312154517);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_root_two()
+	{
+		return genType(0.707106781186547524400844362104849039);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_half_pi()
+	{
+		return genType(1.253314137315500251);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two_pi()
+	{
+		return genType(2.506628274631000502);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_ln_four()
+	{
+		return genType(1.17741002251547469);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType e()
+	{
+		return genType(2.71828182845904523536);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType euler()
+	{
+		return genType(0.577215664901532860606);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two()
+	{
+		return genType(1.41421356237309504880168872420969808);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_three()
+	{
+		return genType(1.73205080756887729352744634150587236);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_five()
+	{
+		return genType(2.23606797749978969640917366873127623);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_two()
+	{
+		return genType(0.693147180559945309417232121458176568);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ten()
+	{
+		return genType(2.30258509299404568401799145468436421);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ln_two()
+	{
+		return genType(-0.3665129205816643);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType third()
+	{
+		return genType(0.3333333333333333333333333333333333333333);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_thirds()
+	{
+		return genType(0.666666666666666666666666666666666666667);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType golden_ratio()
+	{
+		return genType(1.61803398874989484820458683436563811);
+	}
+
+} //namespace glm
diff --git a/third_party/glm/gtc/epsilon.hpp b/third_party/glm/gtc/epsilon.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..640439b11c36cd5df5261bc0e7a62c280700a252
--- /dev/null
+++ b/third_party/glm/gtc/epsilon.hpp
@@ -0,0 +1,60 @@
+/// @ref gtc_epsilon
+/// @file glm/gtc/epsilon.hpp
+///
+/// @see core (dependence)
+/// @see gtc_quaternion (dependence)
+///
+/// @defgroup gtc_epsilon GLM_GTC_epsilon
+/// @ingroup gtc
+///
+/// Include <glm/gtc/epsilon.hpp> to use the features of this extension.
+///
+/// Comparison functions for a user defined epsilon values.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_epsilon extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_epsilon
+	/// @{
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is satisfied.
+	///
+	/// @see gtc_epsilon
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon);
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is satisfied.
+	///
+	/// @see gtc_epsilon
+	template<typename genType>
+	GLM_FUNC_DECL bool epsilonEqual(genType const& x, genType const& y, genType const& epsilon);
+
+	/// Returns the component-wise comparison of |x - y| < epsilon.
+	/// True if this expression is not satisfied.
+	///
+	/// @see gtc_epsilon
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon);
+
+	/// Returns the component-wise comparison of |x - y| >= epsilon.
+	/// True if this expression is not satisfied.
+	///
+	/// @see gtc_epsilon
+	template<typename genType>
+	GLM_FUNC_DECL bool epsilonNotEqual(genType const& x, genType const& y, genType const& epsilon);
+
+	/// @}
+}//namespace glm
+
+#include "epsilon.inl"
diff --git a/third_party/glm/gtc/epsilon.inl b/third_party/glm/gtc/epsilon.inl
new file mode 100644
index 0000000000000000000000000000000000000000..508b9f8966feff92b269182a24e03b67358a4a91
--- /dev/null
+++ b/third_party/glm/gtc/epsilon.inl
@@ -0,0 +1,80 @@
+/// @ref gtc_epsilon
+
+// Dependency:
+#include "../vector_relational.hpp"
+#include "../common.hpp"
+
+namespace glm
+{
+	template<>
+	GLM_FUNC_QUALIFIER bool epsilonEqual
+	(
+		float const& x,
+		float const& y,
+		float const& epsilon
+	)
+	{
+		return abs(x - y) < epsilon;
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER bool epsilonEqual
+	(
+		double const& x,
+		double const& y,
+		double const& epsilon
+	)
+	{
+		return abs(x - y) < epsilon;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon)
+	{
+		return lessThan(abs(x - y), vec<L, T, Q>(epsilon));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon)
+	{
+		return lessThan(abs(x - y), vec<L, T, Q>(epsilon));
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER bool epsilonNotEqual(float const& x, float const& y, float const& epsilon)
+	{
+		return abs(x - y) >= epsilon;
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER bool epsilonNotEqual(double const& x, double const& y, double const& epsilon)
+	{
+		return abs(x - y) >= epsilon;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, T const& epsilon)
+	{
+		return greaterThanEqual(abs(x - y), vec<L, T, Q>(epsilon));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> epsilonNotEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& epsilon)
+	{
+		return greaterThanEqual(abs(x - y), vec<L, T, Q>(epsilon));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonEqual(qua<T, Q> const& x, qua<T, Q> const& y, T const& epsilon)
+	{
+		vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);
+		return lessThan(abs(v), vec<4, T, Q>(epsilon));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonNotEqual(qua<T, Q> const& x, qua<T, Q> const& y, T const& epsilon)
+	{
+		vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);
+		return greaterThanEqual(abs(v), vec<4, T, Q>(epsilon));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtc/integer.hpp b/third_party/glm/gtc/integer.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..cff08dc85babeff4b3d2f3027c13f9098791d884
--- /dev/null
+++ b/third_party/glm/gtc/integer.hpp
@@ -0,0 +1,43 @@
+/// @ref gtc_integer
+/// @file glm/gtc/integer.hpp
+///
+/// @see core (dependence)
+/// @see gtc_integer (dependence)
+///
+/// @defgroup gtc_integer GLM_GTC_integer
+/// @ingroup gtc
+///
+/// Include <glm/gtc/integer.hpp> to use the features of this extension.
+///
+/// @brief Allow to perform bit operations on integer values
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../common.hpp"
+#include "../integer.hpp"
+#include "../exponential.hpp"
+#include "../ext/scalar_common.hpp"
+#include "../ext/vector_common.hpp"
+#include <limits>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_integer extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_integer
+	/// @{
+
+	/// Returns the log2 of x for integer values. Useful to compute mipmap count from the texture size.
+	/// @see gtc_integer
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> log2(vec<L, T, Q> const& v);
+
+	/// @}
+} //namespace glm
+
+#include "integer.inl"
diff --git a/third_party/glm/gtc/integer.inl b/third_party/glm/gtc/integer.inl
new file mode 100644
index 0000000000000000000000000000000000000000..5f66dfe2c096b035880af20a30bc96ed66b5a786
--- /dev/null
+++ b/third_party/glm/gtc/integer.inl
@@ -0,0 +1,33 @@
+/// @ref gtc_integer
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_log2<L, T, Q, false, Aligned>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& v)
+		{
+			//Equivalent to return findMSB(vec); but save one function call in ASM with VC
+			//return findMSB(vec);
+			return vec<L, T, Q>(detail::compute_findMSB_vec<L, T, Q, sizeof(T) * 8>::call(v));
+		}
+	};
+
+#	if GLM_HAS_BITSCAN_WINDOWS
+		template<qualifier Q, bool Aligned>
+		struct compute_log2<4, int, Q, false, Aligned>
+		{
+			GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v)
+			{
+				vec<4, int, Q> Result;
+				_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.x), v.x);
+				_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.y), v.y);
+				_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.z), v.z);
+				_BitScanReverse(reinterpret_cast<unsigned long*>(&Result.w), v.w);
+				return Result;
+			}
+		};
+#	endif//GLM_HAS_BITSCAN_WINDOWS
+}//namespace detail
+}//namespace glm
diff --git a/third_party/glm/gtc/matrix_access.hpp b/third_party/glm/gtc/matrix_access.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4935ba755dd502af46a80bfc30a49b39e188a8bc
--- /dev/null
+++ b/third_party/glm/gtc/matrix_access.hpp
@@ -0,0 +1,60 @@
+/// @ref gtc_matrix_access
+/// @file glm/gtc/matrix_access.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_matrix_access GLM_GTC_matrix_access
+/// @ingroup gtc
+///
+/// Include <glm/gtc/matrix_access.hpp> to use the features of this extension.
+///
+/// Defines functions to access rows or columns of a matrix easily.
+
+#pragma once
+
+// Dependency:
+#include "../detail/setup.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_matrix_access extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_matrix_access
+	/// @{
+
+	/// Get a specific row of a matrix.
+	/// @see gtc_matrix_access
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::row_type row(
+		genType const& m,
+		length_t index);
+
+	/// Set a specific row to a matrix.
+	/// @see gtc_matrix_access
+	template<typename genType>
+	GLM_FUNC_DECL genType row(
+		genType const& m,
+		length_t index,
+		typename genType::row_type const& x);
+
+	/// Get a specific column of a matrix.
+	/// @see gtc_matrix_access
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::col_type column(
+		genType const& m,
+		length_t index);
+
+	/// Set a specific column to a matrix.
+	/// @see gtc_matrix_access
+	template<typename genType>
+	GLM_FUNC_DECL genType column(
+		genType const& m,
+		length_t index,
+		typename genType::col_type const& x);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_access.inl"
diff --git a/third_party/glm/gtc/matrix_access.inl b/third_party/glm/gtc/matrix_access.inl
new file mode 100644
index 0000000000000000000000000000000000000000..09fcc10d3d7e4c2c1d70de38b4d02628e09477fc
--- /dev/null
+++ b/third_party/glm/gtc/matrix_access.inl
@@ -0,0 +1,62 @@
+/// @ref gtc_matrix_access
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType row
+	(
+		genType const& m,
+		length_t index,
+		typename genType::row_type const& x
+	)
+	{
+		assert(index >= 0 && index < m[0].length());
+
+		genType Result = m;
+		for(length_t i = 0; i < m.length(); ++i)
+			Result[i][index] = x[i];
+		return Result;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER typename genType::row_type row
+	(
+		genType const& m,
+		length_t index
+	)
+	{
+		assert(index >= 0 && index < m[0].length());
+
+		typename genType::row_type Result(0);
+		for(length_t i = 0; i < m.length(); ++i)
+			Result[i] = m[i][index];
+		return Result;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType column
+	(
+		genType const& m,
+		length_t index,
+		typename genType::col_type const& x
+	)
+	{
+		assert(index >= 0 && index < m.length());
+
+		genType Result = m;
+		Result[index] = x;
+		return Result;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER typename genType::col_type column
+	(
+		genType const& m,
+		length_t index
+	)
+	{
+		assert(index >= 0 && index < m.length());
+
+		return m[index];
+	}
+}//namespace glm
diff --git a/third_party/glm/gtc/matrix_integer.hpp b/third_party/glm/gtc/matrix_integer.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..d7ebdc719221c06f9b2d975ea987da7809533156
--- /dev/null
+++ b/third_party/glm/gtc/matrix_integer.hpp
@@ -0,0 +1,433 @@
+/// @ref gtc_matrix_integer
+/// @file glm/gtc/matrix_integer.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_matrix_integer GLM_GTC_matrix_integer
+/// @ingroup gtc
+///
+/// Include <glm/gtc/matrix_integer.hpp> to use the features of this extension.
+///
+/// Defines a number of matrices with integer types.
+
+#pragma once
+
+// Dependency:
+#include "../mat2x2.hpp"
+#include "../mat2x3.hpp"
+#include "../mat2x4.hpp"
+#include "../mat3x2.hpp"
+#include "../mat3x3.hpp"
+#include "../mat3x4.hpp"
+#include "../mat4x2.hpp"
+#include "../mat4x3.hpp"
+#include "../mat4x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_matrix_integer extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_matrix_integer
+	/// @{
+
+	/// High-qualifier signed integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, int, highp>				highp_imat2;
+
+	/// High-qualifier signed integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, int, highp>				highp_imat3;
+
+	/// High-qualifier signed integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, int, highp>				highp_imat4;
+
+	/// High-qualifier signed integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, int, highp>				highp_imat2x2;
+
+	/// High-qualifier signed integer 2x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 3, int, highp>				highp_imat2x3;
+
+	/// High-qualifier signed integer 2x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 4, int, highp>				highp_imat2x4;
+
+	/// High-qualifier signed integer 3x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 2, int, highp>				highp_imat3x2;
+
+	/// High-qualifier signed integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, int, highp>				highp_imat3x3;
+
+	/// High-qualifier signed integer 3x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 4, int, highp>				highp_imat3x4;
+
+	/// High-qualifier signed integer 4x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 2, int, highp>				highp_imat4x2;
+
+	/// High-qualifier signed integer 4x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 3, int, highp>				highp_imat4x3;
+
+	/// High-qualifier signed integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, int, highp>				highp_imat4x4;
+
+
+	/// Medium-qualifier signed integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, int, mediump>			mediump_imat2;
+
+	/// Medium-qualifier signed integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, int, mediump>			mediump_imat3;
+
+	/// Medium-qualifier signed integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, int, mediump>			mediump_imat4;
+
+
+	/// Medium-qualifier signed integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, int, mediump>			mediump_imat2x2;
+
+	/// Medium-qualifier signed integer 2x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 3, int, mediump>			mediump_imat2x3;
+
+	/// Medium-qualifier signed integer 2x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 4, int, mediump>			mediump_imat2x4;
+
+	/// Medium-qualifier signed integer 3x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 2, int, mediump>			mediump_imat3x2;
+
+	/// Medium-qualifier signed integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, int, mediump>			mediump_imat3x3;
+
+	/// Medium-qualifier signed integer 3x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 4, int, mediump>			mediump_imat3x4;
+
+	/// Medium-qualifier signed integer 4x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 2, int, mediump>			mediump_imat4x2;
+
+	/// Medium-qualifier signed integer 4x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 3, int, mediump>			mediump_imat4x3;
+
+	/// Medium-qualifier signed integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, int, mediump>			mediump_imat4x4;
+
+
+	/// Low-qualifier signed integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, int, lowp>				lowp_imat2;
+
+	/// Low-qualifier signed integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, int, lowp>				lowp_imat3;
+
+	/// Low-qualifier signed integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, int, lowp>				lowp_imat4;
+
+
+	/// Low-qualifier signed integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, int, lowp>				lowp_imat2x2;
+
+	/// Low-qualifier signed integer 2x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 3, int, lowp>				lowp_imat2x3;
+
+	/// Low-qualifier signed integer 2x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 4, int, lowp>				lowp_imat2x4;
+
+	/// Low-qualifier signed integer 3x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 2, int, lowp>				lowp_imat3x2;
+
+	/// Low-qualifier signed integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, int, lowp>				lowp_imat3x3;
+
+	/// Low-qualifier signed integer 3x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 4, int, lowp>				lowp_imat3x4;
+
+	/// Low-qualifier signed integer 4x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 2, int, lowp>				lowp_imat4x2;
+
+	/// Low-qualifier signed integer 4x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 3, int, lowp>				lowp_imat4x3;
+
+	/// Low-qualifier signed integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, int, lowp>				lowp_imat4x4;
+
+
+	/// High-qualifier unsigned integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, uint, highp>				highp_umat2;
+
+	/// High-qualifier unsigned integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, uint, highp>				highp_umat3;
+
+	/// High-qualifier unsigned integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, uint, highp>				highp_umat4;
+
+	/// High-qualifier unsigned integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, uint, highp>				highp_umat2x2;
+
+	/// High-qualifier unsigned integer 2x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 3, uint, highp>				highp_umat2x3;
+
+	/// High-qualifier unsigned integer 2x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 4, uint, highp>				highp_umat2x4;
+
+	/// High-qualifier unsigned integer 3x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 2, uint, highp>				highp_umat3x2;
+
+	/// High-qualifier unsigned integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, uint, highp>				highp_umat3x3;
+
+	/// High-qualifier unsigned integer 3x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 4, uint, highp>				highp_umat3x4;
+
+	/// High-qualifier unsigned integer 4x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 2, uint, highp>				highp_umat4x2;
+
+	/// High-qualifier unsigned integer 4x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 3, uint, highp>				highp_umat4x3;
+
+	/// High-qualifier unsigned integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, uint, highp>				highp_umat4x4;
+
+
+	/// Medium-qualifier unsigned integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, uint, mediump>			mediump_umat2;
+
+	/// Medium-qualifier unsigned integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, uint, mediump>			mediump_umat3;
+
+	/// Medium-qualifier unsigned integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, uint, mediump>			mediump_umat4;
+
+
+	/// Medium-qualifier unsigned integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, uint, mediump>			mediump_umat2x2;
+
+	/// Medium-qualifier unsigned integer 2x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 3, uint, mediump>			mediump_umat2x3;
+
+	/// Medium-qualifier unsigned integer 2x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 4, uint, mediump>			mediump_umat2x4;
+
+	/// Medium-qualifier unsigned integer 3x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 2, uint, mediump>			mediump_umat3x2;
+
+	/// Medium-qualifier unsigned integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, uint, mediump>			mediump_umat3x3;
+
+	/// Medium-qualifier unsigned integer 3x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 4, uint, mediump>			mediump_umat3x4;
+
+	/// Medium-qualifier unsigned integer 4x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 2, uint, mediump>			mediump_umat4x2;
+
+	/// Medium-qualifier unsigned integer 4x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 3, uint, mediump>			mediump_umat4x3;
+
+	/// Medium-qualifier unsigned integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, uint, mediump>			mediump_umat4x4;
+
+
+	/// Low-qualifier unsigned integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, uint, lowp>				lowp_umat2;
+
+	/// Low-qualifier unsigned integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, uint, lowp>				lowp_umat3;
+
+	/// Low-qualifier unsigned integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, uint, lowp>				lowp_umat4;
+
+
+	/// Low-qualifier unsigned integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, uint, lowp>				lowp_umat2x2;
+
+	/// Low-qualifier unsigned integer 2x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 3, uint, lowp>				lowp_umat2x3;
+
+	/// Low-qualifier unsigned integer 2x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 4, uint, lowp>				lowp_umat2x4;
+
+	/// Low-qualifier unsigned integer 3x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 2, uint, lowp>				lowp_umat3x2;
+
+	/// Low-qualifier unsigned integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, uint, lowp>				lowp_umat3x3;
+
+	/// Low-qualifier unsigned integer 3x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 4, uint, lowp>				lowp_umat3x4;
+
+	/// Low-qualifier unsigned integer 4x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 2, uint, lowp>				lowp_umat4x2;
+
+	/// Low-qualifier unsigned integer 4x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 3, uint, lowp>				lowp_umat4x3;
+
+	/// Low-qualifier unsigned integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, uint, lowp>				lowp_umat4x4;
+
+
+
+	/// Signed integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, int, defaultp>				imat2;
+
+	/// Signed integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, int, defaultp>				imat3;
+
+	/// Signed integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, int, defaultp>				imat4;
+
+	/// Signed integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, int, defaultp>				imat2x2;
+
+	/// Signed integer 2x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 3, int, defaultp>				imat2x3;
+
+	/// Signed integer 2x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 4, int, defaultp>				imat2x4;
+
+	/// Signed integer 3x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 2, int, defaultp>				imat3x2;
+
+	/// Signed integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, int, defaultp>				imat3x3;
+
+	/// Signed integer 3x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 4, int, defaultp>				imat3x4;
+
+	/// Signed integer 4x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 2, int, defaultp>				imat4x2;
+
+	/// Signed integer 4x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 3, int, defaultp>				imat4x3;
+
+	/// Signed integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, int, defaultp>				imat4x4;
+
+
+
+	/// Unsigned integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, uint, defaultp>				umat2;
+
+	/// Unsigned integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, uint, defaultp>				umat3;
+
+	/// Unsigned integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, uint, defaultp>				umat4;
+
+	/// Unsigned integer 2x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 2, uint, defaultp>				umat2x2;
+
+	/// Unsigned integer 2x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 3, uint, defaultp>				umat2x3;
+
+	/// Unsigned integer 2x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<2, 4, uint, defaultp>				umat2x4;
+
+	/// Unsigned integer 3x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 2, uint, defaultp>				umat3x2;
+
+	/// Unsigned integer 3x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 3, uint, defaultp>				umat3x3;
+
+	/// Unsigned integer 3x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<3, 4, uint, defaultp>				umat3x4;
+
+	/// Unsigned integer 4x2 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 2, uint, defaultp>				umat4x2;
+
+	/// Unsigned integer 4x3 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 3, uint, defaultp>				umat4x3;
+
+	/// Unsigned integer 4x4 matrix.
+	/// @see gtc_matrix_integer
+	typedef mat<4, 4, uint, defaultp>				umat4x4;
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/gtc/matrix_inverse.hpp b/third_party/glm/gtc/matrix_inverse.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..75d53f20234d45e6a9d9a0dcc85d731259b70540
--- /dev/null
+++ b/third_party/glm/gtc/matrix_inverse.hpp
@@ -0,0 +1,50 @@
+/// @ref gtc_matrix_inverse
+/// @file glm/gtc/matrix_inverse.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_matrix_inverse GLM_GTC_matrix_inverse
+/// @ingroup gtc
+///
+/// Include <glm/gtc/matrix_inverse.hpp> to use the features of this extension.
+///
+/// Defines additional matrix inverting functions.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../matrix.hpp"
+#include "../mat2x2.hpp"
+#include "../mat3x3.hpp"
+#include "../mat4x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_matrix_inverse extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_matrix_inverse
+	/// @{
+
+	/// Fast matrix inverse for affine matrix.
+	///
+	/// @param m Input matrix to invert.
+	/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly inaccurate.
+	/// @see gtc_matrix_inverse
+	template<typename genType>
+	GLM_FUNC_DECL genType affineInverse(genType const& m);
+
+	/// Compute the inverse transpose of a matrix.
+	///
+	/// @param m Input matrix to invert transpose.
+	/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly inaccurate.
+	/// @see gtc_matrix_inverse
+	template<typename genType>
+	GLM_FUNC_DECL genType inverseTranspose(genType const& m);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_inverse.inl"
diff --git a/third_party/glm/gtc/matrix_inverse.inl b/third_party/glm/gtc/matrix_inverse.inl
new file mode 100644
index 0000000000000000000000000000000000000000..c004b9e146706b64fb9e73ba95e7bc3401b8c42a
--- /dev/null
+++ b/third_party/glm/gtc/matrix_inverse.inl
@@ -0,0 +1,118 @@
+/// @ref gtc_matrix_inverse
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> affineInverse(mat<3, 3, T, Q> const& m)
+	{
+		mat<2, 2, T, Q> const Inv(inverse(mat<2, 2, T, Q>(m)));
+
+		return mat<3, 3, T, Q>(
+			vec<3, T, Q>(Inv[0], static_cast<T>(0)),
+			vec<3, T, Q>(Inv[1], static_cast<T>(0)),
+			vec<3, T, Q>(-Inv * vec<2, T, Q>(m[2]), static_cast<T>(1)));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> affineInverse(mat<4, 4, T, Q> const& m)
+	{
+		mat<3, 3, T, Q> const Inv(inverse(mat<3, 3, T, Q>(m)));
+
+		return mat<4, 4, T, Q>(
+			vec<4, T, Q>(Inv[0], static_cast<T>(0)),
+			vec<4, T, Q>(Inv[1], static_cast<T>(0)),
+			vec<4, T, Q>(Inv[2], static_cast<T>(0)),
+			vec<4, T, Q>(-Inv * vec<3, T, Q>(m[3]), static_cast<T>(1)));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, Q> inverseTranspose(mat<2, 2, T, Q> const& m)
+	{
+		T Determinant = m[0][0] * m[1][1] - m[1][0] * m[0][1];
+
+		mat<2, 2, T, Q> Inverse(
+			+ m[1][1] / Determinant,
+			- m[0][1] / Determinant,
+			- m[1][0] / Determinant,
+			+ m[0][0] / Determinant);
+
+		return Inverse;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> inverseTranspose(mat<3, 3, T, Q> const& m)
+	{
+		T Determinant =
+			+ m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])
+			- m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0])
+			+ m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
+
+		mat<3, 3, T, Q> Inverse;
+		Inverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]);
+		Inverse[0][1] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]);
+		Inverse[0][2] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]);
+		Inverse[1][0] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]);
+		Inverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]);
+		Inverse[1][2] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]);
+		Inverse[2][0] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]);
+		Inverse[2][1] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]);
+		Inverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]);
+		Inverse /= Determinant;
+
+		return Inverse;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> inverseTranspose(mat<4, 4, T, Q> const& m)
+	{
+		T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+		T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+		T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+		T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+		T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+		T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+		T SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
+		T SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
+		T SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
+		T SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
+		T SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
+		T SubFactor11 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
+		T SubFactor12 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
+		T SubFactor13 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
+		T SubFactor14 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
+		T SubFactor15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
+		T SubFactor16 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
+		T SubFactor17 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
+
+		mat<4, 4, T, Q> Inverse;
+		Inverse[0][0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02);
+		Inverse[0][1] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04);
+		Inverse[0][2] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05);
+		Inverse[0][3] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05);
+
+		Inverse[1][0] = - (m[0][1] * SubFactor00 - m[0][2] * SubFactor01 + m[0][3] * SubFactor02);
+		Inverse[1][1] = + (m[0][0] * SubFactor00 - m[0][2] * SubFactor03 + m[0][3] * SubFactor04);
+		Inverse[1][2] = - (m[0][0] * SubFactor01 - m[0][1] * SubFactor03 + m[0][3] * SubFactor05);
+		Inverse[1][3] = + (m[0][0] * SubFactor02 - m[0][1] * SubFactor04 + m[0][2] * SubFactor05);
+
+		Inverse[2][0] = + (m[0][1] * SubFactor06 - m[0][2] * SubFactor07 + m[0][3] * SubFactor08);
+		Inverse[2][1] = - (m[0][0] * SubFactor06 - m[0][2] * SubFactor09 + m[0][3] * SubFactor10);
+		Inverse[2][2] = + (m[0][0] * SubFactor07 - m[0][1] * SubFactor09 + m[0][3] * SubFactor11);
+		Inverse[2][3] = - (m[0][0] * SubFactor08 - m[0][1] * SubFactor10 + m[0][2] * SubFactor11);
+
+		Inverse[3][0] = - (m[0][1] * SubFactor12 - m[0][2] * SubFactor13 + m[0][3] * SubFactor14);
+		Inverse[3][1] = + (m[0][0] * SubFactor12 - m[0][2] * SubFactor15 + m[0][3] * SubFactor16);
+		Inverse[3][2] = - (m[0][0] * SubFactor13 - m[0][1] * SubFactor15 + m[0][3] * SubFactor17);
+		Inverse[3][3] = + (m[0][0] * SubFactor14 - m[0][1] * SubFactor16 + m[0][2] * SubFactor17);
+
+		T Determinant =
+			+ m[0][0] * Inverse[0][0]
+			+ m[0][1] * Inverse[0][1]
+			+ m[0][2] * Inverse[0][2]
+			+ m[0][3] * Inverse[0][3];
+
+		Inverse /= Determinant;
+
+		return Inverse;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtc/matrix_transform.hpp b/third_party/glm/gtc/matrix_transform.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..612418fa51c49d91c4e4e4a315083044a3db0b4c
--- /dev/null
+++ b/third_party/glm/gtc/matrix_transform.hpp
@@ -0,0 +1,36 @@
+/// @ref gtc_matrix_transform
+/// @file glm/gtc/matrix_transform.hpp
+///
+/// @see core (dependence)
+/// @see gtx_transform
+/// @see gtx_transform2
+///
+/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform
+/// @ingroup gtc
+///
+/// Include <glm/gtc/matrix_transform.hpp> to use the features of this extension.
+///
+/// Defines functions that generate common transformation matrices.
+///
+/// The matrices generated by this extension use standard OpenGL fixed-function
+/// conventions. For example, the lookAt function generates a transform from world
+/// space into the specific eye space that the projective matrix functions
+/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
+/// specifications defines the particular layout of this eye space.
+
+#pragma once
+
+// Dependencies
+#include "../mat4x4.hpp"
+#include "../vec2.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+#include "../ext/matrix_projection.hpp"
+#include "../ext/matrix_clip_space.hpp"
+#include "../ext/matrix_transform.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_matrix_transform extension included")
+#endif
+
+#include "matrix_transform.inl"
diff --git a/third_party/glm/gtc/matrix_transform.inl b/third_party/glm/gtc/matrix_transform.inl
new file mode 100644
index 0000000000000000000000000000000000000000..15b46bc9db617b238d8a60d382f584372e9d0855
--- /dev/null
+++ b/third_party/glm/gtc/matrix_transform.inl
@@ -0,0 +1,3 @@
+#include "../geometric.hpp"
+#include "../trigonometric.hpp"
+#include "../matrix.hpp"
diff --git a/third_party/glm/gtc/noise.hpp b/third_party/glm/gtc/noise.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ab1772e78125da6c280f4b1a676d7ff2c8fae082
--- /dev/null
+++ b/third_party/glm/gtc/noise.hpp
@@ -0,0 +1,61 @@
+/// @ref gtc_noise
+/// @file glm/gtc/noise.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_noise GLM_GTC_noise
+/// @ingroup gtc
+///
+/// Include <glm/gtc/noise.hpp> to use the features of this extension.
+///
+/// Defines 2D, 3D and 4D procedural noise functions
+/// Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise":
+/// https://github.com/ashima/webgl-noise
+/// Following Stefan Gustavson's paper "Simplex noise demystified":
+/// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../detail/_noise.hpp"
+#include "../geometric.hpp"
+#include "../common.hpp"
+#include "../vector_relational.hpp"
+#include "../vec2.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_noise extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_noise
+	/// @{
+
+	/// Classic perlin noise.
+	/// @see gtc_noise
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T perlin(
+		vec<L, T, Q> const& p);
+
+	/// Periodic perlin noise.
+	/// @see gtc_noise
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T perlin(
+		vec<L, T, Q> const& p,
+		vec<L, T, Q> const& rep);
+
+	/// Simplex noise.
+	/// @see gtc_noise
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T simplex(
+		vec<L, T, Q> const& p);
+
+	/// @}
+}//namespace glm
+
+#include "noise.inl"
diff --git a/third_party/glm/gtc/noise.inl b/third_party/glm/gtc/noise.inl
new file mode 100644
index 0000000000000000000000000000000000000000..a1cf399d38d4c03d8f97f302dc8ab5d2a902bf62
--- /dev/null
+++ b/third_party/glm/gtc/noise.inl
@@ -0,0 +1,807 @@
+/// @ref gtc_noise
+///
+// Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise":
+// https://github.com/ashima/webgl-noise
+// Following Stefan Gustavson's paper "Simplex noise demystified":
+// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
+
+namespace glm{
+namespace detail
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> grad4(T const& j, vec<4, T, Q> const& ip)
+	{
+		vec<3, T, Q> pXYZ = floor(fract(vec<3, T, Q>(j) * vec<3, T, Q>(ip)) * T(7)) * ip[2] - T(1);
+		T pW = static_cast<T>(1.5) - dot(abs(pXYZ), vec<3, T, Q>(1));
+		vec<4, T, Q> s = vec<4, T, Q>(lessThan(vec<4, T, Q>(pXYZ, pW), vec<4, T, Q>(0.0)));
+		pXYZ = pXYZ + (vec<3, T, Q>(s) * T(2) - T(1)) * s.w;
+		return vec<4, T, Q>(pXYZ, pW);
+	}
+}//namespace detail
+
+	// Classic Perlin noise
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position)
+	{
+		vec<4, T, Q> Pi = glm::floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);
+		vec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);
+		Pi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation
+		vec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z);
+		vec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w);
+		vec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z);
+		vec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w);
+
+		vec<4, T, Q> i = detail::permute(detail::permute(ix) + iy);
+
+		vec<4, T, Q> gx = static_cast<T>(2) * glm::fract(i / T(41)) - T(1);
+		vec<4, T, Q> gy = glm::abs(gx) - T(0.5);
+		vec<4, T, Q> tx = glm::floor(gx + T(0.5));
+		gx = gx - tx;
+
+		vec<2, T, Q> g00(gx.x, gy.x);
+		vec<2, T, Q> g10(gx.y, gy.y);
+		vec<2, T, Q> g01(gx.z, gy.z);
+		vec<2, T, Q> g11(gx.w, gy.w);
+
+		vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
+		g00 *= norm.x;
+		g01 *= norm.y;
+		g10 *= norm.z;
+		g11 *= norm.w;
+
+		T n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x));
+		T n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y));
+		T n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z));
+		T n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w));
+
+		vec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y));
+		vec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x);
+		T n_xy = mix(n_x.x, n_x.y, fade_xy.y);
+		return T(2.3) * n_xy;
+	}
+
+	// Classic Perlin noise
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position)
+	{
+		vec<3, T, Q> Pi0 = floor(Position); // Integer part for indexing
+		vec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1
+		Pi0 = detail::mod289(Pi0);
+		Pi1 = detail::mod289(Pi1);
+		vec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation
+		vec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0
+		vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+		vec<4, T, Q> iy = vec<4, T, Q>(vec<2, T, Q>(Pi0.y), vec<2, T, Q>(Pi1.y));
+		vec<4, T, Q> iz0(Pi0.z);
+		vec<4, T, Q> iz1(Pi1.z);
+
+		vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);
+		vec<4, T, Q> ixy0 = detail::permute(ixy + iz0);
+		vec<4, T, Q> ixy1 = detail::permute(ixy + iz1);
+
+		vec<4, T, Q> gx0 = ixy0 * T(1.0 / 7.0);
+		vec<4, T, Q> gy0 = fract(floor(gx0) * T(1.0 / 7.0)) - T(0.5);
+		gx0 = fract(gx0);
+		vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);
+		vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0));
+		gx0 -= sz0 * (step(T(0), gx0) - T(0.5));
+		gy0 -= sz0 * (step(T(0), gy0) - T(0.5));
+
+		vec<4, T, Q> gx1 = ixy1 * T(1.0 / 7.0);
+		vec<4, T, Q> gy1 = fract(floor(gx1) * T(1.0 / 7.0)) - T(0.5);
+		gx1 = fract(gx1);
+		vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);
+		vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0));
+		gx1 -= sz1 * (step(T(0), gx1) - T(0.5));
+		gy1 -= sz1 * (step(T(0), gy1) - T(0.5));
+
+		vec<3, T, Q> g000(gx0.x, gy0.x, gz0.x);
+		vec<3, T, Q> g100(gx0.y, gy0.y, gz0.y);
+		vec<3, T, Q> g010(gx0.z, gy0.z, gz0.z);
+		vec<3, T, Q> g110(gx0.w, gy0.w, gz0.w);
+		vec<3, T, Q> g001(gx1.x, gy1.x, gz1.x);
+		vec<3, T, Q> g101(gx1.y, gy1.y, gz1.y);
+		vec<3, T, Q> g011(gx1.z, gy1.z, gz1.z);
+		vec<3, T, Q> g111(gx1.w, gy1.w, gz1.w);
+
+		vec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
+		g000 *= norm0.x;
+		g010 *= norm0.y;
+		g100 *= norm0.z;
+		g110 *= norm0.w;
+		vec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
+		g001 *= norm1.x;
+		g011 *= norm1.y;
+		g101 *= norm1.z;
+		g111 *= norm1.w;
+
+		T n000 = dot(g000, Pf0);
+		T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));
+		T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));
+		T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));
+		T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));
+		T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));
+		T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));
+		T n111 = dot(g111, Pf1);
+
+		vec<3, T, Q> fade_xyz = detail::fade(Pf0);
+		vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);
+		vec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);
+		T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
+		return T(2.2) * n_xyz;
+	}
+	/*
+	// Classic Perlin noise
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& P)
+	{
+		vec<3, T, Q> Pi0 = floor(P); // Integer part for indexing
+		vec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1
+		Pi0 = mod(Pi0, T(289));
+		Pi1 = mod(Pi1, T(289));
+		vec<3, T, Q> Pf0 = fract(P); // Fractional part for interpolation
+		vec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0
+		vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+		vec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
+		vec<4, T, Q> iz0(Pi0.z);
+		vec<4, T, Q> iz1(Pi1.z);
+
+		vec<4, T, Q> ixy = permute(permute(ix) + iy);
+		vec<4, T, Q> ixy0 = permute(ixy + iz0);
+		vec<4, T, Q> ixy1 = permute(ixy + iz1);
+
+		vec<4, T, Q> gx0 = ixy0 / T(7);
+		vec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5);
+		gx0 = fract(gx0);
+		vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);
+		vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0));
+		gx0 -= sz0 * (step(0.0, gx0) - T(0.5));
+		gy0 -= sz0 * (step(0.0, gy0) - T(0.5));
+
+		vec<4, T, Q> gx1 = ixy1 / T(7);
+		vec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5);
+		gx1 = fract(gx1);
+		vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);
+		vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0));
+		gx1 -= sz1 * (step(T(0), gx1) - T(0.5));
+		gy1 -= sz1 * (step(T(0), gy1) - T(0.5));
+
+		vec<3, T, Q> g000(gx0.x, gy0.x, gz0.x);
+		vec<3, T, Q> g100(gx0.y, gy0.y, gz0.y);
+		vec<3, T, Q> g010(gx0.z, gy0.z, gz0.z);
+		vec<3, T, Q> g110(gx0.w, gy0.w, gz0.w);
+		vec<3, T, Q> g001(gx1.x, gy1.x, gz1.x);
+		vec<3, T, Q> g101(gx1.y, gy1.y, gz1.y);
+		vec<3, T, Q> g011(gx1.z, gy1.z, gz1.z);
+		vec<3, T, Q> g111(gx1.w, gy1.w, gz1.w);
+
+		vec<4, T, Q> norm0 = taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
+		g000 *= norm0.x;
+		g010 *= norm0.y;
+		g100 *= norm0.z;
+		g110 *= norm0.w;
+		vec<4, T, Q> norm1 = taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
+		g001 *= norm1.x;
+		g011 *= norm1.y;
+		g101 *= norm1.z;
+		g111 *= norm1.w;
+
+		T n000 = dot(g000, Pf0);
+		T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));
+		T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));
+		T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));
+		T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));
+		T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));
+		T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));
+		T n111 = dot(g111, Pf1);
+
+		vec<3, T, Q> fade_xyz = fade(Pf0);
+		vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);
+		vec<2, T, Q> n_yz = mix(
+			vec<2, T, Q>(n_z.x, n_z.y),
+			vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);
+		T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
+		return T(2.2) * n_xyz;
+	}
+	*/
+	// Classic Perlin noise
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position)
+	{
+		vec<4, T, Q> Pi0 = floor(Position);	// Integer part for indexing
+		vec<4, T, Q> Pi1 = Pi0 + T(1);		// Integer part + 1
+		Pi0 = mod(Pi0, vec<4, T, Q>(289));
+		Pi1 = mod(Pi1, vec<4, T, Q>(289));
+		vec<4, T, Q> Pf0 = fract(Position);	// Fractional part for interpolation
+		vec<4, T, Q> Pf1 = Pf0 - T(1);		// Fractional part - 1.0
+		vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+		vec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
+		vec<4, T, Q> iz0(Pi0.z);
+		vec<4, T, Q> iz1(Pi1.z);
+		vec<4, T, Q> iw0(Pi0.w);
+		vec<4, T, Q> iw1(Pi1.w);
+
+		vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);
+		vec<4, T, Q> ixy0 = detail::permute(ixy + iz0);
+		vec<4, T, Q> ixy1 = detail::permute(ixy + iz1);
+		vec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0);
+		vec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1);
+		vec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0);
+		vec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1);
+
+		vec<4, T, Q> gx00 = ixy00 / T(7);
+		vec<4, T, Q> gy00 = floor(gx00) / T(7);
+		vec<4, T, Q> gz00 = floor(gy00) / T(6);
+		gx00 = fract(gx00) - T(0.5);
+		gy00 = fract(gy00) - T(0.5);
+		gz00 = fract(gz00) - T(0.5);
+		vec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
+		vec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0.0));
+		gx00 -= sw00 * (step(T(0), gx00) - T(0.5));
+		gy00 -= sw00 * (step(T(0), gy00) - T(0.5));
+
+		vec<4, T, Q> gx01 = ixy01 / T(7);
+		vec<4, T, Q> gy01 = floor(gx01) / T(7);
+		vec<4, T, Q> gz01 = floor(gy01) / T(6);
+		gx01 = fract(gx01) - T(0.5);
+		gy01 = fract(gy01) - T(0.5);
+		gz01 = fract(gz01) - T(0.5);
+		vec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
+		vec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0));
+		gx01 -= sw01 * (step(T(0), gx01) - T(0.5));
+		gy01 -= sw01 * (step(T(0), gy01) - T(0.5));
+
+		vec<4, T, Q> gx10 = ixy10 / T(7);
+		vec<4, T, Q> gy10 = floor(gx10) / T(7);
+		vec<4, T, Q> gz10 = floor(gy10) / T(6);
+		gx10 = fract(gx10) - T(0.5);
+		gy10 = fract(gy10) - T(0.5);
+		gz10 = fract(gz10) - T(0.5);
+		vec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
+		vec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0));
+		gx10 -= sw10 * (step(T(0), gx10) - T(0.5));
+		gy10 -= sw10 * (step(T(0), gy10) - T(0.5));
+
+		vec<4, T, Q> gx11 = ixy11 / T(7);
+		vec<4, T, Q> gy11 = floor(gx11) / T(7);
+		vec<4, T, Q> gz11 = floor(gy11) / T(6);
+		gx11 = fract(gx11) - T(0.5);
+		gy11 = fract(gy11) - T(0.5);
+		gz11 = fract(gz11) - T(0.5);
+		vec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
+		vec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(0.0));
+		gx11 -= sw11 * (step(T(0), gx11) - T(0.5));
+		gy11 -= sw11 * (step(T(0), gy11) - T(0.5));
+
+		vec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x);
+		vec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y);
+		vec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z);
+		vec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w);
+		vec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x);
+		vec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y);
+		vec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z);
+		vec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w);
+		vec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x);
+		vec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y);
+		vec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z);
+		vec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w);
+		vec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x);
+		vec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y);
+		vec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z);
+		vec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w);
+
+		vec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
+		g0000 *= norm00.x;
+		g0100 *= norm00.y;
+		g1000 *= norm00.z;
+		g1100 *= norm00.w;
+
+		vec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
+		g0001 *= norm01.x;
+		g0101 *= norm01.y;
+		g1001 *= norm01.z;
+		g1101 *= norm01.w;
+
+		vec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
+		g0010 *= norm10.x;
+		g0110 *= norm10.y;
+		g1010 *= norm10.z;
+		g1110 *= norm10.w;
+
+		vec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
+		g0011 *= norm11.x;
+		g0111 *= norm11.y;
+		g1011 *= norm11.z;
+		g1111 *= norm11.w;
+
+		T n0000 = dot(g0000, Pf0);
+		T n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));
+		T n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));
+		T n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));
+		T n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));
+		T n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
+		T n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));
+		T n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));
+		T n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));
+		T n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));
+		T n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
+		T n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));
+		T n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));
+		T n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));
+		T n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));
+		T n1111 = dot(g1111, Pf1);
+
+		vec<4, T, Q> fade_xyzw = detail::fade(Pf0);
+		vec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w);
+		vec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w);
+		vec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z);
+		vec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y);
+		T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
+		return T(2.2) * n_xyzw;
+	}
+
+	// Classic Perlin noise, periodic variant
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position, vec<2, T, Q> const& rep)
+	{
+		vec<4, T, Q> Pi = floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);
+		vec<4, T, Q> Pf = fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0);
+		Pi = mod(Pi, vec<4, T, Q>(rep.x, rep.y, rep.x, rep.y)); // To create noise with explicit period
+		Pi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation
+		vec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z);
+		vec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w);
+		vec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z);
+		vec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w);
+
+		vec<4, T, Q> i = detail::permute(detail::permute(ix) + iy);
+
+		vec<4, T, Q> gx = static_cast<T>(2) * fract(i / T(41)) - T(1);
+		vec<4, T, Q> gy = abs(gx) - T(0.5);
+		vec<4, T, Q> tx = floor(gx + T(0.5));
+		gx = gx - tx;
+
+		vec<2, T, Q> g00(gx.x, gy.x);
+		vec<2, T, Q> g10(gx.y, gy.y);
+		vec<2, T, Q> g01(gx.z, gy.z);
+		vec<2, T, Q> g11(gx.w, gy.w);
+
+		vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
+		g00 *= norm.x;
+		g01 *= norm.y;
+		g10 *= norm.z;
+		g11 *= norm.w;
+
+		T n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x));
+		T n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y));
+		T n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z));
+		T n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w));
+
+		vec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y));
+		vec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x);
+		T n_xy = mix(n_x.x, n_x.y, fade_xy.y);
+		return T(2.3) * n_xy;
+	}
+
+	// Classic Perlin noise, periodic variant
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position, vec<3, T, Q> const& rep)
+	{
+		vec<3, T, Q> Pi0 = mod(floor(Position), rep); // Integer part, modulo period
+		vec<3, T, Q> Pi1 = mod(Pi0 + vec<3, T, Q>(T(1)), rep); // Integer part + 1, mod period
+		Pi0 = mod(Pi0, vec<3, T, Q>(289));
+		Pi1 = mod(Pi1, vec<3, T, Q>(289));
+		vec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation
+		vec<3, T, Q> Pf1 = Pf0 - vec<3, T, Q>(T(1)); // Fractional part - 1.0
+		vec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+		vec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
+		vec<4, T, Q> iz0(Pi0.z);
+		vec<4, T, Q> iz1(Pi1.z);
+
+		vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);
+		vec<4, T, Q> ixy0 = detail::permute(ixy + iz0);
+		vec<4, T, Q> ixy1 = detail::permute(ixy + iz1);
+
+		vec<4, T, Q> gx0 = ixy0 / T(7);
+		vec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5);
+		gx0 = fract(gx0);
+		vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0);
+		vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0));
+		gx0 -= sz0 * (step(T(0), gx0) - T(0.5));
+		gy0 -= sz0 * (step(T(0), gy0) - T(0.5));
+
+		vec<4, T, Q> gx1 = ixy1 / T(7);
+		vec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5);
+		gx1 = fract(gx1);
+		vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1);
+		vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(T(0)));
+		gx1 -= sz1 * (step(T(0), gx1) - T(0.5));
+		gy1 -= sz1 * (step(T(0), gy1) - T(0.5));
+
+		vec<3, T, Q> g000 = vec<3, T, Q>(gx0.x, gy0.x, gz0.x);
+		vec<3, T, Q> g100 = vec<3, T, Q>(gx0.y, gy0.y, gz0.y);
+		vec<3, T, Q> g010 = vec<3, T, Q>(gx0.z, gy0.z, gz0.z);
+		vec<3, T, Q> g110 = vec<3, T, Q>(gx0.w, gy0.w, gz0.w);
+		vec<3, T, Q> g001 = vec<3, T, Q>(gx1.x, gy1.x, gz1.x);
+		vec<3, T, Q> g101 = vec<3, T, Q>(gx1.y, gy1.y, gz1.y);
+		vec<3, T, Q> g011 = vec<3, T, Q>(gx1.z, gy1.z, gz1.z);
+		vec<3, T, Q> g111 = vec<3, T, Q>(gx1.w, gy1.w, gz1.w);
+
+		vec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
+		g000 *= norm0.x;
+		g010 *= norm0.y;
+		g100 *= norm0.z;
+		g110 *= norm0.w;
+		vec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
+		g001 *= norm1.x;
+		g011 *= norm1.y;
+		g101 *= norm1.z;
+		g111 *= norm1.w;
+
+		T n000 = dot(g000, Pf0);
+		T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z));
+		T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z));
+		T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z));
+		T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z));
+		T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z));
+		T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z));
+		T n111 = dot(g111, Pf1);
+
+		vec<3, T, Q> fade_xyz = detail::fade(Pf0);
+		vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z);
+		vec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y);
+		T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
+		return T(2.2) * n_xyz;
+	}
+
+	// Classic Perlin noise, periodic version
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position, vec<4, T, Q> const& rep)
+	{
+		vec<4, T, Q> Pi0 = mod(floor(Position), rep); // Integer part modulo rep
+		vec<4, T, Q> Pi1 = mod(Pi0 + T(1), rep); // Integer part + 1 mod rep
+		vec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation
+		vec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0
+		vec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+		vec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
+		vec<4, T, Q> iz0(Pi0.z);
+		vec<4, T, Q> iz1(Pi1.z);
+		vec<4, T, Q> iw0(Pi0.w);
+		vec<4, T, Q> iw1(Pi1.w);
+
+		vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy);
+		vec<4, T, Q> ixy0 = detail::permute(ixy + iz0);
+		vec<4, T, Q> ixy1 = detail::permute(ixy + iz1);
+		vec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0);
+		vec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1);
+		vec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0);
+		vec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1);
+
+		vec<4, T, Q> gx00 = ixy00 / T(7);
+		vec<4, T, Q> gy00 = floor(gx00) / T(7);
+		vec<4, T, Q> gz00 = floor(gy00) / T(6);
+		gx00 = fract(gx00) - T(0.5);
+		gy00 = fract(gy00) - T(0.5);
+		gz00 = fract(gz00) - T(0.5);
+		vec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
+		vec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0));
+		gx00 -= sw00 * (step(T(0), gx00) - T(0.5));
+		gy00 -= sw00 * (step(T(0), gy00) - T(0.5));
+
+		vec<4, T, Q> gx01 = ixy01 / T(7);
+		vec<4, T, Q> gy01 = floor(gx01) / T(7);
+		vec<4, T, Q> gz01 = floor(gy01) / T(6);
+		gx01 = fract(gx01) - T(0.5);
+		gy01 = fract(gy01) - T(0.5);
+		gz01 = fract(gz01) - T(0.5);
+		vec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
+		vec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0));
+		gx01 -= sw01 * (step(T(0), gx01) - T(0.5));
+		gy01 -= sw01 * (step(T(0), gy01) - T(0.5));
+
+		vec<4, T, Q> gx10 = ixy10 / T(7);
+		vec<4, T, Q> gy10 = floor(gx10) / T(7);
+		vec<4, T, Q> gz10 = floor(gy10) / T(6);
+		gx10 = fract(gx10) - T(0.5);
+		gy10 = fract(gy10) - T(0.5);
+		gz10 = fract(gz10) - T(0.5);
+		vec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
+		vec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0.0));
+		gx10 -= sw10 * (step(T(0), gx10) - T(0.5));
+		gy10 -= sw10 * (step(T(0), gy10) - T(0.5));
+
+		vec<4, T, Q> gx11 = ixy11 / T(7);
+		vec<4, T, Q> gy11 = floor(gx11) / T(7);
+		vec<4, T, Q> gz11 = floor(gy11) / T(6);
+		gx11 = fract(gx11) - T(0.5);
+		gy11 = fract(gy11) - T(0.5);
+		gz11 = fract(gz11) - T(0.5);
+		vec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
+		vec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(T(0)));
+		gx11 -= sw11 * (step(T(0), gx11) - T(0.5));
+		gy11 -= sw11 * (step(T(0), gy11) - T(0.5));
+
+		vec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x);
+		vec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y);
+		vec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z);
+		vec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w);
+		vec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x);
+		vec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y);
+		vec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z);
+		vec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w);
+		vec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x);
+		vec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y);
+		vec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z);
+		vec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w);
+		vec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x);
+		vec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y);
+		vec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z);
+		vec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w);
+
+		vec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
+		g0000 *= norm00.x;
+		g0100 *= norm00.y;
+		g1000 *= norm00.z;
+		g1100 *= norm00.w;
+
+		vec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
+		g0001 *= norm01.x;
+		g0101 *= norm01.y;
+		g1001 *= norm01.z;
+		g1101 *= norm01.w;
+
+		vec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
+		g0010 *= norm10.x;
+		g0110 *= norm10.y;
+		g1010 *= norm10.z;
+		g1110 *= norm10.w;
+
+		vec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
+		g0011 *= norm11.x;
+		g0111 *= norm11.y;
+		g1011 *= norm11.z;
+		g1111 *= norm11.w;
+
+		T n0000 = dot(g0000, Pf0);
+		T n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));
+		T n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));
+		T n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));
+		T n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));
+		T n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
+		T n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));
+		T n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));
+		T n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));
+		T n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));
+		T n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
+		T n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));
+		T n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));
+		T n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));
+		T n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));
+		T n1111 = dot(g1111, Pf1);
+
+		vec<4, T, Q> fade_xyzw = detail::fade(Pf0);
+		vec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w);
+		vec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w);
+		vec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z);
+		vec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y);
+		T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
+		return T(2.2) * n_xyzw;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T simplex(glm::vec<2, T, Q> const& v)
+	{
+		vec<4, T, Q> const C = vec<4, T, Q>(
+			T( 0.211324865405187),  // (3.0 -  sqrt(3.0)) / 6.0
+			T( 0.366025403784439),  //  0.5 * (sqrt(3.0)  - 1.0)
+			T(-0.577350269189626),	// -1.0 + 2.0 * C.x
+			T( 0.024390243902439)); //  1.0 / 41.0
+
+		// First corner
+		vec<2, T, Q> i  = floor(v + dot(v, vec<2, T, Q>(C[1])));
+		vec<2, T, Q> x0 = v -   i + dot(i, vec<2, T, Q>(C[0]));
+
+		// Other corners
+		//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
+		//i1.y = 1.0 - i1.x;
+		vec<2, T, Q> i1 = (x0.x > x0.y) ? vec<2, T, Q>(1, 0) : vec<2, T, Q>(0, 1);
+		// x0 = x0 - 0.0 + 0.0 * C.xx ;
+		// x1 = x0 - i1 + 1.0 * C.xx ;
+		// x2 = x0 - 1.0 + 2.0 * C.xx ;
+		vec<4, T, Q> x12 = vec<4, T, Q>(x0.x, x0.y, x0.x, x0.y) + vec<4, T, Q>(C.x, C.x, C.z, C.z);
+		x12 = vec<4, T, Q>(vec<2, T, Q>(x12) - i1, x12.z, x12.w);
+
+		// Permutations
+		i = mod(i, vec<2, T, Q>(289)); // Avoid truncation effects in permutation
+		vec<3, T, Q> p = detail::permute(
+			detail::permute(i.y + vec<3, T, Q>(T(0), i1.y, T(1)))
+			+ i.x + vec<3, T, Q>(T(0), i1.x, T(1)));
+
+		vec<3, T, Q> m = max(vec<3, T, Q>(0.5) - vec<3, T, Q>(
+			dot(x0, x0),
+			dot(vec<2, T, Q>(x12.x, x12.y), vec<2, T, Q>(x12.x, x12.y)),
+			dot(vec<2, T, Q>(x12.z, x12.w), vec<2, T, Q>(x12.z, x12.w))), vec<3, T, Q>(0));
+		m = m * m ;
+		m = m * m ;
+
+		// Gradients: 41 points uniformly over a line, mapped onto a diamond.
+		// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
+
+		vec<3, T, Q> x = static_cast<T>(2) * fract(p * C.w) - T(1);
+		vec<3, T, Q> h = abs(x) - T(0.5);
+		vec<3, T, Q> ox = floor(x + T(0.5));
+		vec<3, T, Q> a0 = x - ox;
+
+		// Normalise gradients implicitly by scaling m
+		// Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h );
+		m *= static_cast<T>(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h);
+
+		// Compute final noise value at P
+		vec<3, T, Q> g;
+		g.x  = a0.x  * x0.x  + h.x  * x0.y;
+		//g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+		g.y = a0.y * x12.x + h.y * x12.y;
+		g.z = a0.z * x12.z + h.z * x12.w;
+		return T(130) * dot(m, g);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T simplex(vec<3, T, Q> const& v)
+	{
+		vec<2, T, Q> const C(1.0 / 6.0, 1.0 / 3.0);
+		vec<4, T, Q> const D(0.0, 0.5, 1.0, 2.0);
+
+		// First corner
+		vec<3, T, Q> i(floor(v + dot(v, vec<3, T, Q>(C.y))));
+		vec<3, T, Q> x0(v - i + dot(i, vec<3, T, Q>(C.x)));
+
+		// Other corners
+		vec<3, T, Q> g(step(vec<3, T, Q>(x0.y, x0.z, x0.x), x0));
+		vec<3, T, Q> l(T(1) - g);
+		vec<3, T, Q> i1(min(g, vec<3, T, Q>(l.z, l.x, l.y)));
+		vec<3, T, Q> i2(max(g, vec<3, T, Q>(l.z, l.x, l.y)));
+
+		//   x0 = x0 - 0.0 + 0.0 * C.xxx;
+		//   x1 = x0 - i1  + 1.0 * C.xxx;
+		//   x2 = x0 - i2  + 2.0 * C.xxx;
+		//   x3 = x0 - 1.0 + 3.0 * C.xxx;
+		vec<3, T, Q> x1(x0 - i1 + C.x);
+		vec<3, T, Q> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y
+		vec<3, T, Q> x3(x0 - D.y);      // -1.0+3.0*C.x = -0.5 = -D.y
+
+		// Permutations
+		i = detail::mod289(i);
+		vec<4, T, Q> p(detail::permute(detail::permute(detail::permute(
+			i.z + vec<4, T, Q>(T(0), i1.z, i2.z, T(1))) +
+			i.y + vec<4, T, Q>(T(0), i1.y, i2.y, T(1))) +
+			i.x + vec<4, T, Q>(T(0), i1.x, i2.x, T(1))));
+
+		// Gradients: 7x7 points over a square, mapped onto an octahedron.
+		// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+		T n_ = static_cast<T>(0.142857142857); // 1.0/7.0
+		vec<3, T, Q> ns(n_ * vec<3, T, Q>(D.w, D.y, D.z) - vec<3, T, Q>(D.x, D.z, D.x));
+
+		vec<4, T, Q> j(p - T(49) * floor(p * ns.z * ns.z));  //  mod(p,7*7)
+
+		vec<4, T, Q> x_(floor(j * ns.z));
+		vec<4, T, Q> y_(floor(j - T(7) * x_));    // mod(j,N)
+
+		vec<4, T, Q> x(x_ * ns.x + ns.y);
+		vec<4, T, Q> y(y_ * ns.x + ns.y);
+		vec<4, T, Q> h(T(1) - abs(x) - abs(y));
+
+		vec<4, T, Q> b0(x.x, x.y, y.x, y.y);
+		vec<4, T, Q> b1(x.z, x.w, y.z, y.w);
+
+		// vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+		// vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+		vec<4, T, Q> s0(floor(b0) * T(2) + T(1));
+		vec<4, T, Q> s1(floor(b1) * T(2) + T(1));
+		vec<4, T, Q> sh(-step(h, vec<4, T, Q>(0.0)));
+
+		vec<4, T, Q> a0 = vec<4, T, Q>(b0.x, b0.z, b0.y, b0.w) + vec<4, T, Q>(s0.x, s0.z, s0.y, s0.w) * vec<4, T, Q>(sh.x, sh.x, sh.y, sh.y);
+		vec<4, T, Q> a1 = vec<4, T, Q>(b1.x, b1.z, b1.y, b1.w) + vec<4, T, Q>(s1.x, s1.z, s1.y, s1.w) * vec<4, T, Q>(sh.z, sh.z, sh.w, sh.w);
+
+		vec<3, T, Q> p0(a0.x, a0.y, h.x);
+		vec<3, T, Q> p1(a0.z, a0.w, h.y);
+		vec<3, T, Q> p2(a1.x, a1.y, h.z);
+		vec<3, T, Q> p3(a1.z, a1.w, h.w);
+
+		// Normalise gradients
+		vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+		p0 *= norm.x;
+		p1 *= norm.y;
+		p2 *= norm.z;
+		p3 *= norm.w;
+
+		// Mix final noise value
+		vec<4, T, Q> m = max(T(0.6) - vec<4, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec<4, T, Q>(0));
+		m = m * m;
+		return T(42) * dot(m * m, vec<4, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T simplex(vec<4, T, Q> const& v)
+	{
+		vec<4, T, Q> const C(
+			0.138196601125011,  // (5 - sqrt(5))/20  G4
+			0.276393202250021,  // 2 * G4
+			0.414589803375032,  // 3 * G4
+			-0.447213595499958); // -1 + 4 * G4
+
+		// (sqrt(5) - 1)/4 = F4, used once below
+		T const F4 = static_cast<T>(0.309016994374947451);
+
+		// First corner
+		vec<4, T, Q> i  = floor(v + dot(v, vec<4, T, Q>(F4)));
+		vec<4, T, Q> x0 = v -   i + dot(i, vec<4, T, Q>(C.x));
+
+		// Other corners
+
+		// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
+		vec<4, T, Q> i0;
+		vec<3, T, Q> isX = step(vec<3, T, Q>(x0.y, x0.z, x0.w), vec<3, T, Q>(x0.x));
+		vec<3, T, Q> isYZ = step(vec<3, T, Q>(x0.z, x0.w, x0.w), vec<3, T, Q>(x0.y, x0.y, x0.z));
+		//  i0.x = dot(isX, vec3(1.0));
+		//i0.x = isX.x + isX.y + isX.z;
+		//i0.yzw = static_cast<T>(1) - isX;
+		i0 = vec<4, T, Q>(isX.x + isX.y + isX.z, T(1) - isX);
+		//  i0.y += dot(isYZ.xy, vec2(1.0));
+		i0.y += isYZ.x + isYZ.y;
+		//i0.zw += 1.0 - vec<2, T, Q>(isYZ.x, isYZ.y);
+		i0.z += static_cast<T>(1) - isYZ.x;
+		i0.w += static_cast<T>(1) - isYZ.y;
+		i0.z += isYZ.z;
+		i0.w += static_cast<T>(1) - isYZ.z;
+
+		// i0 now contains the unique values 0,1,2,3 in each channel
+		vec<4, T, Q> i3 = clamp(i0, T(0), T(1));
+		vec<4, T, Q> i2 = clamp(i0 - T(1), T(0), T(1));
+		vec<4, T, Q> i1 = clamp(i0 - T(2), T(0), T(1));
+
+		//  x0 = x0 - 0.0 + 0.0 * C.xxxx
+		//  x1 = x0 - i1  + 0.0 * C.xxxx
+		//  x2 = x0 - i2  + 0.0 * C.xxxx
+		//  x3 = x0 - i3  + 0.0 * C.xxxx
+		//  x4 = x0 - 1.0 + 4.0 * C.xxxx
+		vec<4, T, Q> x1 = x0 - i1 + C.x;
+		vec<4, T, Q> x2 = x0 - i2 + C.y;
+		vec<4, T, Q> x3 = x0 - i3 + C.z;
+		vec<4, T, Q> x4 = x0 + C.w;
+
+		// Permutations
+		i = mod(i, vec<4, T, Q>(289));
+		T j0 = detail::permute(detail::permute(detail::permute(detail::permute(i.w) + i.z) + i.y) + i.x);
+		vec<4, T, Q> j1 = detail::permute(detail::permute(detail::permute(detail::permute(
+			i.w + vec<4, T, Q>(i1.w, i2.w, i3.w, T(1))) +
+			i.z + vec<4, T, Q>(i1.z, i2.z, i3.z, T(1))) +
+			i.y + vec<4, T, Q>(i1.y, i2.y, i3.y, T(1))) +
+			i.x + vec<4, T, Q>(i1.x, i2.x, i3.x, T(1)));
+
+		// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
+		// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
+		vec<4, T, Q> ip = vec<4, T, Q>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0));
+
+		vec<4, T, Q> p0 = detail::grad4(j0,   ip);
+		vec<4, T, Q> p1 = detail::grad4(j1.x, ip);
+		vec<4, T, Q> p2 = detail::grad4(j1.y, ip);
+		vec<4, T, Q> p3 = detail::grad4(j1.z, ip);
+		vec<4, T, Q> p4 = detail::grad4(j1.w, ip);
+
+		// Normalise gradients
+		vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+		p0 *= norm.x;
+		p1 *= norm.y;
+		p2 *= norm.z;
+		p3 *= norm.w;
+		p4 *= detail::taylorInvSqrt(dot(p4, p4));
+
+		// Mix contributions from the five corners
+		vec<3, T, Q> m0 = max(T(0.6) - vec<3, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), vec<3, T, Q>(0));
+		vec<2, T, Q> m1 = max(T(0.6) - vec<2, T, Q>(dot(x3, x3), dot(x4, x4)             ), vec<2, T, Q>(0));
+		m0 = m0 * m0;
+		m1 = m1 * m1;
+		return T(49) *
+			(dot(m0 * m0, vec<3, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) +
+			dot(m1 * m1, vec<2, T, Q>(dot(p3, x3), dot(p4, x4))));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtc/packing.hpp b/third_party/glm/gtc/packing.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8e416b3fe1b582eb540bd7d425220cd289756921
--- /dev/null
+++ b/third_party/glm/gtc/packing.hpp
@@ -0,0 +1,728 @@
+/// @ref gtc_packing
+/// @file glm/gtc/packing.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_packing GLM_GTC_packing
+/// @ingroup gtc
+///
+/// Include <glm/gtc/packing.hpp> to use the features of this extension.
+///
+/// This extension provides a set of function to convert vertors to packed
+/// formats.
+
+#pragma once
+
+// Dependency:
+#include "type_precision.hpp"
+#include "../ext/vector_packing.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_packing extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_packing
+	/// @{
+
+	/// First, converts the normalized floating-point value v into a 8-bit integer value.
+	/// Then, the results are packed into the returned 8-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packUnorm1x8:	round(clamp(c, 0, +1) * 255.0)
+	///
+	/// @see gtc_packing
+	/// @see uint16 packUnorm2x8(vec2 const& v)
+	/// @see uint32 packUnorm4x8(vec4 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint8 packUnorm1x8(float v);
+
+	/// Convert a single 8-bit integer to a normalized floating-point value.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackUnorm4x8: f / 255.0
+	///
+	/// @see gtc_packing
+	/// @see vec2 unpackUnorm2x8(uint16 p)
+	/// @see vec4 unpackUnorm4x8(uint32 p)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL float unpackUnorm1x8(uint8 p);
+
+	/// First, converts each component of the normalized floating-point value v into 8-bit integer values.
+	/// Then, the results are packed into the returned 16-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packUnorm2x8:	round(clamp(c, 0, +1) * 255.0)
+	///
+	/// The first component of the vector will be written to the least significant bits of the output;
+	/// the last component will be written to the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint8 packUnorm1x8(float const& v)
+	/// @see uint32 packUnorm4x8(vec4 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint16 packUnorm2x8(vec2 const& v);
+
+	/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit unsigned integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackUnorm4x8: f / 255.0
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see float unpackUnorm1x8(uint8 v)
+	/// @see vec4 unpackUnorm4x8(uint32 p)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec2 unpackUnorm2x8(uint16 p);
+
+	/// First, converts the normalized floating-point value v into 8-bit integer value.
+	/// Then, the results are packed into the returned 8-bit unsigned integer.
+	///
+	/// The conversion to fixed point is done as follows:
+	/// packSnorm1x8:	round(clamp(s, -1, +1) * 127.0)
+	///
+	/// @see gtc_packing
+	/// @see uint16 packSnorm2x8(vec2 const& v)
+	/// @see uint32 packSnorm4x8(vec4 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint8 packSnorm1x8(float s);
+
+	/// First, unpacks a single 8-bit unsigned integer p into a single 8-bit signed integers.
+	/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackSnorm1x8: clamp(f / 127.0, -1, +1)
+	///
+	/// @see gtc_packing
+	/// @see vec2 unpackSnorm2x8(uint16 p)
+	/// @see vec4 unpackSnorm4x8(uint32 p)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL float unpackSnorm1x8(uint8 p);
+
+	/// First, converts each component of the normalized floating-point value v into 8-bit integer values.
+	/// Then, the results are packed into the returned 16-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packSnorm2x8:	round(clamp(c, -1, +1) * 127.0)
+	///
+	/// The first component of the vector will be written to the least significant bits of the output;
+	/// the last component will be written to the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint8 packSnorm1x8(float const& v)
+	/// @see uint32 packSnorm4x8(vec4 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint16 packSnorm2x8(vec2 const& v);
+
+	/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackSnorm2x8: clamp(f / 127.0, -1, +1)
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see float unpackSnorm1x8(uint8 p)
+	/// @see vec4 unpackSnorm4x8(uint32 p)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec2 unpackSnorm2x8(uint16 p);
+
+	/// First, converts the normalized floating-point value v into a 16-bit integer value.
+	/// Then, the results are packed into the returned 16-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packUnorm1x16:	round(clamp(c, 0, +1) * 65535.0)
+	///
+	/// @see gtc_packing
+	/// @see uint16 packSnorm1x16(float const& v)
+	/// @see uint64 packSnorm4x16(vec4 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint16 packUnorm1x16(float v);
+
+	/// First, unpacks a single 16-bit unsigned integer p into a of 16-bit unsigned integers.
+	/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackUnorm1x16: f / 65535.0
+	///
+	/// @see gtc_packing
+	/// @see vec2 unpackUnorm2x16(uint32 p)
+	/// @see vec4 unpackUnorm4x16(uint64 p)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL float unpackUnorm1x16(uint16 p);
+
+	/// First, converts each component of the normalized floating-point value v into 16-bit integer values.
+	/// Then, the results are packed into the returned 64-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packUnorm4x16:	round(clamp(c, 0, +1) * 65535.0)
+	///
+	/// The first component of the vector will be written to the least significant bits of the output;
+	/// the last component will be written to the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint16 packUnorm1x16(float const& v)
+	/// @see uint32 packUnorm2x16(vec2 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint64 packUnorm4x16(vec4 const& v);
+
+	/// First, unpacks a single 64-bit unsigned integer p into four 16-bit unsigned integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackUnormx4x16: f / 65535.0
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see float unpackUnorm1x16(uint16 p)
+	/// @see vec2 unpackUnorm2x16(uint32 p)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 p);
+
+	/// First, converts the normalized floating-point value v into 16-bit integer value.
+	/// Then, the results are packed into the returned 16-bit unsigned integer.
+	///
+	/// The conversion to fixed point is done as follows:
+	/// packSnorm1x8:	round(clamp(s, -1, +1) * 32767.0)
+	///
+	/// @see gtc_packing
+	/// @see uint32 packSnorm2x16(vec2 const& v)
+	/// @see uint64 packSnorm4x16(vec4 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint16 packSnorm1x16(float v);
+
+	/// First, unpacks a single 16-bit unsigned integer p into a single 16-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned scalar.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackSnorm1x16: clamp(f / 32767.0, -1, +1)
+	///
+	/// @see gtc_packing
+	/// @see vec2 unpackSnorm2x16(uint32 p)
+	/// @see vec4 unpackSnorm4x16(uint64 p)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm1x16.xml">GLSL unpackSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL float unpackSnorm1x16(uint16 p);
+
+	/// First, converts each component of the normalized floating-point value v into 16-bit integer values.
+	/// Then, the results are packed into the returned 64-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packSnorm2x8:	round(clamp(c, -1, +1) * 32767.0)
+	///
+	/// The first component of the vector will be written to the least significant bits of the output;
+	/// the last component will be written to the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint16 packSnorm1x16(float const& v)
+	/// @see uint32 packSnorm2x16(vec2 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint64 packSnorm4x16(vec4 const& v);
+
+	/// First, unpacks a single 64-bit unsigned integer p into four 16-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackSnorm4x16: clamp(f / 32767.0, -1, +1)
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see float unpackSnorm1x16(uint16 p)
+	/// @see vec2 unpackSnorm2x16(uint32 p)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml">GLSL unpackSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 p);
+
+	/// Returns an unsigned integer obtained by converting the components of a floating-point scalar
+	/// to the 16-bit floating-point representation found in the OpenGL Specification,
+	/// and then packing this 16-bit value into a 16-bit unsigned integer.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packHalf2x16(vec2 const& v)
+	/// @see uint64 packHalf4x16(vec4 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint16 packHalf1x16(float v);
+
+	/// Returns a floating-point scalar with components obtained by unpacking a 16-bit unsigned integer into a 16-bit value,
+	/// interpreted as a 16-bit floating-point number according to the OpenGL Specification,
+	/// and converting it to 32-bit floating-point values.
+	///
+	/// @see gtc_packing
+	/// @see vec2 unpackHalf2x16(uint32 const& v)
+	/// @see vec4 unpackHalf4x16(uint64 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL float unpackHalf1x16(uint16 v);
+
+	/// Returns an unsigned integer obtained by converting the components of a four-component floating-point vector
+	/// to the 16-bit floating-point representation found in the OpenGL Specification,
+	/// and then packing these four 16-bit values into a 64-bit unsigned integer.
+	/// The first vector component specifies the 16 least-significant bits of the result;
+	/// the forth component specifies the 16 most-significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint16 packHalf1x16(float const& v)
+	/// @see uint32 packHalf2x16(vec2 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint64 packHalf4x16(vec4 const& v);
+
+	/// Returns a four-component floating-point vector with components obtained by unpacking a 64-bit unsigned integer into four 16-bit values,
+	/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,
+	/// and converting them to 32-bit floating-point values.
+	/// The first component of the vector is obtained from the 16 least-significant bits of v;
+	/// the forth component is obtained from the 16 most-significant bits of v.
+	///
+	/// @see gtc_packing
+	/// @see float unpackHalf1x16(uint16 const& v)
+	/// @see vec2 unpackHalf2x16(uint32 const& v)
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec4 unpackHalf4x16(uint64 p);
+
+	/// Returns an unsigned integer obtained by converting the components of a four-component signed integer vector
+	/// to the 10-10-10-2-bit signed integer representation found in the OpenGL Specification,
+	/// and then packing these four values into a 32-bit unsigned integer.
+	/// The first vector component specifies the 10 least-significant bits of the result;
+	/// the forth component specifies the 2 most-significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packI3x10_1x2(uvec4 const& v)
+	/// @see uint32 packSnorm3x10_1x2(vec4 const& v)
+	/// @see uint32 packUnorm3x10_1x2(vec4 const& v)
+	/// @see ivec4 unpackI3x10_1x2(uint32 const& p)
+	GLM_FUNC_DECL uint32 packI3x10_1x2(ivec4 const& v);
+
+	/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit signed integers.
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packU3x10_1x2(uvec4 const& v)
+	/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p);
+	/// @see uvec4 unpackI3x10_1x2(uint32 const& p);
+	GLM_FUNC_DECL ivec4 unpackI3x10_1x2(uint32 p);
+
+	/// Returns an unsigned integer obtained by converting the components of a four-component unsigned integer vector
+	/// to the 10-10-10-2-bit unsigned integer representation found in the OpenGL Specification,
+	/// and then packing these four values into a 32-bit unsigned integer.
+	/// The first vector component specifies the 10 least-significant bits of the result;
+	/// the forth component specifies the 2 most-significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packI3x10_1x2(ivec4 const& v)
+	/// @see uint32 packSnorm3x10_1x2(vec4 const& v)
+	/// @see uint32 packUnorm3x10_1x2(vec4 const& v)
+	/// @see ivec4 unpackU3x10_1x2(uint32 const& p)
+	GLM_FUNC_DECL uint32 packU3x10_1x2(uvec4 const& v);
+
+	/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit unsigned integers.
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packU3x10_1x2(uvec4 const& v)
+	/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p);
+	/// @see uvec4 unpackI3x10_1x2(uint32 const& p);
+	GLM_FUNC_DECL uvec4 unpackU3x10_1x2(uint32 p);
+
+	/// First, converts the first three components of the normalized floating-point value v into 10-bit signed integer values.
+	/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed integer values.
+	/// Then, the results are packed into the returned 32-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packSnorm3x10_1x2(xyz):	round(clamp(c, -1, +1) * 511.0)
+	/// packSnorm3x10_1x2(w):	round(clamp(c, -1, +1) * 1.0)
+	///
+	/// The first vector component specifies the 10 least-significant bits of the result;
+	/// the forth component specifies the 2 most-significant bits.
+	///
+	/// @see gtc_packing
+	/// @see vec4 unpackSnorm3x10_1x2(uint32 const& p)
+	/// @see uint32 packUnorm3x10_1x2(vec4 const& v)
+	/// @see uint32 packU3x10_1x2(uvec4 const& v)
+	/// @see uint32 packI3x10_1x2(ivec4 const& v)
+	GLM_FUNC_DECL uint32 packSnorm3x10_1x2(vec4 const& v);
+
+	/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackSnorm3x10_1x2(xyz): clamp(f / 511.0, -1, +1)
+	/// unpackSnorm3x10_1x2(w): clamp(f / 511.0, -1, +1)
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packSnorm3x10_1x2(vec4 const& v)
+	/// @see vec4 unpackUnorm3x10_1x2(uint32 const& p))
+	/// @see uvec4 unpackI3x10_1x2(uint32 const& p)
+	/// @see uvec4 unpackU3x10_1x2(uint32 const& p)
+	GLM_FUNC_DECL vec4 unpackSnorm3x10_1x2(uint32 p);
+
+	/// First, converts the first three components of the normalized floating-point value v into 10-bit unsigned integer values.
+	/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed uninteger values.
+	/// Then, the results are packed into the returned 32-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packUnorm3x10_1x2(xyz):	round(clamp(c, 0, +1) * 1023.0)
+	/// packUnorm3x10_1x2(w):	round(clamp(c, 0, +1) * 3.0)
+	///
+	/// The first vector component specifies the 10 least-significant bits of the result;
+	/// the forth component specifies the 2 most-significant bits.
+	///
+	/// @see gtc_packing
+	/// @see vec4 unpackUnorm3x10_1x2(uint32 const& p)
+	/// @see uint32 packUnorm3x10_1x2(vec4 const& v)
+	/// @see uint32 packU3x10_1x2(uvec4 const& v)
+	/// @see uint32 packI3x10_1x2(ivec4 const& v)
+	GLM_FUNC_DECL uint32 packUnorm3x10_1x2(vec4 const& v);
+
+	/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackSnorm3x10_1x2(xyz): clamp(f / 1023.0, 0, +1)
+	/// unpackSnorm3x10_1x2(w): clamp(f / 3.0, 0, +1)
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packSnorm3x10_1x2(vec4 const& v)
+	/// @see vec4 unpackInorm3x10_1x2(uint32 const& p))
+	/// @see uvec4 unpackI3x10_1x2(uint32 const& p)
+	/// @see uvec4 unpackU3x10_1x2(uint32 const& p)
+	GLM_FUNC_DECL vec4 unpackUnorm3x10_1x2(uint32 p);
+
+	/// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values.
+	/// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value.
+	/// Then, the results are packed into the returned 32-bit unsigned integer.
+	///
+	/// The first vector component specifies the 11 least-significant bits of the result;
+	/// the last component specifies the 10 most-significant bits.
+	///
+	/// @see gtc_packing
+	/// @see vec3 unpackF2x11_1x10(uint32 const& p)
+	GLM_FUNC_DECL uint32 packF2x11_1x10(vec3 const& v);
+
+	/// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value .
+	/// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packF2x11_1x10(vec3 const& v)
+	GLM_FUNC_DECL vec3 unpackF2x11_1x10(uint32 p);
+
+
+	/// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values.
+	/// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value.
+	/// Then, the results are packed into the returned 32-bit unsigned integer.
+	///
+	/// The first vector component specifies the 11 least-significant bits of the result;
+	/// the last component specifies the 10 most-significant bits.
+	///
+	/// packF3x9_E1x5 allows encoding into RGBE / RGB9E5 format
+	///
+	/// @see gtc_packing
+	/// @see vec3 unpackF3x9_E1x5(uint32 const& p)
+	GLM_FUNC_DECL uint32 packF3x9_E1x5(vec3 const& v);
+
+	/// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value .
+	/// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// unpackF3x9_E1x5 allows decoding RGBE / RGB9E5 data
+	///
+	/// @see gtc_packing
+	/// @see uint32 packF3x9_E1x5(vec3 const& v)
+	GLM_FUNC_DECL vec3 unpackF3x9_E1x5(uint32 p);
+
+	/// Returns an unsigned integer vector obtained by converting the components of a floating-point vector
+	/// to the 16-bit floating-point representation found in the OpenGL Specification.
+	/// The first vector component specifies the 16 least-significant bits of the result;
+	/// the forth component specifies the 16 most-significant bits.
+	///
+	/// @see gtc_packing
+	/// @see vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& p)
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb);
+
+	/// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values.
+	/// The first component of the vector is obtained from the 16 least-significant bits of v;
+	/// the forth component is obtained from the 16 most-significant bits of v.
+	///
+	/// @see gtc_packing
+	/// @see vec<4, T, Q> packRGBM(vec<3, float, Q> const& v)
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm);
+
+	/// Returns an unsigned integer vector obtained by converting the components of a floating-point vector
+	/// to the 16-bit floating-point representation found in the OpenGL Specification.
+	/// The first vector component specifies the 16 least-significant bits of the result;
+	/// the forth component specifies the 16 most-significant bits.
+	///
+	/// @see gtc_packing
+	/// @see vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& p)
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v);
+
+	/// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values.
+	/// The first component of the vector is obtained from the 16 least-significant bits of v;
+	/// the forth component is obtained from the 16 most-significant bits of v.
+	///
+	/// @see gtc_packing
+	/// @see vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v)
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& p);
+
+	/// Convert each component of the normalized floating-point vector into unsigned integer values.
+	///
+	/// @see gtc_packing
+	/// @see vec<L, floatType, Q> unpackUnorm(vec<L, intType, Q> const& p);
+	template<typename uintType, length_t L, typename floatType, qualifier Q>
+	GLM_FUNC_DECL vec<L, uintType, Q> packUnorm(vec<L, floatType, Q> const& v);
+
+	/// Convert a packed integer to a normalized floating-point vector.
+	///
+	/// @see gtc_packing
+	/// @see vec<L, intType, Q> packUnorm(vec<L, floatType, Q> const& v)
+	template<typename floatType, length_t L, typename uintType, qualifier Q>
+	GLM_FUNC_DECL vec<L, floatType, Q> unpackUnorm(vec<L, uintType, Q> const& v);
+
+	/// Convert each component of the normalized floating-point vector into signed integer values.
+	///
+	/// @see gtc_packing
+	/// @see vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& p);
+	template<typename intType, length_t L, typename floatType, qualifier Q>
+	GLM_FUNC_DECL vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v);
+
+	/// Convert a packed integer to a normalized floating-point vector.
+	///
+	/// @see gtc_packing
+	/// @see vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v)
+	template<typename floatType, length_t L, typename intType, qualifier Q>
+	GLM_FUNC_DECL vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& v);
+
+	/// Convert each component of the normalized floating-point vector into unsigned integer values.
+	///
+	/// @see gtc_packing
+	/// @see vec2 unpackUnorm2x4(uint8 p)
+	GLM_FUNC_DECL uint8 packUnorm2x4(vec2 const& v);
+
+	/// Convert a packed integer to a normalized floating-point vector.
+	///
+	/// @see gtc_packing
+	/// @see uint8 packUnorm2x4(vec2 const& v)
+	GLM_FUNC_DECL vec2 unpackUnorm2x4(uint8 p);
+
+	/// Convert each component of the normalized floating-point vector into unsigned integer values.
+	///
+	/// @see gtc_packing
+	/// @see vec4 unpackUnorm4x4(uint16 p)
+	GLM_FUNC_DECL uint16 packUnorm4x4(vec4 const& v);
+
+	/// Convert a packed integer to a normalized floating-point vector.
+	///
+	/// @see gtc_packing
+	/// @see uint16 packUnorm4x4(vec4 const& v)
+	GLM_FUNC_DECL vec4 unpackUnorm4x4(uint16 p);
+
+	/// Convert each component of the normalized floating-point vector into unsigned integer values.
+	///
+	/// @see gtc_packing
+	/// @see vec3 unpackUnorm1x5_1x6_1x5(uint16 p)
+	GLM_FUNC_DECL uint16 packUnorm1x5_1x6_1x5(vec3 const& v);
+
+	/// Convert a packed integer to a normalized floating-point vector.
+	///
+	/// @see gtc_packing
+	/// @see uint16 packUnorm1x5_1x6_1x5(vec3 const& v)
+	GLM_FUNC_DECL vec3 unpackUnorm1x5_1x6_1x5(uint16 p);
+
+	/// Convert each component of the normalized floating-point vector into unsigned integer values.
+	///
+	/// @see gtc_packing
+	/// @see vec4 unpackUnorm3x5_1x1(uint16 p)
+	GLM_FUNC_DECL uint16 packUnorm3x5_1x1(vec4 const& v);
+
+	/// Convert a packed integer to a normalized floating-point vector.
+	///
+	/// @see gtc_packing
+	/// @see uint16 packUnorm3x5_1x1(vec4 const& v)
+	GLM_FUNC_DECL vec4 unpackUnorm3x5_1x1(uint16 p);
+
+	/// Convert each component of the normalized floating-point vector into unsigned integer values.
+	///
+	/// @see gtc_packing
+	/// @see vec3 unpackUnorm2x3_1x2(uint8 p)
+	GLM_FUNC_DECL uint8 packUnorm2x3_1x2(vec3 const& v);
+
+	/// Convert a packed integer to a normalized floating-point vector.
+	///
+	/// @see gtc_packing
+	/// @see uint8 packUnorm2x3_1x2(vec3 const& v)
+	GLM_FUNC_DECL vec3 unpackUnorm2x3_1x2(uint8 p);
+
+
+
+	/// Convert each component from an integer vector into a packed integer.
+	///
+	/// @see gtc_packing
+	/// @see i8vec2 unpackInt2x8(int16 p)
+	GLM_FUNC_DECL int16 packInt2x8(i8vec2 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see int16 packInt2x8(i8vec2 const& v)
+	GLM_FUNC_DECL i8vec2 unpackInt2x8(int16 p);
+
+	/// Convert each component from an integer vector into a packed unsigned integer.
+	///
+	/// @see gtc_packing
+	/// @see u8vec2 unpackInt2x8(uint16 p)
+	GLM_FUNC_DECL uint16 packUint2x8(u8vec2 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see uint16 packInt2x8(u8vec2 const& v)
+	GLM_FUNC_DECL u8vec2 unpackUint2x8(uint16 p);
+
+	/// Convert each component from an integer vector into a packed integer.
+	///
+	/// @see gtc_packing
+	/// @see i8vec4 unpackInt4x8(int32 p)
+	GLM_FUNC_DECL int32 packInt4x8(i8vec4 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see int32 packInt2x8(i8vec4 const& v)
+	GLM_FUNC_DECL i8vec4 unpackInt4x8(int32 p);
+
+	/// Convert each component from an integer vector into a packed unsigned integer.
+	///
+	/// @see gtc_packing
+	/// @see u8vec4 unpackUint4x8(uint32 p)
+	GLM_FUNC_DECL uint32 packUint4x8(u8vec4 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see uint32 packUint4x8(u8vec2 const& v)
+	GLM_FUNC_DECL u8vec4 unpackUint4x8(uint32 p);
+
+	/// Convert each component from an integer vector into a packed integer.
+	///
+	/// @see gtc_packing
+	/// @see i16vec2 unpackInt2x16(int p)
+	GLM_FUNC_DECL int packInt2x16(i16vec2 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see int packInt2x16(i16vec2 const& v)
+	GLM_FUNC_DECL i16vec2 unpackInt2x16(int p);
+
+	/// Convert each component from an integer vector into a packed integer.
+	///
+	/// @see gtc_packing
+	/// @see i16vec4 unpackInt4x16(int64 p)
+	GLM_FUNC_DECL int64 packInt4x16(i16vec4 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see int64 packInt4x16(i16vec4 const& v)
+	GLM_FUNC_DECL i16vec4 unpackInt4x16(int64 p);
+
+	/// Convert each component from an integer vector into a packed unsigned integer.
+	///
+	/// @see gtc_packing
+	/// @see u16vec2 unpackUint2x16(uint p)
+	GLM_FUNC_DECL uint packUint2x16(u16vec2 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see uint packUint2x16(u16vec2 const& v)
+	GLM_FUNC_DECL u16vec2 unpackUint2x16(uint p);
+
+	/// Convert each component from an integer vector into a packed unsigned integer.
+	///
+	/// @see gtc_packing
+	/// @see u16vec4 unpackUint4x16(uint64 p)
+	GLM_FUNC_DECL uint64 packUint4x16(u16vec4 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see uint64 packUint4x16(u16vec4 const& v)
+	GLM_FUNC_DECL u16vec4 unpackUint4x16(uint64 p);
+
+	/// Convert each component from an integer vector into a packed integer.
+	///
+	/// @see gtc_packing
+	/// @see i32vec2 unpackInt2x32(int p)
+	GLM_FUNC_DECL int64 packInt2x32(i32vec2 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see int packInt2x16(i32vec2 const& v)
+	GLM_FUNC_DECL i32vec2 unpackInt2x32(int64 p);
+
+	/// Convert each component from an integer vector into a packed unsigned integer.
+	///
+	/// @see gtc_packing
+	/// @see u32vec2 unpackUint2x32(int p)
+	GLM_FUNC_DECL uint64 packUint2x32(u32vec2 const& v);
+
+	/// Convert a packed integer into an integer vector.
+	///
+	/// @see gtc_packing
+	/// @see int packUint2x16(u32vec2 const& v)
+	GLM_FUNC_DECL u32vec2 unpackUint2x32(uint64 p);
+
+	/// @}
+}// namespace glm
+
+#include "packing.inl"
diff --git a/third_party/glm/gtc/packing.inl b/third_party/glm/gtc/packing.inl
new file mode 100644
index 0000000000000000000000000000000000000000..30462bc5352842a0585eda8ebd53d3b1692094ab
--- /dev/null
+++ b/third_party/glm/gtc/packing.inl
@@ -0,0 +1,952 @@
+/// @ref gtc_packing
+
+#include "../ext/scalar_relational.hpp"
+#include "../ext/vector_relational.hpp"
+#include "../common.hpp"
+#include "../vec2.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+#include "../detail/type_half.hpp"
+#include "type_ptr.hpp"
+#include <cstring>
+#include <limits>
+
+namespace glm{
+namespace detail
+{
+	GLM_FUNC_QUALIFIER glm::uint16 float2half(glm::uint32 f)
+	{
+		// 10 bits    =>                         EE EEEFFFFF
+		// 11 bits    =>                        EEE EEFFFFFF
+		// Half bits  =>                   SEEEEEFF FFFFFFFF
+		// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
+
+		// 0x00007c00 => 00000000 00000000 01111100 00000000
+		// 0x000003ff => 00000000 00000000 00000011 11111111
+		// 0x38000000 => 00111000 00000000 00000000 00000000
+		// 0x7f800000 => 01111111 10000000 00000000 00000000
+		// 0x00008000 => 00000000 00000000 10000000 00000000
+		return
+			((f >> 16) & 0x8000) | // sign
+			((((f & 0x7f800000) - 0x38000000) >> 13) & 0x7c00) | // exponential
+			((f >> 13) & 0x03ff); // Mantissa
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint32 float2packed11(glm::uint32 f)
+	{
+		// 10 bits    =>                         EE EEEFFFFF
+		// 11 bits    =>                        EEE EEFFFFFF
+		// Half bits  =>                   SEEEEEFF FFFFFFFF
+		// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
+
+		// 0x000007c0 => 00000000 00000000 00000111 11000000
+		// 0x00007c00 => 00000000 00000000 01111100 00000000
+		// 0x000003ff => 00000000 00000000 00000011 11111111
+		// 0x38000000 => 00111000 00000000 00000000 00000000
+		// 0x7f800000 => 01111111 10000000 00000000 00000000
+		// 0x00008000 => 00000000 00000000 10000000 00000000
+		return
+			((((f & 0x7f800000) - 0x38000000) >> 17) & 0x07c0) | // exponential
+			((f >> 17) & 0x003f); // Mantissa
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint32 packed11ToFloat(glm::uint32 p)
+	{
+		// 10 bits    =>                         EE EEEFFFFF
+		// 11 bits    =>                        EEE EEFFFFFF
+		// Half bits  =>                   SEEEEEFF FFFFFFFF
+		// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
+
+		// 0x000007c0 => 00000000 00000000 00000111 11000000
+		// 0x00007c00 => 00000000 00000000 01111100 00000000
+		// 0x000003ff => 00000000 00000000 00000011 11111111
+		// 0x38000000 => 00111000 00000000 00000000 00000000
+		// 0x7f800000 => 01111111 10000000 00000000 00000000
+		// 0x00008000 => 00000000 00000000 10000000 00000000
+		return
+			((((p & 0x07c0) << 17) + 0x38000000) & 0x7f800000) | // exponential
+			((p & 0x003f) << 17); // Mantissa
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint32 float2packed10(glm::uint32 f)
+	{
+		// 10 bits    =>                         EE EEEFFFFF
+		// 11 bits    =>                        EEE EEFFFFFF
+		// Half bits  =>                   SEEEEEFF FFFFFFFF
+		// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
+
+		// 0x0000001F => 00000000 00000000 00000000 00011111
+		// 0x0000003F => 00000000 00000000 00000000 00111111
+		// 0x000003E0 => 00000000 00000000 00000011 11100000
+		// 0x000007C0 => 00000000 00000000 00000111 11000000
+		// 0x00007C00 => 00000000 00000000 01111100 00000000
+		// 0x000003FF => 00000000 00000000 00000011 11111111
+		// 0x38000000 => 00111000 00000000 00000000 00000000
+		// 0x7f800000 => 01111111 10000000 00000000 00000000
+		// 0x00008000 => 00000000 00000000 10000000 00000000
+		return
+			((((f & 0x7f800000) - 0x38000000) >> 18) & 0x03E0) | // exponential
+			((f >> 18) & 0x001f); // Mantissa
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint32 packed10ToFloat(glm::uint32 p)
+	{
+		// 10 bits    =>                         EE EEEFFFFF
+		// 11 bits    =>                        EEE EEFFFFFF
+		// Half bits  =>                   SEEEEEFF FFFFFFFF
+		// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
+
+		// 0x0000001F => 00000000 00000000 00000000 00011111
+		// 0x0000003F => 00000000 00000000 00000000 00111111
+		// 0x000003E0 => 00000000 00000000 00000011 11100000
+		// 0x000007C0 => 00000000 00000000 00000111 11000000
+		// 0x00007C00 => 00000000 00000000 01111100 00000000
+		// 0x000003FF => 00000000 00000000 00000011 11111111
+		// 0x38000000 => 00111000 00000000 00000000 00000000
+		// 0x7f800000 => 01111111 10000000 00000000 00000000
+		// 0x00008000 => 00000000 00000000 10000000 00000000
+		return
+			((((p & 0x03E0) << 18) + 0x38000000) & 0x7f800000) | // exponential
+			((p & 0x001f) << 18); // Mantissa
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint half2float(glm::uint h)
+	{
+		return ((h & 0x8000) << 16) | ((( h & 0x7c00) + 0x1C000) << 13) | ((h & 0x03FF) << 13);
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint floatTo11bit(float x)
+	{
+		if(x == 0.0f)
+			return 0u;
+		else if(glm::isnan(x))
+			return ~0u;
+		else if(glm::isinf(x))
+			return 0x1Fu << 6u;
+
+		uint Pack = 0u;
+		memcpy(&Pack, &x, sizeof(Pack));
+		return float2packed11(Pack);
+	}
+
+	GLM_FUNC_QUALIFIER float packed11bitToFloat(glm::uint x)
+	{
+		if(x == 0)
+			return 0.0f;
+		else if(x == ((1 << 11) - 1))
+			return ~0;//NaN
+		else if(x == (0x1f << 6))
+			return ~0;//Inf
+
+		uint Result = packed11ToFloat(x);
+
+		float Temp = 0;
+		memcpy(&Temp, &Result, sizeof(Temp));
+		return Temp;
+	}
+
+	GLM_FUNC_QUALIFIER glm::uint floatTo10bit(float x)
+	{
+		if(x == 0.0f)
+			return 0u;
+		else if(glm::isnan(x))
+			return ~0u;
+		else if(glm::isinf(x))
+			return 0x1Fu << 5u;
+
+		uint Pack = 0;
+		memcpy(&Pack, &x, sizeof(Pack));
+		return float2packed10(Pack);
+	}
+
+	GLM_FUNC_QUALIFIER float packed10bitToFloat(glm::uint x)
+	{
+		if(x == 0)
+			return 0.0f;
+		else if(x == ((1 << 10) - 1))
+			return ~0;//NaN
+		else if(x == (0x1f << 5))
+			return ~0;//Inf
+
+		uint Result = packed10ToFloat(x);
+
+		float Temp = 0;
+		memcpy(&Temp, &Result, sizeof(Temp));
+		return Temp;
+	}
+
+//	GLM_FUNC_QUALIFIER glm::uint f11_f11_f10(float x, float y, float z)
+//	{
+//		return ((floatTo11bit(x) & ((1 << 11) - 1)) << 0) |  ((floatTo11bit(y) & ((1 << 11) - 1)) << 11) | ((floatTo10bit(z) & ((1 << 10) - 1)) << 22);
+//	}
+
+#if GLM_SILENT_WARNINGS == GLM_ENABLE
+#	if defined(__clang__)
+#		pragma clang diagnostic push
+#		pragma clang diagnostic ignored "-Wpadded"
+#	endif
+#endif
+
+	union u3u3u2
+	{
+		struct Data
+		{
+			uint x : 3;
+			uint y : 3;
+			uint z : 2;
+		} data;
+		uint8 pack;
+	};
+
+	union u4u4
+	{
+		struct Data
+		{
+			uint x : 4;
+			uint y : 4;
+		} data;
+		uint8 pack;
+	};
+
+	union u4u4u4u4
+	{
+		struct Data
+		{
+			uint x : 4;
+			uint y : 4;
+			uint z : 4;
+			uint w : 4;
+		} data;
+		uint16 pack;
+	};
+
+	union u5u6u5
+	{
+		struct Data
+		{
+			uint x : 5;
+			uint y : 6;
+			uint z : 5;
+		} data;
+		uint16 pack;
+	};
+
+	union u5u5u5u1
+	{
+		struct Data
+		{
+			uint x : 5;
+			uint y : 5;
+			uint z : 5;
+			uint w : 1;
+		} data;
+		uint16 pack;
+	};
+
+#if GLM_SILENT_WARNINGS == GLM_ENABLE
+#	if defined(__clang__)
+#		pragma clang diagnostic pop
+#	endif
+#endif
+
+	union u10u10u10u2
+	{
+		struct Data
+		{
+			uint x : 10;
+			uint y : 10;
+			uint z : 10;
+			uint w : 2;
+		} data;
+		uint32 pack;
+	};
+
+	union i10i10i10i2
+	{
+		struct Data
+		{
+			int x : 10;
+			int y : 10;
+			int z : 10;
+			int w : 2;
+		} data;
+		uint32 pack;
+	};
+
+	union u9u9u9e5
+	{
+		struct Data
+		{
+			uint x : 9;
+			uint y : 9;
+			uint z : 9;
+			uint w : 5;
+		} data;
+		uint32 pack;
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_half
+	{};
+
+	template<qualifier Q>
+	struct compute_half<1, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<1, uint16, Q> pack(vec<1, float, Q> const& v)
+		{
+			int16 const Unpack(detail::toFloat16(v.x));
+			u16vec1 Packed;
+			memcpy(value_ptr(Packed), &Unpack, sizeof(Packed));
+			return Packed;
+		}
+
+		GLM_FUNC_QUALIFIER static vec<1, float, Q> unpack(vec<1, uint16, Q> const& v)
+		{
+			i16vec1 Unpack;
+			memcpy(value_ptr(Unpack), value_ptr(v), sizeof(Unpack));
+			return vec<1, float, Q>(detail::toFloat32(v.x));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_half<2, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<2, uint16, Q> pack(vec<2, float, Q> const& v)
+		{
+			vec<2, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y));
+			u16vec2 Packed;
+			memcpy(value_ptr(Packed), value_ptr(Unpack), sizeof(Packed));
+			return Packed;
+		}
+
+		GLM_FUNC_QUALIFIER static vec<2, float, Q> unpack(vec<2, uint16, Q> const& v)
+		{
+			i16vec2 Unpack;
+			memcpy(value_ptr(Unpack), value_ptr(v), sizeof(Unpack));
+			return vec<2, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_half<3, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<3, uint16, Q> pack(vec<3, float, Q> const& v)
+		{
+			vec<3, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z));
+			u16vec3 Packed;
+			memcpy(value_ptr(Packed), value_ptr(Unpack), sizeof(Packed));
+			return Packed;
+		}
+
+		GLM_FUNC_QUALIFIER static vec<3, float, Q> unpack(vec<3, uint16, Q> const& v)
+		{
+			i16vec3 Unpack;
+			memcpy(value_ptr(Unpack), &v, sizeof(Unpack));
+			return vec<3, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z));
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_half<4, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, uint16, Q> pack(vec<4, float, Q> const& v)
+		{
+			vec<4, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z), detail::toFloat16(v.w));
+			u16vec4 Packed;
+			memcpy(value_ptr(Packed), value_ptr(Unpack), sizeof(Packed));
+			return Packed;
+		}
+
+		GLM_FUNC_QUALIFIER static vec<4, float, Q> unpack(vec<4, uint16, Q> const& v)
+		{
+			i16vec4 Unpack;
+			memcpy(value_ptr(Unpack), &v, sizeof(Unpack));
+			return vec<4, float, Q>(detail::toFloat32(Unpack.x), detail::toFloat32(Unpack.y), detail::toFloat32(Unpack.z), detail::toFloat32(Unpack.w));
+		}
+	};
+}//namespace detail
+
+	GLM_FUNC_QUALIFIER uint8 packUnorm1x8(float v)
+	{
+		return static_cast<uint8>(round(clamp(v, 0.0f, 1.0f) * 255.0f));
+	}
+
+	GLM_FUNC_QUALIFIER float unpackUnorm1x8(uint8 p)
+	{
+		float const Unpack(p);
+		return Unpack * static_cast<float>(0.0039215686274509803921568627451); // 1 / 255
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packUnorm2x8(vec2 const& v)
+	{
+		u8vec2 const Topack(round(clamp(v, 0.0f, 1.0f) * 255.0f));
+
+		uint16 Unpack = 0;
+		memcpy(&Unpack, &Topack, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER vec2 unpackUnorm2x8(uint16 p)
+	{
+		u8vec2 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return vec2(Unpack) * float(0.0039215686274509803921568627451); // 1 / 255
+	}
+
+	GLM_FUNC_QUALIFIER uint8 packSnorm1x8(float v)
+	{
+		int8 const Topack(static_cast<int8>(round(clamp(v ,-1.0f, 1.0f) * 127.0f)));
+		uint8 Packed = 0;
+		memcpy(&Packed, &Topack, sizeof(Packed));
+		return Packed;
+	}
+
+	GLM_FUNC_QUALIFIER float unpackSnorm1x8(uint8 p)
+	{
+		int8 Unpack = 0;
+		memcpy(&Unpack, &p, sizeof(Unpack));
+		return clamp(
+			static_cast<float>(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f
+			-1.0f, 1.0f);
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packSnorm2x8(vec2 const& v)
+	{
+		i8vec2 const Topack(round(clamp(v, -1.0f, 1.0f) * 127.0f));
+		uint16 Packed = 0;
+		memcpy(&Packed, value_ptr(Topack), sizeof(Packed));
+		return Packed;
+	}
+
+	GLM_FUNC_QUALIFIER vec2 unpackSnorm2x8(uint16 p)
+	{
+		i8vec2 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return clamp(
+			vec2(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f
+			-1.0f, 1.0f);
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packUnorm1x16(float s)
+	{
+		return static_cast<uint16>(round(clamp(s, 0.0f, 1.0f) * 65535.0f));
+	}
+
+	GLM_FUNC_QUALIFIER float unpackUnorm1x16(uint16 p)
+	{
+		float const Unpack(p);
+		return Unpack * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0
+	}
+
+	GLM_FUNC_QUALIFIER uint64 packUnorm4x16(vec4 const& v)
+	{
+		u16vec4 const Topack(round(clamp(v , 0.0f, 1.0f) * 65535.0f));
+		uint64 Packed = 0;
+		memcpy(&Packed, &Topack, sizeof(Packed));
+		return Packed;
+	}
+
+	GLM_FUNC_QUALIFIER vec4 unpackUnorm4x16(uint64 p)
+	{
+		u16vec4 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return vec4(Unpack) * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packSnorm1x16(float v)
+	{
+		int16 const Topack = static_cast<int16>(round(clamp(v ,-1.0f, 1.0f) * 32767.0f));
+		uint16 Packed = 0;
+		memcpy(&Packed, &Topack, sizeof(Packed));
+		return Packed;
+	}
+
+	GLM_FUNC_QUALIFIER float unpackSnorm1x16(uint16 p)
+	{
+		int16 Unpack = 0;
+		memcpy(&Unpack, &p, sizeof(Unpack));
+		return clamp(
+			static_cast<float>(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f,
+			-1.0f, 1.0f);
+	}
+
+	GLM_FUNC_QUALIFIER uint64 packSnorm4x16(vec4 const& v)
+	{
+		i16vec4 const Topack(round(clamp(v ,-1.0f, 1.0f) * 32767.0f));
+		uint64 Packed = 0;
+		memcpy(&Packed, value_ptr(Topack), sizeof(Packed));
+		return Packed;
+	}
+
+	GLM_FUNC_QUALIFIER vec4 unpackSnorm4x16(uint64 p)
+	{
+		i16vec4 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return clamp(
+			vec4(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f,
+			-1.0f, 1.0f);
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packHalf1x16(float v)
+	{
+		int16 const Topack(detail::toFloat16(v));
+		uint16 Packed = 0;
+		memcpy(&Packed, &Topack, sizeof(Packed));
+		return Packed;
+	}
+
+	GLM_FUNC_QUALIFIER float unpackHalf1x16(uint16 v)
+	{
+		int16 Unpack = 0;
+		memcpy(&Unpack, &v, sizeof(Unpack));
+		return detail::toFloat32(Unpack);
+	}
+
+	GLM_FUNC_QUALIFIER uint64 packHalf4x16(glm::vec4 const& v)
+	{
+		i16vec4 const Unpack(
+			detail::toFloat16(v.x),
+			detail::toFloat16(v.y),
+			detail::toFloat16(v.z),
+			detail::toFloat16(v.w));
+		uint64 Packed = 0;
+		memcpy(&Packed, value_ptr(Unpack), sizeof(Packed));
+		return Packed;
+	}
+
+	GLM_FUNC_QUALIFIER glm::vec4 unpackHalf4x16(uint64 v)
+	{
+		i16vec4 Unpack;
+		memcpy(value_ptr(Unpack), &v, sizeof(Unpack));
+		return vec4(
+			detail::toFloat32(Unpack.x),
+			detail::toFloat32(Unpack.y),
+			detail::toFloat32(Unpack.z),
+			detail::toFloat32(Unpack.w));
+	}
+
+	GLM_FUNC_QUALIFIER uint32 packI3x10_1x2(ivec4 const& v)
+	{
+		detail::i10i10i10i2 Result;
+		Result.data.x = v.x;
+		Result.data.y = v.y;
+		Result.data.z = v.z;
+		Result.data.w = v.w;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER ivec4 unpackI3x10_1x2(uint32 v)
+	{
+		detail::i10i10i10i2 Unpack;
+		Unpack.pack = v;
+		return ivec4(
+			Unpack.data.x,
+			Unpack.data.y,
+			Unpack.data.z,
+			Unpack.data.w);
+	}
+
+	GLM_FUNC_QUALIFIER uint32 packU3x10_1x2(uvec4 const& v)
+	{
+		detail::u10u10u10u2 Result;
+		Result.data.x = v.x;
+		Result.data.y = v.y;
+		Result.data.z = v.z;
+		Result.data.w = v.w;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER uvec4 unpackU3x10_1x2(uint32 v)
+	{
+		detail::u10u10u10u2 Unpack;
+		Unpack.pack = v;
+		return uvec4(
+			Unpack.data.x,
+			Unpack.data.y,
+			Unpack.data.z,
+			Unpack.data.w);
+	}
+
+	GLM_FUNC_QUALIFIER uint32 packSnorm3x10_1x2(vec4 const& v)
+	{
+		ivec4 const Pack(round(clamp(v,-1.0f, 1.0f) * vec4(511.f, 511.f, 511.f, 1.f)));
+
+		detail::i10i10i10i2 Result;
+		Result.data.x = Pack.x;
+		Result.data.y = Pack.y;
+		Result.data.z = Pack.z;
+		Result.data.w = Pack.w;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER vec4 unpackSnorm3x10_1x2(uint32 v)
+	{
+		detail::i10i10i10i2 Unpack;
+		Unpack.pack = v;
+
+		vec4 const Result(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w);
+
+		return clamp(Result * vec4(1.f / 511.f, 1.f / 511.f, 1.f / 511.f, 1.f), -1.0f, 1.0f);
+	}
+
+	GLM_FUNC_QUALIFIER uint32 packUnorm3x10_1x2(vec4 const& v)
+	{
+		uvec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(1023.f, 1023.f, 1023.f, 3.f)));
+
+		detail::u10u10u10u2 Result;
+		Result.data.x = Unpack.x;
+		Result.data.y = Unpack.y;
+		Result.data.z = Unpack.z;
+		Result.data.w = Unpack.w;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER vec4 unpackUnorm3x10_1x2(uint32 v)
+	{
+		vec4 const ScaleFactors(1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 3.f);
+
+		detail::u10u10u10u2 Unpack;
+		Unpack.pack = v;
+		return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactors;
+	}
+
+	GLM_FUNC_QUALIFIER uint32 packF2x11_1x10(vec3 const& v)
+	{
+		return
+			((detail::floatTo11bit(v.x) & ((1 << 11) - 1)) <<  0) |
+			((detail::floatTo11bit(v.y) & ((1 << 11) - 1)) << 11) |
+			((detail::floatTo10bit(v.z) & ((1 << 10) - 1)) << 22);
+	}
+
+	GLM_FUNC_QUALIFIER vec3 unpackF2x11_1x10(uint32 v)
+	{
+		return vec3(
+			detail::packed11bitToFloat(v >> 0),
+			detail::packed11bitToFloat(v >> 11),
+			detail::packed10bitToFloat(v >> 22));
+	}
+
+	GLM_FUNC_QUALIFIER uint32 packF3x9_E1x5(vec3 const& v)
+	{
+		float const SharedExpMax = (pow(2.0f, 9.0f - 1.0f) / pow(2.0f, 9.0f)) * pow(2.0f, 31.f - 15.f);
+		vec3 const Color = clamp(v, 0.0f, SharedExpMax);
+		float const MaxColor = max(Color.x, max(Color.y, Color.z));
+
+		float const ExpSharedP = max(-15.f - 1.f, floor(log2(MaxColor))) + 1.0f + 15.f;
+		float const MaxShared = floor(MaxColor / pow(2.0f, (ExpSharedP - 15.f - 9.f)) + 0.5f);
+		float const ExpShared = equal(MaxShared, pow(2.0f, 9.0f), epsilon<float>()) ? ExpSharedP + 1.0f : ExpSharedP;
+
+		uvec3 const ColorComp(floor(Color / pow(2.f, (ExpShared - 15.f - 9.f)) + 0.5f));
+
+		detail::u9u9u9e5 Unpack;
+		Unpack.data.x = ColorComp.x;
+		Unpack.data.y = ColorComp.y;
+		Unpack.data.z = ColorComp.z;
+		Unpack.data.w = uint(ExpShared);
+		return Unpack.pack;
+	}
+
+	GLM_FUNC_QUALIFIER vec3 unpackF3x9_E1x5(uint32 v)
+	{
+		detail::u9u9u9e5 Unpack;
+		Unpack.pack = v;
+
+		return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * pow(2.0f, static_cast<float>(Unpack.data.w) - 15.f - 9.f);
+	}
+
+	// Based on Brian Karis http://graphicrants.blogspot.fr/2009/04/rgbm-color-encoding.html
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb)
+	{
+		vec<3, T, Q> const Color(rgb * static_cast<T>(1.0 / 6.0));
+		T Alpha = clamp(max(max(Color.x, Color.y), max(Color.z, static_cast<T>(1e-6))), static_cast<T>(0), static_cast<T>(1));
+		Alpha = ceil(Alpha * static_cast<T>(255.0)) / static_cast<T>(255.0);
+		return vec<4, T, Q>(Color / Alpha, Alpha);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm)
+	{
+		return vec<3, T, Q>(rgbm.x, rgbm.y, rgbm.z) * rgbm.w * static_cast<T>(6);
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, uint16, Q> packHalf(vec<L, float, Q> const& v)
+	{
+		return detail::compute_half<L, Q>::pack(v);
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, float, Q> unpackHalf(vec<L, uint16, Q> const& v)
+	{
+		return detail::compute_half<L, Q>::unpack(v);
+	}
+
+	template<typename uintType, length_t L, typename floatType, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, uintType, Q> packUnorm(vec<L, floatType, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<uintType>::is_integer, "uintType must be an integer type");
+		GLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, "floatType must be a floating point type");
+
+		return vec<L, uintType, Q>(round(clamp(v, static_cast<floatType>(0), static_cast<floatType>(1)) * static_cast<floatType>(std::numeric_limits<uintType>::max())));
+	}
+
+	template<typename floatType, length_t L, typename uintType, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, floatType, Q> unpackUnorm(vec<L, uintType, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<uintType>::is_integer, "uintType must be an integer type");
+		GLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, "floatType must be a floating point type");
+
+		return vec<L, floatType, Q>(v) * (static_cast<floatType>(1) / static_cast<floatType>(std::numeric_limits<uintType>::max()));
+	}
+
+	template<typename intType, length_t L, typename floatType, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, intType, Q> packSnorm(vec<L, floatType, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<intType>::is_integer, "uintType must be an integer type");
+		GLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, "floatType must be a floating point type");
+
+		return vec<L, intType, Q>(round(clamp(v , static_cast<floatType>(-1), static_cast<floatType>(1)) * static_cast<floatType>(std::numeric_limits<intType>::max())));
+	}
+
+	template<typename floatType, length_t L, typename intType, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, floatType, Q> unpackSnorm(vec<L, intType, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<intType>::is_integer, "uintType must be an integer type");
+		GLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, "floatType must be a floating point type");
+
+		return clamp(vec<L, floatType, Q>(v) * (static_cast<floatType>(1) / static_cast<floatType>(std::numeric_limits<intType>::max())), static_cast<floatType>(-1), static_cast<floatType>(1));
+	}
+
+	GLM_FUNC_QUALIFIER uint8 packUnorm2x4(vec2 const& v)
+	{
+		u32vec2 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f));
+		detail::u4u4 Result;
+		Result.data.x = Unpack.x;
+		Result.data.y = Unpack.y;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER vec2 unpackUnorm2x4(uint8 v)
+	{
+		float const ScaleFactor(1.f / 15.f);
+		detail::u4u4 Unpack;
+		Unpack.pack = v;
+		return vec2(Unpack.data.x, Unpack.data.y) * ScaleFactor;
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packUnorm4x4(vec4 const& v)
+	{
+		u32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f));
+		detail::u4u4u4u4 Result;
+		Result.data.x = Unpack.x;
+		Result.data.y = Unpack.y;
+		Result.data.z = Unpack.z;
+		Result.data.w = Unpack.w;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER vec4 unpackUnorm4x4(uint16 v)
+	{
+		float const ScaleFactor(1.f / 15.f);
+		detail::u4u4u4u4 Unpack;
+		Unpack.pack = v;
+		return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor;
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packUnorm1x5_1x6_1x5(vec3 const& v)
+	{
+		u32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(31.f, 63.f, 31.f)));
+		detail::u5u6u5 Result;
+		Result.data.x = Unpack.x;
+		Result.data.y = Unpack.y;
+		Result.data.z = Unpack.z;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER vec3 unpackUnorm1x5_1x6_1x5(uint16 v)
+	{
+		vec3 const ScaleFactor(1.f / 31.f, 1.f / 63.f, 1.f / 31.f);
+		detail::u5u6u5 Unpack;
+		Unpack.pack = v;
+		return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor;
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packUnorm3x5_1x1(vec4 const& v)
+	{
+		u32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(31.f, 31.f, 31.f, 1.f)));
+		detail::u5u5u5u1 Result;
+		Result.data.x = Unpack.x;
+		Result.data.y = Unpack.y;
+		Result.data.z = Unpack.z;
+		Result.data.w = Unpack.w;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER vec4 unpackUnorm3x5_1x1(uint16 v)
+	{
+		vec4 const ScaleFactor(1.f / 31.f, 1.f / 31.f, 1.f / 31.f, 1.f);
+		detail::u5u5u5u1 Unpack;
+		Unpack.pack = v;
+		return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor;
+	}
+
+	GLM_FUNC_QUALIFIER uint8 packUnorm2x3_1x2(vec3 const& v)
+	{
+		u32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(7.f, 7.f, 3.f)));
+		detail::u3u3u2 Result;
+		Result.data.x = Unpack.x;
+		Result.data.y = Unpack.y;
+		Result.data.z = Unpack.z;
+		return Result.pack;
+	}
+
+	GLM_FUNC_QUALIFIER vec3 unpackUnorm2x3_1x2(uint8 v)
+	{
+		vec3 const ScaleFactor(1.f / 7.f, 1.f / 7.f, 1.f / 3.f);
+		detail::u3u3u2 Unpack;
+		Unpack.pack = v;
+		return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor;
+	}
+
+	GLM_FUNC_QUALIFIER int16 packInt2x8(i8vec2 const& v)
+	{
+		int16 Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER i8vec2 unpackInt2x8(int16 p)
+	{
+		i8vec2 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER uint16 packUint2x8(u8vec2 const& v)
+	{
+		uint16 Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER u8vec2 unpackUint2x8(uint16 p)
+	{
+		u8vec2 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER int32 packInt4x8(i8vec4 const& v)
+	{
+		int32 Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER i8vec4 unpackInt4x8(int32 p)
+	{
+		i8vec4 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER uint32 packUint4x8(u8vec4 const& v)
+	{
+		uint32 Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER u8vec4 unpackUint4x8(uint32 p)
+	{
+		u8vec4 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER int packInt2x16(i16vec2 const& v)
+	{
+		int Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER i16vec2 unpackInt2x16(int p)
+	{
+		i16vec2 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER int64 packInt4x16(i16vec4 const& v)
+	{
+		int64 Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER i16vec4 unpackInt4x16(int64 p)
+	{
+		i16vec4 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER uint packUint2x16(u16vec2 const& v)
+	{
+		uint Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER u16vec2 unpackUint2x16(uint p)
+	{
+		u16vec2 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER uint64 packUint4x16(u16vec4 const& v)
+	{
+		uint64 Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER u16vec4 unpackUint4x16(uint64 p)
+	{
+		u16vec4 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER int64 packInt2x32(i32vec2 const& v)
+	{
+		int64 Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER i32vec2 unpackInt2x32(int64 p)
+	{
+		i32vec2 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+
+	GLM_FUNC_QUALIFIER uint64 packUint2x32(u32vec2 const& v)
+	{
+		uint64 Pack = 0;
+		memcpy(&Pack, &v, sizeof(Pack));
+		return Pack;
+	}
+
+	GLM_FUNC_QUALIFIER u32vec2 unpackUint2x32(uint64 p)
+	{
+		u32vec2 Unpack;
+		memcpy(value_ptr(Unpack), &p, sizeof(Unpack));
+		return Unpack;
+	}
+}//namespace glm
+
diff --git a/third_party/glm/gtc/quaternion.hpp b/third_party/glm/gtc/quaternion.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..314449ebd97e1bb556c432621e2ec069182cb965
--- /dev/null
+++ b/third_party/glm/gtc/quaternion.hpp
@@ -0,0 +1,173 @@
+/// @ref gtc_quaternion
+/// @file glm/gtc/quaternion.hpp
+///
+/// @see core (dependence)
+/// @see gtc_constants (dependence)
+///
+/// @defgroup gtc_quaternion GLM_GTC_quaternion
+/// @ingroup gtc
+///
+/// Include <glm/gtc/quaternion.hpp> to use the features of this extension.
+///
+/// Defines a templated quaternion type and several quaternion operations.
+
+#pragma once
+
+// Dependency:
+#include "../gtc/constants.hpp"
+#include "../gtc/matrix_transform.hpp"
+#include "../ext/vector_relational.hpp"
+#include "../ext/quaternion_common.hpp"
+#include "../ext/quaternion_float.hpp"
+#include "../ext/quaternion_float_precision.hpp"
+#include "../ext/quaternion_double.hpp"
+#include "../ext/quaternion_double_precision.hpp"
+#include "../ext/quaternion_relational.hpp"
+#include "../ext/quaternion_geometric.hpp"
+#include "../ext/quaternion_trigonometric.hpp"
+#include "../ext/quaternion_transform.hpp"
+#include "../detail/type_mat3x3.hpp"
+#include "../detail/type_mat4x4.hpp"
+#include "../detail/type_vec3.hpp"
+#include "../detail/type_vec4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_quaternion extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_quaternion
+	/// @{
+
+	/// Returns euler angles, pitch as x, yaw as y, roll as z.
+	/// The result is expressed in radians.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see gtc_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> eulerAngles(qua<T, Q> const& x);
+
+	/// Returns roll value of euler angles expressed in radians.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see gtc_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T roll(qua<T, Q> const& x);
+
+	/// Returns pitch value of euler angles expressed in radians.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see gtc_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T pitch(qua<T, Q> const& x);
+
+	/// Returns yaw value of euler angles expressed in radians.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see gtc_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T yaw(qua<T, Q> const& x);
+
+	/// Converts a quaternion to a 3 * 3 matrix.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see gtc_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> mat3_cast(qua<T, Q> const& x);
+
+	/// Converts a quaternion to a 4 * 4 matrix.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see gtc_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> mat4_cast(qua<T, Q> const& x);
+
+	/// Converts a pure rotation 3 * 3 matrix to a quaternion.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see gtc_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> quat_cast(mat<3, 3, T, Q> const& x);
+
+	/// Converts a pure rotation 4 * 4 matrix to a quaternion.
+	///
+	/// @tparam T Floating-point scalar types.
+	///
+	/// @see gtc_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> quat_cast(mat<4, 4, T, Q> const& x);
+
+	/// Returns the component-wise comparison result of x < y.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_quaternion_relational
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> lessThan(qua<T, Q> const& x, qua<T, Q> const& y);
+
+	/// Returns the component-wise comparison of result x <= y.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_quaternion_relational
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> lessThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);
+
+	/// Returns the component-wise comparison of result x > y.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_quaternion_relational
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> greaterThan(qua<T, Q> const& x, qua<T, Q> const& y);
+
+	/// Returns the component-wise comparison of result x >= y.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_quaternion_relational
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> greaterThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);
+
+	/// Build a look at quaternion based on the default handedness.
+	///
+	/// @param direction Desired forward direction. Needs to be normalized.
+	/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> quatLookAt(
+		vec<3, T, Q> const& direction,
+		vec<3, T, Q> const& up);
+
+	/// Build a right-handed look at quaternion.
+	///
+	/// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized.
+	/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> quatLookAtRH(
+		vec<3, T, Q> const& direction,
+		vec<3, T, Q> const& up);
+
+	/// Build a left-handed look at quaternion.
+	///
+	/// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized.
+	/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> quatLookAtLH(
+		vec<3, T, Q> const& direction,
+		vec<3, T, Q> const& up);
+	/// @}
+} //namespace glm
+
+#include "quaternion.inl"
diff --git a/third_party/glm/gtc/quaternion.inl b/third_party/glm/gtc/quaternion.inl
new file mode 100644
index 0000000000000000000000000000000000000000..ea159f2988190c81c0f4bb56bfa297d8458424f8
--- /dev/null
+++ b/third_party/glm/gtc/quaternion.inl
@@ -0,0 +1,208 @@
+#include "../trigonometric.hpp"
+#include "../geometric.hpp"
+#include "../exponential.hpp"
+#include "epsilon.hpp"
+#include <limits>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> eulerAngles(qua<T, Q> const& x)
+	{
+		return vec<3, T, Q>(pitch(x), yaw(x), roll(x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T roll(qua<T, Q> const& q)
+	{
+		T const y = static_cast<T>(2) * (q.x * q.y + q.w * q.z);
+		T const x = q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z;
+
+		if(all(equal(vec<2, T, Q>(x, y), vec<2, T, Q>(0), epsilon<T>()))) //avoid atan2(0,0) - handle singularity - Matiis
+			return static_cast<T>(0);
+
+		return static_cast<T>(atan(y, x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T pitch(qua<T, Q> const& q)
+	{
+		//return T(atan(T(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z));
+		T const y = static_cast<T>(2) * (q.y * q.z + q.w * q.x);
+		T const x = q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z;
+
+		if(all(equal(vec<2, T, Q>(x, y), vec<2, T, Q>(0), epsilon<T>()))) //avoid atan2(0,0) - handle singularity - Matiis
+			return static_cast<T>(static_cast<T>(2) * atan(q.x, q.w));
+
+		return static_cast<T>(atan(y, x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T yaw(qua<T, Q> const& q)
+	{
+		return asin(clamp(static_cast<T>(-2) * (q.x * q.z - q.w * q.y), static_cast<T>(-1), static_cast<T>(1)));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat3_cast(qua<T, Q> const& q)
+	{
+		mat<3, 3, T, Q> Result(T(1));
+		T qxx(q.x * q.x);
+		T qyy(q.y * q.y);
+		T qzz(q.z * q.z);
+		T qxz(q.x * q.z);
+		T qxy(q.x * q.y);
+		T qyz(q.y * q.z);
+		T qwx(q.w * q.x);
+		T qwy(q.w * q.y);
+		T qwz(q.w * q.z);
+
+		Result[0][0] = T(1) - T(2) * (qyy +  qzz);
+		Result[0][1] = T(2) * (qxy + qwz);
+		Result[0][2] = T(2) * (qxz - qwy);
+
+		Result[1][0] = T(2) * (qxy - qwz);
+		Result[1][1] = T(1) - T(2) * (qxx +  qzz);
+		Result[1][2] = T(2) * (qyz + qwx);
+
+		Result[2][0] = T(2) * (qxz + qwy);
+		Result[2][1] = T(2) * (qyz - qwx);
+		Result[2][2] = T(1) - T(2) * (qxx +  qyy);
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat4_cast(qua<T, Q> const& q)
+	{
+		return mat<4, 4, T, Q>(mat3_cast(q));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> quat_cast(mat<3, 3, T, Q> const& m)
+	{
+		T fourXSquaredMinus1 = m[0][0] - m[1][1] - m[2][2];
+		T fourYSquaredMinus1 = m[1][1] - m[0][0] - m[2][2];
+		T fourZSquaredMinus1 = m[2][2] - m[0][0] - m[1][1];
+		T fourWSquaredMinus1 = m[0][0] + m[1][1] + m[2][2];
+
+		int biggestIndex = 0;
+		T fourBiggestSquaredMinus1 = fourWSquaredMinus1;
+		if(fourXSquaredMinus1 > fourBiggestSquaredMinus1)
+		{
+			fourBiggestSquaredMinus1 = fourXSquaredMinus1;
+			biggestIndex = 1;
+		}
+		if(fourYSquaredMinus1 > fourBiggestSquaredMinus1)
+		{
+			fourBiggestSquaredMinus1 = fourYSquaredMinus1;
+			biggestIndex = 2;
+		}
+		if(fourZSquaredMinus1 > fourBiggestSquaredMinus1)
+		{
+			fourBiggestSquaredMinus1 = fourZSquaredMinus1;
+			biggestIndex = 3;
+		}
+
+		T biggestVal = sqrt(fourBiggestSquaredMinus1 + static_cast<T>(1)) * static_cast<T>(0.5);
+		T mult = static_cast<T>(0.25) / biggestVal;
+
+		switch(biggestIndex)
+		{
+		case 0:
+			return qua<T, Q>::wxyz(biggestVal, (m[1][2] - m[2][1]) * mult, (m[2][0] - m[0][2]) * mult, (m[0][1] - m[1][0]) * mult);
+		case 1:
+			return qua<T, Q>::wxyz((m[1][2] - m[2][1]) * mult, biggestVal, (m[0][1] + m[1][0]) * mult, (m[2][0] + m[0][2]) * mult);
+		case 2:
+			return qua<T, Q>::wxyz((m[2][0] - m[0][2]) * mult, (m[0][1] + m[1][0]) * mult, biggestVal, (m[1][2] + m[2][1]) * mult);
+		case 3:
+			return qua<T, Q>::wxyz((m[0][1] - m[1][0]) * mult, (m[2][0] + m[0][2]) * mult, (m[1][2] + m[2][1]) * mult, biggestVal);
+		default: // Silence a -Wswitch-default warning in GCC. Should never actually get here. Assert is just for sanity.
+			assert(false);
+			return qua<T, Q>::wxyz(1, 0, 0, 0);
+		}
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> quat_cast(mat<4, 4, T, Q> const& m4)
+	{
+		return quat_cast(mat<3, 3, T, Q>(m4));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> lessThan(qua<T, Q> const& x, qua<T, Q> const& y)
+	{
+		vec<4, bool, Q> Result(false, false, false, false);
+		for(length_t i = 0; i < x.length(); ++i)
+			Result[i] = x[i] < y[i];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> lessThanEqual(qua<T, Q> const& x, qua<T, Q> const& y)
+	{
+		vec<4, bool, Q> Result(false, false, false, false);
+		for(length_t i = 0; i < x.length(); ++i)
+			Result[i] = x[i] <= y[i];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> greaterThan(qua<T, Q> const& x, qua<T, Q> const& y)
+	{
+		vec<4, bool, Q> Result(false, false, false, false);
+		for(length_t i = 0; i < x.length(); ++i)
+			Result[i] = x[i] > y[i];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> greaterThanEqual(qua<T, Q> const& x, qua<T, Q> const& y)
+	{
+		vec<4, bool, Q> Result(false, false, false, false);
+		for(length_t i = 0; i < x.length(); ++i)
+			Result[i] = x[i] >= y[i];
+		return Result;
+	}
+
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> quatLookAt(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)
+	{
+#		if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
+			return quatLookAtLH(direction, up);
+#		else
+			return quatLookAtRH(direction, up);
+# 		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> quatLookAtRH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)
+	{
+		mat<3, 3, T, Q> Result;
+
+		Result[2] = -direction;
+		vec<3, T, Q> const& Right = cross(up, Result[2]);
+		Result[0] = Right * inversesqrt(max(static_cast<T>(0.00001), dot(Right, Right)));
+		Result[1] = cross(Result[2], Result[0]);
+
+		return quat_cast(Result);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> quatLookAtLH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)
+	{
+		mat<3, 3, T, Q> Result;
+
+		Result[2] = direction;
+		vec<3, T, Q> const& Right = cross(up, Result[2]);
+		Result[0] = Right * inversesqrt(max(static_cast<T>(0.00001), dot(Right, Right)));
+		Result[1] = cross(Result[2], Result[0]);
+
+		return quat_cast(Result);
+	}
+}//namespace glm
+
+#if GLM_CONFIG_SIMD == GLM_ENABLE
+#	include "quaternion_simd.inl"
+#endif
+
diff --git a/third_party/glm/gtc/quaternion_simd.inl b/third_party/glm/gtc/quaternion_simd.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/third_party/glm/gtc/random.hpp b/third_party/glm/gtc/random.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c6485bf1da38a65aecc61fd4bf6386f32536716e
--- /dev/null
+++ b/third_party/glm/gtc/random.hpp
@@ -0,0 +1,82 @@
+/// @ref gtc_random
+/// @file glm/gtc/random.hpp
+///
+/// @see core (dependence)
+/// @see gtx_random (extended)
+///
+/// @defgroup gtc_random GLM_GTC_random
+/// @ingroup gtc
+///
+/// Include <glm/gtc/random.hpp> to use the features of this extension.
+///
+/// Generate random number from various distribution methods.
+
+#pragma once
+
+// Dependency:
+#include "../ext/scalar_int_sized.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+#include "../detail/qualifier.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_random extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_random
+	/// @{
+
+	/// Generate random numbers in the interval [Min, Max], according a linear distribution
+	///
+	/// @param Min Minimum value included in the sampling
+	/// @param Max Maximum value included in the sampling
+	/// @tparam genType Value type. Currently supported: float or double scalars.
+	/// @see gtc_random
+	template<typename genType>
+	GLM_FUNC_DECL genType linearRand(genType Min, genType Max);
+
+	/// Generate random numbers in the interval [Min, Max], according a linear distribution
+	///
+	/// @param Min Minimum value included in the sampling
+	/// @param Max Maximum value included in the sampling
+	/// @tparam T Value type. Currently supported: float or double.
+	///
+	/// @see gtc_random
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> linearRand(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);
+
+	/// Generate random numbers in the interval [Min, Max], according a gaussian distribution
+	///
+	/// @see gtc_random
+	template<typename genType>
+	GLM_FUNC_DECL genType gaussRand(genType Mean, genType Deviation);
+
+	/// Generate a random 2D vector which coordinates are regularly distributed on a circle of a given radius
+	///
+	/// @see gtc_random
+	template<typename T>
+	GLM_FUNC_DECL vec<2, T, defaultp> circularRand(T Radius);
+
+	/// Generate a random 3D vector which coordinates are regularly distributed on a sphere of a given radius
+	///
+	/// @see gtc_random
+	template<typename T>
+	GLM_FUNC_DECL vec<3, T, defaultp> sphericalRand(T Radius);
+
+	/// Generate a random 2D vector which coordinates are regularly distributed within the area of a disk of a given radius
+	///
+	/// @see gtc_random
+	template<typename T>
+	GLM_FUNC_DECL vec<2, T, defaultp> diskRand(T Radius);
+
+	/// Generate a random 3D vector which coordinates are regularly distributed within the volume of a ball of a given radius
+	///
+	/// @see gtc_random
+	template<typename T>
+	GLM_FUNC_DECL vec<3, T, defaultp> ballRand(T Radius);
+
+	/// @}
+}//namespace glm
+
+#include "random.inl"
diff --git a/third_party/glm/gtc/random.inl b/third_party/glm/gtc/random.inl
new file mode 100644
index 0000000000000000000000000000000000000000..57243681357d5379d992e05bfef6df44c3a1e713
--- /dev/null
+++ b/third_party/glm/gtc/random.inl
@@ -0,0 +1,303 @@
+#include "../geometric.hpp"
+#include "../exponential.hpp"
+#include "../trigonometric.hpp"
+#include "../detail/type_vec1.hpp"
+#include <cstdlib>
+#include <ctime>
+#include <cassert>
+#include <cmath>
+
+namespace glm{
+namespace detail
+{
+	template <length_t L, typename T, qualifier Q>
+	struct compute_rand
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call();
+	};
+
+	template <qualifier P>
+	struct compute_rand<1, uint8, P>
+	{
+		GLM_FUNC_QUALIFIER static vec<1, uint8, P> call()
+		{
+			return vec<1, uint8, P>(
+				static_cast<uint8>(std::rand() % std::numeric_limits<uint8>::max()));
+		}
+	};
+
+	template <qualifier P>
+	struct compute_rand<2, uint8, P>
+	{
+		GLM_FUNC_QUALIFIER static vec<2, uint8, P> call()
+		{
+			return vec<2, uint8, P>(
+				std::rand() % std::numeric_limits<uint8>::max(),
+				std::rand() % std::numeric_limits<uint8>::max());
+		}
+	};
+
+	template <qualifier P>
+	struct compute_rand<3, uint8, P>
+	{
+		GLM_FUNC_QUALIFIER static vec<3, uint8, P> call()
+		{
+			return vec<3, uint8, P>(
+				std::rand() % std::numeric_limits<uint8>::max(),
+				std::rand() % std::numeric_limits<uint8>::max(),
+				std::rand() % std::numeric_limits<uint8>::max());
+		}
+	};
+
+	template <qualifier P>
+	struct compute_rand<4, uint8, P>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, uint8, P> call()
+		{
+			return vec<4, uint8, P>(
+				std::rand() % std::numeric_limits<uint8>::max(),
+				std::rand() % std::numeric_limits<uint8>::max(),
+				std::rand() % std::numeric_limits<uint8>::max(),
+				std::rand() % std::numeric_limits<uint8>::max());
+		}
+	};
+
+	template <length_t L, qualifier Q>
+	struct compute_rand<L, uint16, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, uint16, Q> call()
+		{
+			return
+				(vec<L, uint16, Q>(compute_rand<L, uint8, Q>::call()) << static_cast<uint16>(8)) |
+				(vec<L, uint16, Q>(compute_rand<L, uint8, Q>::call()));
+		}
+	};
+
+	template <length_t L, qualifier Q>
+	struct compute_rand<L, uint32, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, uint32, Q> call()
+		{
+			return
+				(vec<L, uint32, Q>(compute_rand<L, uint16, Q>::call()) << static_cast<uint32>(16)) |
+				(vec<L, uint32, Q>(compute_rand<L, uint16, Q>::call()));
+		}
+	};
+
+	template <length_t L, qualifier Q>
+	struct compute_rand<L, uint64, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, uint64, Q> call()
+		{
+			return
+				(vec<L, uint64, Q>(compute_rand<L, uint32, Q>::call()) << static_cast<uint64>(32)) |
+				(vec<L, uint64, Q>(compute_rand<L, uint32, Q>::call()));
+		}
+	};
+
+	template <length_t L, typename T, qualifier Q>
+	struct compute_linearRand
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, int8, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int8, Q> call(vec<L, int8, Q> const& Min, vec<L, int8, Q> const& Max)
+		{
+			return (vec<L, int8, Q>(compute_rand<L, uint8, Q>::call() % vec<L, uint8, Q>(Max + static_cast<int8>(1) - Min))) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, uint8, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, uint8, Q> call(vec<L, uint8, Q> const& Min, vec<L, uint8, Q> const& Max)
+		{
+			return (compute_rand<L, uint8, Q>::call() % (Max + static_cast<uint8>(1) - Min)) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, int16, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int16, Q> call(vec<L, int16, Q> const& Min, vec<L, int16, Q> const& Max)
+		{
+			return (vec<L, int16, Q>(compute_rand<L, uint16, Q>::call() % vec<L, uint16, Q>(Max + static_cast<int16>(1) - Min))) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, uint16, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, uint16, Q> call(vec<L, uint16, Q> const& Min, vec<L, uint16, Q> const& Max)
+		{
+			return (compute_rand<L, uint16, Q>::call() % (Max + static_cast<uint16>(1) - Min)) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, int32, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int32, Q> call(vec<L, int32, Q> const& Min, vec<L, int32, Q> const& Max)
+		{
+			return (vec<L, int32, Q>(compute_rand<L, uint32, Q>::call() % vec<L, uint32, Q>(Max + static_cast<int32>(1) - Min))) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, uint32, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, uint32, Q> call(vec<L, uint32, Q> const& Min, vec<L, uint32, Q> const& Max)
+		{
+			return (compute_rand<L, uint32, Q>::call() % (Max + static_cast<uint32>(1) - Min)) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, int64, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, int64, Q> call(vec<L, int64, Q> const& Min, vec<L, int64, Q> const& Max)
+		{
+			return (vec<L, int64, Q>(compute_rand<L, uint64, Q>::call() % vec<L, uint64, Q>(Max + static_cast<int64>(1) - Min))) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, uint64, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, uint64, Q> call(vec<L, uint64, Q> const& Min, vec<L, uint64, Q> const& Max)
+		{
+			return (compute_rand<L, uint64, Q>::call() % (Max + static_cast<uint64>(1) - Min)) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, float, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& Min, vec<L, float, Q> const& Max)
+		{
+			return vec<L, float, Q>(compute_rand<L, uint32, Q>::call()) / static_cast<float>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, double, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, double, Q> call(vec<L, double, Q> const& Min, vec<L, double, Q> const& Max)
+		{
+			return vec<L, double, Q>(compute_rand<L, uint64, Q>::call()) / static_cast<double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;
+		}
+	};
+
+	template<length_t L, qualifier Q>
+	struct compute_linearRand<L, long double, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, long double, Q> call(vec<L, long double, Q> const& Min, vec<L, long double, Q> const& Max)
+		{
+			return vec<L, long double, Q>(compute_rand<L, uint64, Q>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;
+		}
+	};
+}//namespace detail
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType linearRand(genType Min, genType Max)
+	{
+		return detail::compute_linearRand<1, genType, highp>::call(
+			vec<1, genType, highp>(Min),
+			vec<1, genType, highp>(Max)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> linearRand(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)
+	{
+		return detail::compute_linearRand<L, T, Q>::call(Min, Max);
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType gaussRand(genType Mean, genType Deviation)
+	{
+		genType w, x1, x2;
+
+		do
+		{
+			x1 = linearRand(genType(-1), genType(1));
+			x2 = linearRand(genType(-1), genType(1));
+
+			w = x1 * x1 + x2 * x2;
+		} while(w > genType(1));
+
+		return static_cast<genType>(x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> gaussRand(vec<L, T, Q> const& Mean, vec<L, T, Q> const& Deviation)
+	{
+		return detail::functor2<vec, L, T, Q>::call(gaussRand, Mean, Deviation);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER vec<2, T, defaultp> diskRand(T Radius)
+	{
+		assert(Radius > static_cast<T>(0));
+
+		vec<2, T, defaultp> Result(T(0));
+		T LenRadius(T(0));
+
+		do
+		{
+			Result = linearRand(
+				vec<2, T, defaultp>(-Radius),
+				vec<2, T, defaultp>(Radius));
+			LenRadius = length(Result);
+		}
+		while(LenRadius > Radius);
+
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER vec<3, T, defaultp> ballRand(T Radius)
+	{
+		assert(Radius > static_cast<T>(0));
+
+		vec<3, T, defaultp> Result(T(0));
+		T LenRadius(T(0));
+
+		do
+		{
+			Result = linearRand(
+				vec<3, T, defaultp>(-Radius),
+				vec<3, T, defaultp>(Radius));
+			LenRadius = length(Result);
+		}
+		while(LenRadius > Radius);
+
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER vec<2, T, defaultp> circularRand(T Radius)
+	{
+		assert(Radius > static_cast<T>(0));
+
+		T a = linearRand(T(0), static_cast<T>(6.283185307179586476925286766559));
+		return vec<2, T, defaultp>(glm::cos(a), glm::sin(a)) * Radius;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER vec<3, T, defaultp> sphericalRand(T Radius)
+	{
+		assert(Radius > static_cast<T>(0));
+
+		T theta = linearRand(T(0), T(6.283185307179586476925286766559f));
+		T phi = std::acos(linearRand(T(-1.0f), T(1.0f)));
+
+		T x = std::sin(phi) * std::cos(theta);
+		T y = std::sin(phi) * std::sin(theta);
+		T z = std::cos(phi);
+
+		return vec<3, T, defaultp>(x, y, z) * Radius;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtc/reciprocal.hpp b/third_party/glm/gtc/reciprocal.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4d0fc91ca657b58e5015c079c3a14fe7d1260346
--- /dev/null
+++ b/third_party/glm/gtc/reciprocal.hpp
@@ -0,0 +1,24 @@
+/// @ref gtc_reciprocal
+/// @file glm/gtc/reciprocal.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_reciprocal GLM_GTC_reciprocal
+/// @ingroup gtc
+///
+/// Include <glm/gtc/reciprocal.hpp> to use the features of this extension.
+///
+/// Define secant, cosecant and cotangent functions.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_reciprocal extension included")
+#endif
+
+#include "../ext/scalar_reciprocal.hpp"
+#include "../ext/vector_reciprocal.hpp"
+
diff --git a/third_party/glm/gtc/round.hpp b/third_party/glm/gtc/round.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..56edbbca30b502abad5b82a70822453a475e4be2
--- /dev/null
+++ b/third_party/glm/gtc/round.hpp
@@ -0,0 +1,160 @@
+/// @ref gtc_round
+/// @file glm/gtc/round.hpp
+///
+/// @see core (dependence)
+/// @see gtc_round (dependence)
+///
+/// @defgroup gtc_round GLM_GTC_round
+/// @ingroup gtc
+///
+/// Include <glm/gtc/round.hpp> to use the features of this extension.
+///
+/// Rounding value to specific boundings
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../detail/_vectorize.hpp"
+#include "../vector_relational.hpp"
+#include "../common.hpp"
+#include <limits>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_round extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_round
+	/// @{
+
+	/// Return the power of two number which value is just higher the input value,
+	/// round up to a power of two.
+	///
+	/// @see gtc_round
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType ceilPowerOfTwo(genIUType v);
+
+	/// Return the power of two number which value is just higher the input value,
+	/// round up to a power of two.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_round
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> ceilPowerOfTwo(vec<L, T, Q> const& v);
+
+	/// Return the power of two number which value is just lower the input value,
+	/// round down to a power of two.
+	///
+	/// @see gtc_round
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType floorPowerOfTwo(genIUType v);
+
+	/// Return the power of two number which value is just lower the input value,
+	/// round down to a power of two.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_round
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> floorPowerOfTwo(vec<L, T, Q> const& v);
+
+	/// Return the power of two number which value is the closet to the input value.
+	///
+	/// @see gtc_round
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType roundPowerOfTwo(genIUType v);
+
+	/// Return the power of two number which value is the closet to the input value.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_round
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> roundPowerOfTwo(vec<L, T, Q> const& v);
+
+	/// Higher multiple number of Source.
+	///
+	/// @tparam genType Floating-point or integer scalar or vector types.
+	///
+	/// @param v Source value to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see gtc_round
+	template<typename genType>
+	GLM_FUNC_DECL genType ceilMultiple(genType v, genType Multiple);
+
+	/// Higher multiple number of Source.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @param v Source values to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see gtc_round
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> ceilMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);
+
+	/// Lower multiple number of Source.
+	///
+	/// @tparam genType Floating-point or integer scalar or vector types.
+	///
+	/// @param v Source value to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see gtc_round
+	template<typename genType>
+	GLM_FUNC_DECL genType floorMultiple(genType v, genType Multiple);
+
+	/// Lower multiple number of Source.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @param v Source values to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see gtc_round
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> floorMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);
+
+	/// Lower multiple number of Source.
+	///
+	/// @tparam genType Floating-point or integer scalar or vector types.
+	///
+	/// @param v Source value to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see gtc_round
+	template<typename genType>
+	GLM_FUNC_DECL genType roundMultiple(genType v, genType Multiple);
+
+	/// Lower multiple number of Source.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @param v Source values to which is applied the function
+	/// @param Multiple Must be a null or positive value
+	///
+	/// @see gtc_round
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> roundMultiple(vec<L, T, Q> const& v, vec<L, T, Q> const& Multiple);
+
+	/// @}
+} //namespace glm
+
+#include "round.inl"
diff --git a/third_party/glm/gtc/round.inl b/third_party/glm/gtc/round.inl
new file mode 100644
index 0000000000000000000000000000000000000000..48411e41dc3442ec38a0dc88d9aa97d7dad20986
--- /dev/null
+++ b/third_party/glm/gtc/round.inl
@@ -0,0 +1,155 @@
+/// @ref gtc_round
+
+#include "../integer.hpp"
+#include "../ext/vector_integer.hpp"
+
+namespace glm{
+namespace detail
+{
+	template<bool is_float, bool is_signed>
+	struct compute_roundMultiple {};
+
+	template<>
+	struct compute_roundMultiple<true, true>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			if (Source >= genType(0))
+				return Source - std::fmod(Source, Multiple);
+			else
+			{
+				genType Tmp = Source + genType(1);
+				return Tmp - std::fmod(Tmp, Multiple) - Multiple;
+			}
+		}
+	};
+
+	template<>
+	struct compute_roundMultiple<false, false>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			if (Source >= genType(0))
+				return Source - Source % Multiple;
+			else
+			{
+				genType Tmp = Source + genType(1);
+				return Tmp - Tmp % Multiple - Multiple;
+			}
+		}
+	};
+
+	template<>
+	struct compute_roundMultiple<false, true>
+	{
+		template<typename genType>
+		GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple)
+		{
+			if (Source >= genType(0))
+				return Source - Source % Multiple;
+			else
+			{
+				genType Tmp = Source + genType(1);
+				return Tmp - Tmp % Multiple - Multiple;
+			}
+		}
+	};
+}//namespace detail
+
+	//////////////////
+	// ceilPowerOfTwo
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType ceilPowerOfTwo(genType value)
+	{
+		return detail::compute_ceilPowerOfTwo<1, genType, defaultp, std::numeric_limits<genType>::is_signed>::call(vec<1, genType, defaultp>(value)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> ceilPowerOfTwo(vec<L, T, Q> const& v)
+	{
+		return detail::compute_ceilPowerOfTwo<L, T, Q, std::numeric_limits<T>::is_signed>::call(v);
+	}
+
+	///////////////////
+	// floorPowerOfTwo
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType floorPowerOfTwo(genType value)
+	{
+		return isPowerOfTwo(value) ? value : static_cast<genType>(1) << findMSB(value);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> floorPowerOfTwo(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(floorPowerOfTwo, v);
+	}
+
+	///////////////////
+	// roundPowerOfTwo
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType roundPowerOfTwo(genIUType value)
+	{
+		if(isPowerOfTwo(value))
+			return value;
+
+		genIUType const prev = static_cast<genIUType>(1) << findMSB(value);
+		genIUType const next = prev << static_cast<genIUType>(1);
+		return (next - value) < (value - prev) ? next : prev;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> roundPowerOfTwo(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(roundPowerOfTwo, v);
+	}
+
+	//////////////////////
+	// ceilMultiple
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType ceilMultiple(genType Source, genType Multiple)
+	{
+		return detail::compute_ceilMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> ceilMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)
+	{
+		return detail::functor2<vec, L, T, Q>::call(ceilMultiple, Source, Multiple);
+	}
+
+	//////////////////////
+	// floorMultiple
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType floorMultiple(genType Source, genType Multiple)
+	{
+		return detail::compute_floorMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> floorMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)
+	{
+		return detail::functor2<vec, L, T, Q>::call(floorMultiple, Source, Multiple);
+	}
+
+	//////////////////////
+	// roundMultiple
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType roundMultiple(genType Source, genType Multiple)
+	{
+		return detail::compute_roundMultiple<std::numeric_limits<genType>::is_iec559, std::numeric_limits<genType>::is_signed>::call(Source, Multiple);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> roundMultiple(vec<L, T, Q> const& Source, vec<L, T, Q> const& Multiple)
+	{
+		return detail::functor2<vec, L, T, Q>::call(roundMultiple, Source, Multiple);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtc/type_aligned.hpp b/third_party/glm/gtc/type_aligned.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5403abf675256b1dcb53bcd7eb553336daed29f6
--- /dev/null
+++ b/third_party/glm/gtc/type_aligned.hpp
@@ -0,0 +1,1315 @@
+/// @ref gtc_type_aligned
+/// @file glm/gtc/type_aligned.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_type_aligned GLM_GTC_type_aligned
+/// @ingroup gtc
+///
+/// Include <glm/gtc/type_aligned.hpp> to use the features of this extension.
+///
+/// Aligned types allowing SIMD optimizations of vectors and matrices types
+
+#pragma once
+
+#if (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE)
+#	error "GLM: Aligned gentypes require to enable C++ language extensions. Define GLM_FORCE_ALIGNED_GENTYPES before including GLM headers to use aligned types."
+#endif
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+# pragma message("GLM: GLM_GTC_type_aligned extension included")
+#endif
+
+#include "../mat4x4.hpp"
+#include "../mat4x3.hpp"
+#include "../mat4x2.hpp"
+#include "../mat3x4.hpp"
+#include "../mat3x3.hpp"
+#include "../mat3x2.hpp"
+#include "../mat2x4.hpp"
+#include "../mat2x3.hpp"
+#include "../mat2x2.hpp"
+#include "../gtc/vec1.hpp"
+#include "../vec2.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+
+namespace glm
+{
+	/// @addtogroup gtc_type_aligned
+	/// @{
+
+	// -- *vec1 --
+
+	/// 1 component vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<1, float, aligned_highp>	aligned_highp_vec1;
+
+	/// 1 component vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<1, float, aligned_mediump>	aligned_mediump_vec1;
+
+	/// 1 component vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<1, float, aligned_lowp>		aligned_lowp_vec1;
+
+	/// 1 component vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<1, double, aligned_highp>	aligned_highp_dvec1;
+
+	/// 1 component vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<1, double, aligned_mediump>	aligned_mediump_dvec1;
+
+	/// 1 component vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<1, double, aligned_lowp>	aligned_lowp_dvec1;
+
+	/// 1 component vector aligned in memory of signed integer numbers.
+	typedef vec<1, int, aligned_highp>		aligned_highp_ivec1;
+
+	/// 1 component vector aligned in memory of signed integer numbers.
+	typedef vec<1, int, aligned_mediump>	aligned_mediump_ivec1;
+
+	/// 1 component vector aligned in memory of signed integer numbers.
+	typedef vec<1, int, aligned_lowp>		aligned_lowp_ivec1;
+
+	/// 1 component vector aligned in memory of unsigned integer numbers.
+	typedef vec<1, uint, aligned_highp>		aligned_highp_uvec1;
+
+	/// 1 component vector aligned in memory of unsigned integer numbers.
+	typedef vec<1, uint, aligned_mediump>	aligned_mediump_uvec1;
+
+	/// 1 component vector aligned in memory of unsigned integer numbers.
+	typedef vec<1, uint, aligned_lowp>		aligned_lowp_uvec1;
+
+	/// 1 component vector aligned in memory of bool values.
+	typedef vec<1, bool, aligned_highp>		aligned_highp_bvec1;
+
+	/// 1 component vector aligned in memory of bool values.
+	typedef vec<1, bool, aligned_mediump>	aligned_mediump_bvec1;
+
+	/// 1 component vector aligned in memory of bool values.
+	typedef vec<1, bool, aligned_lowp>		aligned_lowp_bvec1;
+
+	/// 1 component vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<1, float, packed_highp>		packed_highp_vec1;
+
+	/// 1 component vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<1, float, packed_mediump>	packed_mediump_vec1;
+
+	/// 1 component vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<1, float, packed_lowp>		packed_lowp_vec1;
+
+	/// 1 component vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<1, double, packed_highp>	packed_highp_dvec1;
+
+	/// 1 component vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<1, double, packed_mediump>	packed_mediump_dvec1;
+
+	/// 1 component vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<1, double, packed_lowp>		packed_lowp_dvec1;
+
+	/// 1 component vector tightly packed in memory of signed integer numbers.
+	typedef vec<1, int, packed_highp>		packed_highp_ivec1;
+
+	/// 1 component vector tightly packed in memory of signed integer numbers.
+	typedef vec<1, int, packed_mediump>		packed_mediump_ivec1;
+
+	/// 1 component vector tightly packed in memory of signed integer numbers.
+	typedef vec<1, int, packed_lowp>		packed_lowp_ivec1;
+
+	/// 1 component vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<1, uint, packed_highp>		packed_highp_uvec1;
+
+	/// 1 component vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<1, uint, packed_mediump>	packed_mediump_uvec1;
+
+	/// 1 component vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<1, uint, packed_lowp>		packed_lowp_uvec1;
+
+	/// 1 component vector tightly packed in memory of bool values.
+	typedef vec<1, bool, packed_highp>		packed_highp_bvec1;
+
+	/// 1 component vector tightly packed in memory of bool values.
+	typedef vec<1, bool, packed_mediump>	packed_mediump_bvec1;
+
+	/// 1 component vector tightly packed in memory of bool values.
+	typedef vec<1, bool, packed_lowp>		packed_lowp_bvec1;
+
+	// -- *vec2 --
+
+	/// 2 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<2, float, aligned_highp>	aligned_highp_vec2;
+
+	/// 2 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<2, float, aligned_mediump>	aligned_mediump_vec2;
+
+	/// 2 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<2, float, aligned_lowp>		aligned_lowp_vec2;
+
+	/// 2 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<2, double, aligned_highp>	aligned_highp_dvec2;
+
+	/// 2 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<2, double, aligned_mediump>	aligned_mediump_dvec2;
+
+	/// 2 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<2, double, aligned_lowp>	aligned_lowp_dvec2;
+
+	/// 2 components vector aligned in memory of signed integer numbers.
+	typedef vec<2, int, aligned_highp>		aligned_highp_ivec2;
+
+	/// 2 components vector aligned in memory of signed integer numbers.
+	typedef vec<2, int, aligned_mediump>	aligned_mediump_ivec2;
+
+	/// 2 components vector aligned in memory of signed integer numbers.
+	typedef vec<2, int, aligned_lowp>		aligned_lowp_ivec2;
+
+	/// 2 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<2, uint, aligned_highp>		aligned_highp_uvec2;
+
+	/// 2 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<2, uint, aligned_mediump>	aligned_mediump_uvec2;
+
+	/// 2 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<2, uint, aligned_lowp>		aligned_lowp_uvec2;
+
+	/// 2 components vector aligned in memory of bool values.
+	typedef vec<2, bool, aligned_highp>		aligned_highp_bvec2;
+
+	/// 2 components vector aligned in memory of bool values.
+	typedef vec<2, bool, aligned_mediump>	aligned_mediump_bvec2;
+
+	/// 2 components vector aligned in memory of bool values.
+	typedef vec<2, bool, aligned_lowp>		aligned_lowp_bvec2;
+
+	/// 2 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<2, float, packed_highp>		packed_highp_vec2;
+
+	/// 2 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<2, float, packed_mediump>	packed_mediump_vec2;
+
+	/// 2 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<2, float, packed_lowp>		packed_lowp_vec2;
+
+	/// 2 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<2, double, packed_highp>	packed_highp_dvec2;
+
+	/// 2 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<2, double, packed_mediump>	packed_mediump_dvec2;
+
+	/// 2 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<2, double, packed_lowp>		packed_lowp_dvec2;
+
+	/// 2 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<2, int, packed_highp>		packed_highp_ivec2;
+
+	/// 2 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<2, int, packed_mediump>		packed_mediump_ivec2;
+
+	/// 2 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<2, int, packed_lowp>		packed_lowp_ivec2;
+
+	/// 2 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<2, uint, packed_highp>		packed_highp_uvec2;
+
+	/// 2 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<2, uint, packed_mediump>	packed_mediump_uvec2;
+
+	/// 2 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<2, uint, packed_lowp>		packed_lowp_uvec2;
+
+	/// 2 components vector tightly packed in memory of bool values.
+	typedef vec<2, bool, packed_highp>		packed_highp_bvec2;
+
+	/// 2 components vector tightly packed in memory of bool values.
+	typedef vec<2, bool, packed_mediump>	packed_mediump_bvec2;
+
+	/// 2 components vector tightly packed in memory of bool values.
+	typedef vec<2, bool, packed_lowp>		packed_lowp_bvec2;
+
+	// -- *vec3 --
+
+	/// 3 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<3, float, aligned_highp>	aligned_highp_vec3;
+
+	/// 3 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<3, float, aligned_mediump>	aligned_mediump_vec3;
+
+	/// 3 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<3, float, aligned_lowp>		aligned_lowp_vec3;
+
+	/// 3 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<3, double, aligned_highp>	aligned_highp_dvec3;
+
+	/// 3 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<3, double, aligned_mediump>	aligned_mediump_dvec3;
+
+	/// 3 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<3, double, aligned_lowp>	aligned_lowp_dvec3;
+
+	/// 3 components vector aligned in memory of signed integer numbers.
+	typedef vec<3, int, aligned_highp>		aligned_highp_ivec3;
+
+	/// 3 components vector aligned in memory of signed integer numbers.
+	typedef vec<3, int, aligned_mediump>	aligned_mediump_ivec3;
+
+	/// 3 components vector aligned in memory of signed integer numbers.
+	typedef vec<3, int, aligned_lowp>		aligned_lowp_ivec3;
+
+	/// 3 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<3, uint, aligned_highp>		aligned_highp_uvec3;
+
+	/// 3 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<3, uint, aligned_mediump>	aligned_mediump_uvec3;
+
+	/// 3 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<3, uint, aligned_lowp>		aligned_lowp_uvec3;
+
+	/// 3 components vector aligned in memory of bool values.
+	typedef vec<3, bool, aligned_highp>		aligned_highp_bvec3;
+
+	/// 3 components vector aligned in memory of bool values.
+	typedef vec<3, bool, aligned_mediump>	aligned_mediump_bvec3;
+
+	/// 3 components vector aligned in memory of bool values.
+	typedef vec<3, bool, aligned_lowp>		aligned_lowp_bvec3;
+
+	/// 3 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<3, float, packed_highp>		packed_highp_vec3;
+
+	/// 3 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<3, float, packed_mediump>	packed_mediump_vec3;
+
+	/// 3 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<3, float, packed_lowp>		packed_lowp_vec3;
+
+	/// 3 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<3, double, packed_highp>	packed_highp_dvec3;
+
+	/// 3 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<3, double, packed_mediump>	packed_mediump_dvec3;
+
+	/// 3 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<3, double, packed_lowp>		packed_lowp_dvec3;
+
+	/// 3 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<3, int, packed_highp>		packed_highp_ivec3;
+
+	/// 3 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<3, int, packed_mediump>		packed_mediump_ivec3;
+
+	/// 3 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<3, int, packed_lowp>		packed_lowp_ivec3;
+
+	/// 3 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<3, uint, packed_highp>		packed_highp_uvec3;
+
+	/// 3 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<3, uint, packed_mediump>	packed_mediump_uvec3;
+
+	/// 3 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<3, uint, packed_lowp>		packed_lowp_uvec3;
+
+	/// 3 components vector tightly packed in memory of bool values.
+	typedef vec<3, bool, packed_highp>		packed_highp_bvec3;
+
+	/// 3 components vector tightly packed in memory of bool values.
+	typedef vec<3, bool, packed_mediump>	packed_mediump_bvec3;
+
+	/// 3 components vector tightly packed in memory of bool values.
+	typedef vec<3, bool, packed_lowp>		packed_lowp_bvec3;
+
+	// -- *vec4 --
+
+	/// 4 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<4, float, aligned_highp>	aligned_highp_vec4;
+
+	/// 4 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<4, float, aligned_mediump>	aligned_mediump_vec4;
+
+	/// 4 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<4, float, aligned_lowp>		aligned_lowp_vec4;
+
+	/// 4 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<4, double, aligned_highp>	aligned_highp_dvec4;
+
+	/// 4 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<4, double, aligned_mediump>	aligned_mediump_dvec4;
+
+	/// 4 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<4, double, aligned_lowp>	aligned_lowp_dvec4;
+
+	/// 4 components vector aligned in memory of signed integer numbers.
+	typedef vec<4, int, aligned_highp>		aligned_highp_ivec4;
+
+	/// 4 components vector aligned in memory of signed integer numbers.
+	typedef vec<4, int, aligned_mediump>	aligned_mediump_ivec4;
+
+	/// 4 components vector aligned in memory of signed integer numbers.
+	typedef vec<4, int, aligned_lowp>		aligned_lowp_ivec4;
+
+	/// 4 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<4, uint, aligned_highp>		aligned_highp_uvec4;
+
+	/// 4 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<4, uint, aligned_mediump>	aligned_mediump_uvec4;
+
+	/// 4 components vector aligned in memory of unsigned integer numbers.
+	typedef vec<4, uint, aligned_lowp>		aligned_lowp_uvec4;
+
+	/// 4 components vector aligned in memory of bool values.
+	typedef vec<4, bool, aligned_highp>		aligned_highp_bvec4;
+
+	/// 4 components vector aligned in memory of bool values.
+	typedef vec<4, bool, aligned_mediump>	aligned_mediump_bvec4;
+
+	/// 4 components vector aligned in memory of bool values.
+	typedef vec<4, bool, aligned_lowp>		aligned_lowp_bvec4;
+
+	/// 4 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<4, float, packed_highp>		packed_highp_vec4;
+
+	/// 4 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<4, float, packed_mediump>	packed_mediump_vec4;
+
+	/// 4 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<4, float, packed_lowp>		packed_lowp_vec4;
+
+	/// 4 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef vec<4, double, packed_highp>	packed_highp_dvec4;
+
+	/// 4 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef vec<4, double, packed_mediump>	packed_mediump_dvec4;
+
+	/// 4 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef vec<4, double, packed_lowp>		packed_lowp_dvec4;
+
+	/// 4 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<4, int, packed_highp>		packed_highp_ivec4;
+
+	/// 4 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<4, int, packed_mediump>		packed_mediump_ivec4;
+
+	/// 4 components vector tightly packed in memory of signed integer numbers.
+	typedef vec<4, int, packed_lowp>		packed_lowp_ivec4;
+
+	/// 4 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<4, uint, packed_highp>		packed_highp_uvec4;
+
+	/// 4 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<4, uint, packed_mediump>	packed_mediump_uvec4;
+
+	/// 4 components vector tightly packed in memory of unsigned integer numbers.
+	typedef vec<4, uint, packed_lowp>		packed_lowp_uvec4;
+
+	/// 4 components vector tightly packed in memory of bool values.
+	typedef vec<4, bool, packed_highp>		packed_highp_bvec4;
+
+	/// 4 components vector tightly packed in memory of bool values.
+	typedef vec<4, bool, packed_mediump>	packed_mediump_bvec4;
+
+	/// 4 components vector tightly packed in memory of bool values.
+	typedef vec<4, bool, packed_lowp>		packed_lowp_bvec4;
+
+	// -- *mat2 --
+
+	/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, aligned_highp>		aligned_highp_mat2;
+
+	/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, aligned_mediump>	aligned_mediump_mat2;
+
+	/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, aligned_lowp>		aligned_lowp_mat2;
+
+	/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, aligned_highp>	aligned_highp_dmat2;
+
+	/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, aligned_mediump>	aligned_mediump_dmat2;
+
+	/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, aligned_lowp>		aligned_lowp_dmat2;
+
+	/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, packed_highp>		packed_highp_mat2;
+
+	/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, packed_mediump>	packed_mediump_mat2;
+
+	/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, packed_lowp>		packed_lowp_mat2;
+
+	/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, packed_highp>		packed_highp_dmat2;
+
+	/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, packed_mediump>	packed_mediump_dmat2;
+
+	/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, packed_lowp>		packed_lowp_dmat2;
+
+	// -- *mat3 --
+
+	/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, aligned_highp>		aligned_highp_mat3;
+
+	/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, aligned_mediump>	aligned_mediump_mat3;
+
+	/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, aligned_lowp>		aligned_lowp_mat3;
+
+	/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, aligned_highp>	aligned_highp_dmat3;
+
+	/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, aligned_mediump>	aligned_mediump_dmat3;
+
+	/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, aligned_lowp>		aligned_lowp_dmat3;
+
+	/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, packed_highp>		packed_highp_mat3;
+
+	/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, packed_mediump>	packed_mediump_mat3;
+
+	/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, packed_lowp>		packed_lowp_mat3;
+
+	/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, packed_highp>		packed_highp_dmat3;
+
+	/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, packed_mediump>	packed_mediump_dmat3;
+
+	/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, packed_lowp>		packed_lowp_dmat3;
+
+	// -- *mat4 --
+
+	/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, aligned_highp>		aligned_highp_mat4;
+
+	/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, aligned_mediump>	aligned_mediump_mat4;
+
+	/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, aligned_lowp>		aligned_lowp_mat4;
+
+	/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, aligned_highp>	aligned_highp_dmat4;
+
+	/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, aligned_mediump>	aligned_mediump_dmat4;
+
+	/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, aligned_lowp>		aligned_lowp_dmat4;
+
+	/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, packed_highp>		packed_highp_mat4;
+
+	/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, packed_mediump>	packed_mediump_mat4;
+
+	/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, packed_lowp>		packed_lowp_mat4;
+
+	/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, packed_highp>		packed_highp_dmat4;
+
+	/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, packed_mediump>	packed_mediump_dmat4;
+
+	/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, packed_lowp>		packed_lowp_dmat4;
+
+	// -- *mat2x2 --
+
+	/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, aligned_highp>		aligned_highp_mat2x2;
+
+	/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, aligned_mediump>	aligned_mediump_mat2x2;
+
+	/// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, aligned_lowp>		aligned_lowp_mat2x2;
+
+	/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, aligned_highp>	aligned_highp_dmat2x2;
+
+	/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, aligned_mediump>	aligned_mediump_dmat2x2;
+
+	/// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, aligned_lowp>		aligned_lowp_dmat2x2;
+
+	/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, packed_highp>		packed_highp_mat2x2;
+
+	/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, packed_mediump>	packed_mediump_mat2x2;
+
+	/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 2, float, packed_lowp>		packed_lowp_mat2x2;
+
+	/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, packed_highp>		packed_highp_dmat2x2;
+
+	/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, packed_mediump>	packed_mediump_dmat2x2;
+
+	/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 2, double, packed_lowp>		packed_lowp_dmat2x2;
+
+	// -- *mat2x3 --
+
+	/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 3, float, aligned_highp>		aligned_highp_mat2x3;
+
+	/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 3, float, aligned_mediump>	aligned_mediump_mat2x3;
+
+	/// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 3, float, aligned_lowp>		aligned_lowp_mat2x3;
+
+	/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 3, double, aligned_highp>	aligned_highp_dmat2x3;
+
+	/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 3, double, aligned_mediump>	aligned_mediump_dmat2x3;
+
+	/// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 3, double, aligned_lowp>		aligned_lowp_dmat2x3;
+
+	/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 3, float, packed_highp>		packed_highp_mat2x3;
+
+	/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 3, float, packed_mediump>	packed_mediump_mat2x3;
+
+	/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 3, float, packed_lowp>		packed_lowp_mat2x3;
+
+	/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 3, double, packed_highp>		packed_highp_dmat2x3;
+
+	/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 3, double, packed_mediump>	packed_mediump_dmat2x3;
+
+	/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 3, double, packed_lowp>		packed_lowp_dmat2x3;
+
+	// -- *mat2x4 --
+
+	/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 4, float, aligned_highp>		aligned_highp_mat2x4;
+
+	/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 4, float, aligned_mediump>	aligned_mediump_mat2x4;
+
+	/// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 4, float, aligned_lowp>		aligned_lowp_mat2x4;
+
+	/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 4, double, aligned_highp>	aligned_highp_dmat2x4;
+
+	/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 4, double, aligned_mediump>	aligned_mediump_dmat2x4;
+
+	/// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 4, double, aligned_lowp>		aligned_lowp_dmat2x4;
+
+	/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 4, float, packed_highp>		packed_highp_mat2x4;
+
+	/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 4, float, packed_mediump>	packed_mediump_mat2x4;
+
+	/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 4, float, packed_lowp>		packed_lowp_mat2x4;
+
+	/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<2, 4, double, packed_highp>		packed_highp_dmat2x4;
+
+	/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<2, 4, double, packed_mediump>	packed_mediump_dmat2x4;
+
+	/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<2, 4, double, packed_lowp>		packed_lowp_dmat2x4;
+
+	// -- *mat3x2 --
+
+	/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 2, float, aligned_highp>		aligned_highp_mat3x2;
+
+	/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 2, float, aligned_mediump>	aligned_mediump_mat3x2;
+
+	/// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 2, float, aligned_lowp>		aligned_lowp_mat3x2;
+
+	/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 2, double, aligned_highp>	aligned_highp_dmat3x2;
+
+	/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 2, double, aligned_mediump>	aligned_mediump_dmat3x2;
+
+	/// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 2, double, aligned_lowp>		aligned_lowp_dmat3x2;
+
+	/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 2, float, packed_highp>		packed_highp_mat3x2;
+
+	/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 2, float, packed_mediump>	packed_mediump_mat3x2;
+
+	/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 2, float, packed_lowp>		packed_lowp_mat3x2;
+
+	/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 2, double, packed_highp>		packed_highp_dmat3x2;
+
+	/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 2, double, packed_mediump>	packed_mediump_dmat3x2;
+
+	/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 2, double, packed_lowp>		packed_lowp_dmat3x2;
+
+	// -- *mat3x3 --
+
+	/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, aligned_highp>		aligned_highp_mat3x3;
+
+	/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, aligned_mediump>	aligned_mediump_mat3x3;
+
+	/// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, aligned_lowp>		aligned_lowp_mat3x3;
+
+	/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, aligned_highp>	aligned_highp_dmat3x3;
+
+	/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, aligned_mediump>	aligned_mediump_dmat3x3;
+
+	/// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, aligned_lowp>		aligned_lowp_dmat3x3;
+
+	/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, packed_highp>		packed_highp_mat3x3;
+
+	/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, packed_mediump>	packed_mediump_mat3x3;
+
+	/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 3, float, packed_lowp>		packed_lowp_mat3x3;
+
+	/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, packed_highp>		packed_highp_dmat3x3;
+
+	/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, packed_mediump>	packed_mediump_dmat3x3;
+
+	/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 3, double, packed_lowp>		packed_lowp_dmat3x3;
+
+	// -- *mat3x4 --
+
+	/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 4, float, aligned_highp>		aligned_highp_mat3x4;
+
+	/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 4, float, aligned_mediump>	aligned_mediump_mat3x4;
+
+	/// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 4, float, aligned_lowp>		aligned_lowp_mat3x4;
+
+	/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 4, double, aligned_highp>	aligned_highp_dmat3x4;
+
+	/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 4, double, aligned_mediump>	aligned_mediump_dmat3x4;
+
+	/// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 4, double, aligned_lowp>		aligned_lowp_dmat3x4;
+
+	/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 4, float, packed_highp>		packed_highp_mat3x4;
+
+	/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 4, float, packed_mediump>	packed_mediump_mat3x4;
+
+	/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 4, float, packed_lowp>		packed_lowp_mat3x4;
+
+	/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<3, 4, double, packed_highp>		packed_highp_dmat3x4;
+
+	/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<3, 4, double, packed_mediump>	packed_mediump_dmat3x4;
+
+	/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<3, 4, double, packed_lowp>		packed_lowp_dmat3x4;
+
+	// -- *mat4x2 --
+
+	/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 2, float, aligned_highp>		aligned_highp_mat4x2;
+
+	/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 2, float, aligned_mediump>	aligned_mediump_mat4x2;
+
+	/// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 2, float, aligned_lowp>		aligned_lowp_mat4x2;
+
+	/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 2, double, aligned_highp>	aligned_highp_dmat4x2;
+
+	/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 2, double, aligned_mediump>	aligned_mediump_dmat4x2;
+
+	/// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 2, double, aligned_lowp>		aligned_lowp_dmat4x2;
+
+	/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 2, float, packed_highp>		packed_highp_mat4x2;
+
+	/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 2, float, packed_mediump>	packed_mediump_mat4x2;
+
+	/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 2, float, packed_lowp>		packed_lowp_mat4x2;
+
+	/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 2, double, packed_highp>		packed_highp_dmat4x2;
+
+	/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 2, double, packed_mediump>	packed_mediump_dmat4x2;
+
+	/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 2, double, packed_lowp>		packed_lowp_dmat4x2;
+
+	// -- *mat4x3 --
+
+	/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 3, float, aligned_highp>		aligned_highp_mat4x3;
+
+	/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 3, float, aligned_mediump>	aligned_mediump_mat4x3;
+
+	/// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 3, float, aligned_lowp>		aligned_lowp_mat4x3;
+
+	/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 3, double, aligned_highp>	aligned_highp_dmat4x3;
+
+	/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 3, double, aligned_mediump>	aligned_mediump_dmat4x3;
+
+	/// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 3, double, aligned_lowp>		aligned_lowp_dmat4x3;
+
+	/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 3, float, packed_highp>		packed_highp_mat4x3;
+
+	/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 3, float, packed_mediump>	packed_mediump_mat4x3;
+
+	/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 3, float, packed_lowp>		packed_lowp_mat4x3;
+
+	/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 3, double, packed_highp>		packed_highp_dmat4x3;
+
+	/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 3, double, packed_mediump>	packed_mediump_dmat4x3;
+
+	/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 3, double, packed_lowp>		packed_lowp_dmat4x3;
+
+	// -- *mat4x4 --
+
+	/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, aligned_highp>		aligned_highp_mat4x4;
+
+	/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, aligned_mediump>	aligned_mediump_mat4x4;
+
+	/// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, aligned_lowp>		aligned_lowp_mat4x4;
+
+	/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, aligned_highp>	aligned_highp_dmat4x4;
+
+	/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, aligned_mediump>	aligned_mediump_dmat4x4;
+
+	/// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, aligned_lowp>		aligned_lowp_dmat4x4;
+
+	/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, packed_highp>		packed_highp_mat4x4;
+
+	/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, packed_mediump>	packed_mediump_mat4x4;
+
+	/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 4, float, packed_lowp>		packed_lowp_mat4x4;
+
+	/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, packed_highp>		packed_highp_dmat4x4;
+
+	/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, packed_mediump>	packed_mediump_dmat4x4;
+
+	/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs.
+	typedef mat<4, 4, double, packed_lowp>		packed_lowp_dmat4x4;
+
+	// -- default --
+
+#if(defined(GLM_PRECISION_LOWP_FLOAT))
+	typedef aligned_lowp_vec1			aligned_vec1;
+	typedef aligned_lowp_vec2			aligned_vec2;
+	typedef aligned_lowp_vec3			aligned_vec3;
+	typedef aligned_lowp_vec4			aligned_vec4;
+	typedef packed_lowp_vec1			packed_vec1;
+	typedef packed_lowp_vec2			packed_vec2;
+	typedef packed_lowp_vec3			packed_vec3;
+	typedef packed_lowp_vec4			packed_vec4;
+
+	typedef aligned_lowp_mat2			aligned_mat2;
+	typedef aligned_lowp_mat3			aligned_mat3;
+	typedef aligned_lowp_mat4			aligned_mat4;
+	typedef packed_lowp_mat2			packed_mat2;
+	typedef packed_lowp_mat3			packed_mat3;
+	typedef packed_lowp_mat4			packed_mat4;
+
+	typedef aligned_lowp_mat2x2			aligned_mat2x2;
+	typedef aligned_lowp_mat2x3			aligned_mat2x3;
+	typedef aligned_lowp_mat2x4			aligned_mat2x4;
+	typedef aligned_lowp_mat3x2			aligned_mat3x2;
+	typedef aligned_lowp_mat3x3			aligned_mat3x3;
+	typedef aligned_lowp_mat3x4			aligned_mat3x4;
+	typedef aligned_lowp_mat4x2			aligned_mat4x2;
+	typedef aligned_lowp_mat4x3			aligned_mat4x3;
+	typedef aligned_lowp_mat4x4			aligned_mat4x4;
+	typedef packed_lowp_mat2x2			packed_mat2x2;
+	typedef packed_lowp_mat2x3			packed_mat2x3;
+	typedef packed_lowp_mat2x4			packed_mat2x4;
+	typedef packed_lowp_mat3x2			packed_mat3x2;
+	typedef packed_lowp_mat3x3			packed_mat3x3;
+	typedef packed_lowp_mat3x4			packed_mat3x4;
+	typedef packed_lowp_mat4x2			packed_mat4x2;
+	typedef packed_lowp_mat4x3			packed_mat4x3;
+	typedef packed_lowp_mat4x4			packed_mat4x4;
+#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))
+	typedef aligned_mediump_vec1		aligned_vec1;
+	typedef aligned_mediump_vec2		aligned_vec2;
+	typedef aligned_mediump_vec3		aligned_vec3;
+	typedef aligned_mediump_vec4		aligned_vec4;
+	typedef packed_mediump_vec1			packed_vec1;
+	typedef packed_mediump_vec2			packed_vec2;
+	typedef packed_mediump_vec3			packed_vec3;
+	typedef packed_mediump_vec4			packed_vec4;
+
+	typedef aligned_mediump_mat2		aligned_mat2;
+	typedef aligned_mediump_mat3		aligned_mat3;
+	typedef aligned_mediump_mat4		aligned_mat4;
+	typedef packed_mediump_mat2			packed_mat2;
+	typedef packed_mediump_mat3			packed_mat3;
+	typedef packed_mediump_mat4			packed_mat4;
+
+	typedef aligned_mediump_mat2x2		aligned_mat2x2;
+	typedef aligned_mediump_mat2x3		aligned_mat2x3;
+	typedef aligned_mediump_mat2x4		aligned_mat2x4;
+	typedef aligned_mediump_mat3x2		aligned_mat3x2;
+	typedef aligned_mediump_mat3x3		aligned_mat3x3;
+	typedef aligned_mediump_mat3x4		aligned_mat3x4;
+	typedef aligned_mediump_mat4x2		aligned_mat4x2;
+	typedef aligned_mediump_mat4x3		aligned_mat4x3;
+	typedef aligned_mediump_mat4x4		aligned_mat4x4;
+	typedef packed_mediump_mat2x2		packed_mat2x2;
+	typedef packed_mediump_mat2x3		packed_mat2x3;
+	typedef packed_mediump_mat2x4		packed_mat2x4;
+	typedef packed_mediump_mat3x2		packed_mat3x2;
+	typedef packed_mediump_mat3x3		packed_mat3x3;
+	typedef packed_mediump_mat3x4		packed_mat3x4;
+	typedef packed_mediump_mat4x2		packed_mat4x2;
+	typedef packed_mediump_mat4x3		packed_mat4x3;
+	typedef packed_mediump_mat4x4		packed_mat4x4;
+#else //defined(GLM_PRECISION_HIGHP_FLOAT)
+	/// 1 component vector aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_vec1			aligned_vec1;
+
+	/// 2 components vector aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_vec2			aligned_vec2;
+
+	/// 3 components vector aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_vec3			aligned_vec3;
+
+	/// 4 components vector aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_vec4 			aligned_vec4;
+
+	/// 1 component vector tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_vec1			packed_vec1;
+
+	/// 2 components vector tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_vec2			packed_vec2;
+
+	/// 3 components vector tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_vec3			packed_vec3;
+
+	/// 4 components vector tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_vec4			packed_vec4;
+
+	/// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat2			aligned_mat2;
+
+	/// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat3			aligned_mat3;
+
+	/// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat4			aligned_mat4;
+
+	/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat2			packed_mat2;
+
+	/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat3			packed_mat3;
+
+	/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat4			packed_mat4;
+
+	/// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat2x2		aligned_mat2x2;
+
+	/// 2 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat2x3		aligned_mat2x3;
+
+	/// 2 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat2x4		aligned_mat2x4;
+
+	/// 3 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat3x2		aligned_mat3x2;
+
+	/// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat3x3		aligned_mat3x3;
+
+	/// 3 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat3x4		aligned_mat3x4;
+
+	/// 4 by 2 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat4x2		aligned_mat4x2;
+
+	/// 4 by 3 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat4x3		aligned_mat4x3;
+
+	/// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers.
+	typedef aligned_highp_mat4x4		aligned_mat4x4;
+
+	/// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat2x2			packed_mat2x2;
+
+	/// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat2x3			packed_mat2x3;
+
+	/// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat2x4			packed_mat2x4;
+
+	/// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat3x2			packed_mat3x2;
+
+	/// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat3x3			packed_mat3x3;
+
+	/// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat3x4			packed_mat3x4;
+
+	/// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat4x2			packed_mat4x2;
+
+	/// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat4x3			packed_mat4x3;
+
+	/// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers.
+	typedef packed_highp_mat4x4			packed_mat4x4;
+#endif//GLM_PRECISION
+
+#if(defined(GLM_PRECISION_LOWP_DOUBLE))
+	typedef aligned_lowp_dvec1			aligned_dvec1;
+	typedef aligned_lowp_dvec2			aligned_dvec2;
+	typedef aligned_lowp_dvec3			aligned_dvec3;
+	typedef aligned_lowp_dvec4			aligned_dvec4;
+	typedef packed_lowp_dvec1			packed_dvec1;
+	typedef packed_lowp_dvec2			packed_dvec2;
+	typedef packed_lowp_dvec3			packed_dvec3;
+	typedef packed_lowp_dvec4			packed_dvec4;
+
+	typedef aligned_lowp_dmat2			aligned_dmat2;
+	typedef aligned_lowp_dmat3			aligned_dmat3;
+	typedef aligned_lowp_dmat4			aligned_dmat4;
+	typedef packed_lowp_dmat2			packed_dmat2;
+	typedef packed_lowp_dmat3			packed_dmat3;
+	typedef packed_lowp_dmat4			packed_dmat4;
+
+	typedef aligned_lowp_dmat2x2		aligned_dmat2x2;
+	typedef aligned_lowp_dmat2x3		aligned_dmat2x3;
+	typedef aligned_lowp_dmat2x4		aligned_dmat2x4;
+	typedef aligned_lowp_dmat3x2		aligned_dmat3x2;
+	typedef aligned_lowp_dmat3x3		aligned_dmat3x3;
+	typedef aligned_lowp_dmat3x4		aligned_dmat3x4;
+	typedef aligned_lowp_dmat4x2		aligned_dmat4x2;
+	typedef aligned_lowp_dmat4x3		aligned_dmat4x3;
+	typedef aligned_lowp_dmat4x4		aligned_dmat4x4;
+	typedef packed_lowp_dmat2x2			packed_dmat2x2;
+	typedef packed_lowp_dmat2x3			packed_dmat2x3;
+	typedef packed_lowp_dmat2x4			packed_dmat2x4;
+	typedef packed_lowp_dmat3x2			packed_dmat3x2;
+	typedef packed_lowp_dmat3x3			packed_dmat3x3;
+	typedef packed_lowp_dmat3x4			packed_dmat3x4;
+	typedef packed_lowp_dmat4x2			packed_dmat4x2;
+	typedef packed_lowp_dmat4x3			packed_dmat4x3;
+	typedef packed_lowp_dmat4x4			packed_dmat4x4;
+#elif(defined(GLM_PRECISION_MEDIUMP_DOUBLE))
+	typedef aligned_mediump_dvec1		aligned_dvec1;
+	typedef aligned_mediump_dvec2		aligned_dvec2;
+	typedef aligned_mediump_dvec3		aligned_dvec3;
+	typedef aligned_mediump_dvec4		aligned_dvec4;
+	typedef packed_mediump_dvec1		packed_dvec1;
+	typedef packed_mediump_dvec2		packed_dvec2;
+	typedef packed_mediump_dvec3		packed_dvec3;
+	typedef packed_mediump_dvec4		packed_dvec4;
+
+	typedef aligned_mediump_dmat2		aligned_dmat2;
+	typedef aligned_mediump_dmat3		aligned_dmat3;
+	typedef aligned_mediump_dmat4		aligned_dmat4;
+	typedef packed_mediump_dmat2		packed_dmat2;
+	typedef packed_mediump_dmat3		packed_dmat3;
+	typedef packed_mediump_dmat4		packed_dmat4;
+
+	typedef aligned_mediump_dmat2x2		aligned_dmat2x2;
+	typedef aligned_mediump_dmat2x3		aligned_dmat2x3;
+	typedef aligned_mediump_dmat2x4		aligned_dmat2x4;
+	typedef aligned_mediump_dmat3x2		aligned_dmat3x2;
+	typedef aligned_mediump_dmat3x3		aligned_dmat3x3;
+	typedef aligned_mediump_dmat3x4		aligned_dmat3x4;
+	typedef aligned_mediump_dmat4x2		aligned_dmat4x2;
+	typedef aligned_mediump_dmat4x3		aligned_dmat4x3;
+	typedef aligned_mediump_dmat4x4		aligned_dmat4x4;
+	typedef packed_mediump_dmat2x2		packed_dmat2x2;
+	typedef packed_mediump_dmat2x3		packed_dmat2x3;
+	typedef packed_mediump_dmat2x4		packed_dmat2x4;
+	typedef packed_mediump_dmat3x2		packed_dmat3x2;
+	typedef packed_mediump_dmat3x3		packed_dmat3x3;
+	typedef packed_mediump_dmat3x4		packed_dmat3x4;
+	typedef packed_mediump_dmat4x2		packed_dmat4x2;
+	typedef packed_mediump_dmat4x3		packed_dmat4x3;
+	typedef packed_mediump_dmat4x4		packed_dmat4x4;
+#else //defined(GLM_PRECISION_HIGHP_DOUBLE)
+	/// 1 component vector aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dvec1			aligned_dvec1;
+
+	/// 2 components vector aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dvec2			aligned_dvec2;
+
+	/// 3 components vector aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dvec3			aligned_dvec3;
+
+	/// 4 components vector aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dvec4			aligned_dvec4;
+
+	/// 1 component vector tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dvec1			packed_dvec1;
+
+	/// 2 components vector tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dvec2			packed_dvec2;
+
+	/// 3 components vector tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dvec3			packed_dvec3;
+
+	/// 4 components vector tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dvec4			packed_dvec4;
+
+	/// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat2			aligned_dmat2;
+
+	/// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat3			aligned_dmat3;
+
+	/// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat4			aligned_dmat4;
+
+	/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat2			packed_dmat2;
+
+	/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat3			packed_dmat3;
+
+	/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat4			packed_dmat4;
+
+	/// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat2x2		aligned_dmat2x2;
+
+	/// 2 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat2x3		aligned_dmat2x3;
+
+	/// 2 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat2x4		aligned_dmat2x4;
+
+	/// 3 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat3x2		aligned_dmat3x2;
+
+	/// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat3x3		aligned_dmat3x3;
+
+	/// 3 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat3x4		aligned_dmat3x4;
+
+	/// 4 by 2 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat4x2		aligned_dmat4x2;
+
+	/// 4 by 3 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat4x3		aligned_dmat4x3;
+
+	/// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers.
+	typedef aligned_highp_dmat4x4		aligned_dmat4x4;
+
+	/// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat2x2		packed_dmat2x2;
+
+	/// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat2x3		packed_dmat2x3;
+
+	/// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat2x4		packed_dmat2x4;
+
+	/// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat3x2		packed_dmat3x2;
+
+	/// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat3x3		packed_dmat3x3;
+
+	/// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat3x4		packed_dmat3x4;
+
+	/// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat4x2		packed_dmat4x2;
+
+	/// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat4x3		packed_dmat4x3;
+
+	/// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers.
+	typedef packed_highp_dmat4x4		packed_dmat4x4;
+#endif//GLM_PRECISION
+
+#if(defined(GLM_PRECISION_LOWP_INT))
+	typedef aligned_lowp_ivec1			aligned_ivec1;
+	typedef aligned_lowp_ivec2			aligned_ivec2;
+	typedef aligned_lowp_ivec3			aligned_ivec3;
+	typedef aligned_lowp_ivec4			aligned_ivec4;
+#elif(defined(GLM_PRECISION_MEDIUMP_INT))
+	typedef aligned_mediump_ivec1		aligned_ivec1;
+	typedef aligned_mediump_ivec2		aligned_ivec2;
+	typedef aligned_mediump_ivec3		aligned_ivec3;
+	typedef aligned_mediump_ivec4		aligned_ivec4;
+#else //defined(GLM_PRECISION_HIGHP_INT)
+	/// 1 component vector aligned in memory of signed integer numbers.
+	typedef aligned_highp_ivec1			aligned_ivec1;
+
+	/// 2 components vector aligned in memory of signed integer numbers.
+	typedef aligned_highp_ivec2			aligned_ivec2;
+
+	/// 3 components vector aligned in memory of signed integer numbers.
+	typedef aligned_highp_ivec3			aligned_ivec3;
+
+	/// 4 components vector aligned in memory of signed integer numbers.
+	typedef aligned_highp_ivec4			aligned_ivec4;
+
+	/// 1 component vector tightly packed in memory of signed integer numbers.
+	typedef packed_highp_ivec1			packed_ivec1;
+
+	/// 2 components vector tightly packed in memory of signed integer numbers.
+	typedef packed_highp_ivec2			packed_ivec2;
+
+	/// 3 components vector tightly packed in memory of signed integer numbers.
+	typedef packed_highp_ivec3			packed_ivec3;
+
+	/// 4 components vector tightly packed in memory of signed integer numbers.
+	typedef packed_highp_ivec4			packed_ivec4;
+#endif//GLM_PRECISION
+
+	// -- Unsigned integer definition --
+
+#if(defined(GLM_PRECISION_LOWP_UINT))
+	typedef aligned_lowp_uvec1			aligned_uvec1;
+	typedef aligned_lowp_uvec2			aligned_uvec2;
+	typedef aligned_lowp_uvec3			aligned_uvec3;
+	typedef aligned_lowp_uvec4			aligned_uvec4;
+#elif(defined(GLM_PRECISION_MEDIUMP_UINT))
+	typedef aligned_mediump_uvec1		aligned_uvec1;
+	typedef aligned_mediump_uvec2		aligned_uvec2;
+	typedef aligned_mediump_uvec3		aligned_uvec3;
+	typedef aligned_mediump_uvec4		aligned_uvec4;
+#else //defined(GLM_PRECISION_HIGHP_UINT)
+	/// 1 component vector aligned in memory of unsigned integer numbers.
+	typedef aligned_highp_uvec1			aligned_uvec1;
+
+	/// 2 components vector aligned in memory of unsigned integer numbers.
+	typedef aligned_highp_uvec2			aligned_uvec2;
+
+	/// 3 components vector aligned in memory of unsigned integer numbers.
+	typedef aligned_highp_uvec3			aligned_uvec3;
+
+	/// 4 components vector aligned in memory of unsigned integer numbers.
+	typedef aligned_highp_uvec4			aligned_uvec4;
+
+	/// 1 component vector tightly packed in memory of unsigned integer numbers.
+	typedef packed_highp_uvec1			packed_uvec1;
+
+	/// 2 components vector tightly packed in memory of unsigned integer numbers.
+	typedef packed_highp_uvec2			packed_uvec2;
+
+	/// 3 components vector tightly packed in memory of unsigned integer numbers.
+	typedef packed_highp_uvec3			packed_uvec3;
+
+	/// 4 components vector tightly packed in memory of unsigned integer numbers.
+	typedef packed_highp_uvec4			packed_uvec4;
+#endif//GLM_PRECISION
+
+#if(defined(GLM_PRECISION_LOWP_BOOL))
+	typedef aligned_lowp_bvec1			aligned_bvec1;
+	typedef aligned_lowp_bvec2			aligned_bvec2;
+	typedef aligned_lowp_bvec3			aligned_bvec3;
+	typedef aligned_lowp_bvec4			aligned_bvec4;
+#elif(defined(GLM_PRECISION_MEDIUMP_BOOL))
+	typedef aligned_mediump_bvec1		aligned_bvec1;
+	typedef aligned_mediump_bvec2		aligned_bvec2;
+	typedef aligned_mediump_bvec3		aligned_bvec3;
+	typedef aligned_mediump_bvec4		aligned_bvec4;
+#else //defined(GLM_PRECISION_HIGHP_BOOL)
+	/// 1 component vector aligned in memory of bool values.
+	typedef aligned_highp_bvec1			aligned_bvec1;
+
+	/// 2 components vector aligned in memory of bool values.
+	typedef aligned_highp_bvec2			aligned_bvec2;
+
+	/// 3 components vector aligned in memory of bool values.
+	typedef aligned_highp_bvec3			aligned_bvec3;
+
+	/// 4 components vector aligned in memory of bool values.
+	typedef aligned_highp_bvec4			aligned_bvec4;
+
+	/// 1 components vector tightly packed in memory of bool values.
+	typedef packed_highp_bvec1			packed_bvec1;
+
+	/// 2 components vector tightly packed in memory of bool values.
+	typedef packed_highp_bvec2			packed_bvec2;
+
+	/// 3 components vector tightly packed in memory of bool values.
+	typedef packed_highp_bvec3			packed_bvec3;
+
+	/// 4 components vector tightly packed in memory of bool values.
+	typedef packed_highp_bvec4			packed_bvec4;
+#endif//GLM_PRECISION
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/gtc/type_precision.hpp b/third_party/glm/gtc/type_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..775e2f484d733b162043d8652ab990e70c9b68eb
--- /dev/null
+++ b/third_party/glm/gtc/type_precision.hpp
@@ -0,0 +1,2094 @@
+/// @ref gtc_type_precision
+/// @file glm/gtc/type_precision.hpp
+///
+/// @see core (dependence)
+/// @see gtc_quaternion (dependence)
+///
+/// @defgroup gtc_type_precision GLM_GTC_type_precision
+/// @ingroup gtc
+///
+/// Include <glm/gtc/type_precision.hpp> to use the features of this extension.
+///
+/// Defines specific C++-based qualifier types.
+
+#pragma once
+
+// Dependency:
+#include "../gtc/quaternion.hpp"
+#include "../gtc/vec1.hpp"
+#include "../ext/vector_int1_sized.hpp"
+#include "../ext/vector_int2_sized.hpp"
+#include "../ext/vector_int3_sized.hpp"
+#include "../ext/vector_int4_sized.hpp"
+#include "../ext/scalar_int_sized.hpp"
+#include "../ext/vector_uint1_sized.hpp"
+#include "../ext/vector_uint2_sized.hpp"
+#include "../ext/vector_uint3_sized.hpp"
+#include "../ext/vector_uint4_sized.hpp"
+#include "../ext/scalar_uint_sized.hpp"
+#include "../detail/type_vec2.hpp"
+#include "../detail/type_vec3.hpp"
+#include "../detail/type_vec4.hpp"
+#include "../detail/type_mat2x2.hpp"
+#include "../detail/type_mat2x3.hpp"
+#include "../detail/type_mat2x4.hpp"
+#include "../detail/type_mat3x2.hpp"
+#include "../detail/type_mat3x3.hpp"
+#include "../detail/type_mat3x4.hpp"
+#include "../detail/type_mat4x2.hpp"
+#include "../detail/type_mat4x3.hpp"
+#include "../detail/type_mat4x4.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_type_precision extension included")
+#endif
+
+namespace glm
+{
+	///////////////////////////
+	// Signed int vector types
+
+	/// @addtogroup gtc_type_precision
+	/// @{
+
+	/// Low qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 lowp_int8;
+
+	/// Low qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 lowp_int16;
+
+	/// Low qualifier 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 lowp_int32;
+
+	/// Low qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 lowp_int64;
+
+	/// Low qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 lowp_int8_t;
+
+	/// Low qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 lowp_int16_t;
+
+	/// Low qualifier 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 lowp_int32_t;
+
+	/// Low qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 lowp_int64_t;
+
+	/// Low qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 lowp_i8;
+
+	/// Low qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 lowp_i16;
+
+	/// Low qualifier 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 lowp_i32;
+
+	/// Low qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 lowp_i64;
+
+	/// Medium qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 mediump_int8;
+
+	/// Medium qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 mediump_int16;
+
+	/// Medium qualifier 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 mediump_int32;
+
+	/// Medium qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 mediump_int64;
+
+	/// Medium qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 mediump_int8_t;
+
+	/// Medium qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 mediump_int16_t;
+
+	/// Medium qualifier 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 mediump_int32_t;
+
+	/// Medium qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 mediump_int64_t;
+
+	/// Medium qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 mediump_i8;
+
+	/// Medium qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 mediump_i16;
+
+	/// Medium qualifier 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 mediump_i32;
+
+	/// Medium qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 mediump_i64;
+
+	/// High qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 highp_int8;
+
+	/// High qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 highp_int16;
+
+	/// High qualifier 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 highp_int32;
+
+	/// High qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 highp_int64;
+
+	/// High qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 highp_int8_t;
+
+	/// High qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 highp_int16_t;
+
+	/// 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 highp_int32_t;
+
+	/// High qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 highp_int64_t;
+
+	/// High qualifier 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 highp_i8;
+
+	/// High qualifier 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 highp_i16;
+
+	/// High qualifier 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 highp_i32;
+
+	/// High qualifier 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 highp_i64;
+
+
+#if GLM_HAS_EXTENDED_INTEGER_TYPE
+	using std::int8_t;
+	using std::int16_t;
+	using std::int32_t;
+	using std::int64_t;
+#else
+	/// 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 int8_t;
+
+	/// 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 int16_t;
+
+	/// 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 int32_t;
+
+	/// 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 int64_t;
+#endif
+
+	/// 8 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int8 i8;
+
+	/// 16 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int16 i16;
+
+	/// 32 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int32 i32;
+
+	/// 64 bit signed integer type.
+	/// @see gtc_type_precision
+	typedef detail::int64 i64;
+
+	/////////////////////////////
+	// Unsigned int vector types
+
+	/// Low qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 lowp_uint8;
+
+	/// Low qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 lowp_uint16;
+
+	/// Low qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 lowp_uint32;
+
+	/// Low qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 lowp_uint64;
+
+	/// Low qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 lowp_uint8_t;
+
+	/// Low qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 lowp_uint16_t;
+
+	/// Low qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 lowp_uint32_t;
+
+	/// Low qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 lowp_uint64_t;
+
+	/// Low qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 lowp_u8;
+
+	/// Low qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 lowp_u16;
+
+	/// Low qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 lowp_u32;
+
+	/// Low qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 lowp_u64;
+
+	/// Medium qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 mediump_uint8;
+
+	/// Medium qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 mediump_uint16;
+
+	/// Medium qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 mediump_uint32;
+
+	/// Medium qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 mediump_uint64;
+
+	/// Medium qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 mediump_uint8_t;
+
+	/// Medium qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 mediump_uint16_t;
+
+	/// Medium qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 mediump_uint32_t;
+
+	/// Medium qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 mediump_uint64_t;
+
+	/// Medium qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 mediump_u8;
+
+	/// Medium qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 mediump_u16;
+
+	/// Medium qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 mediump_u32;
+
+	/// Medium qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 mediump_u64;
+
+	/// High qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 highp_uint8;
+
+	/// High qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 highp_uint16;
+
+	/// High qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 highp_uint32;
+
+	/// High qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 highp_uint64;
+
+	/// High qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 highp_uint8_t;
+
+	/// High qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 highp_uint16_t;
+
+	/// High qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 highp_uint32_t;
+
+	/// High qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 highp_uint64_t;
+
+	/// High qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 highp_u8;
+
+	/// High qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 highp_u16;
+
+	/// High qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 highp_u32;
+
+	/// High qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 highp_u64;
+
+#if GLM_HAS_EXTENDED_INTEGER_TYPE
+	using std::uint8_t;
+	using std::uint16_t;
+	using std::uint32_t;
+	using std::uint64_t;
+#else
+	/// Default qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 uint8_t;
+
+	/// Default qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 uint16_t;
+
+	/// Default qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 uint32_t;
+
+	/// Default qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 uint64_t;
+#endif
+
+	/// Default qualifier 8 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint8 u8;
+
+	/// Default qualifier 16 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint16 u16;
+
+	/// Default qualifier 32 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint32 u32;
+
+	/// Default qualifier 64 bit unsigned integer type.
+	/// @see gtc_type_precision
+	typedef detail::uint64 u64;
+
+
+
+
+
+	//////////////////////
+	// Float vector types
+
+	/// Single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float float32;
+
+	/// Double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef double float64;
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_float32;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_float64;
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_float32_t;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_float64_t;
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_f32;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_f64;
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_float32;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_float64;
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_float32_t;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_float64_t;
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_f32;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_f64;
+
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_float32;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_float64;
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_float32_t;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_float64_t;
+
+	/// Low 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 lowp_f32;
+
+	/// Low 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 lowp_f64;
+
+
+	/// Medium 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 mediump_float32;
+
+	/// Medium 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 mediump_float64;
+
+	/// Medium 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 mediump_float32_t;
+
+	/// Medium 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 mediump_float64_t;
+
+	/// Medium 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 mediump_f32;
+
+	/// Medium 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 mediump_f64;
+
+
+	/// High 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 highp_float32;
+
+	/// High 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 highp_float64;
+
+	/// High 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 highp_float32_t;
+
+	/// High 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 highp_float64_t;
+
+	/// High 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 highp_f32;
+
+	/// High 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float64 highp_f64;
+
+
+#if(defined(GLM_PRECISION_LOWP_FLOAT))
+	/// Default 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef lowp_float32_t float32_t;
+
+	/// Default 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef lowp_float64_t float64_t;
+
+	/// Default 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef lowp_f32 f32;
+
+	/// Default 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef lowp_f64 f64;
+
+#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))
+	/// Default 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef mediump_float32 float32_t;
+
+	/// Default 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef mediump_float64 float64_t;
+
+	/// Default 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef mediump_float32 f32;
+
+	/// Default 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef mediump_float64 f64;
+
+#else//(defined(GLM_PRECISION_HIGHP_FLOAT))
+
+	/// Default 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef highp_float32_t float32_t;
+
+	/// Default 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef highp_float64_t float64_t;
+
+	/// Default 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef highp_float32_t f32;
+
+	/// Default 64 bit double-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef highp_float64_t f64;
+#endif
+
+
+	/// Low single-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, float, lowp> lowp_fvec1;
+
+	/// Low single-qualifier floating-point vector of 2 components.
+	/// @see gtc_type_precision
+	typedef vec<2, float, lowp> lowp_fvec2;
+
+	/// Low single-qualifier floating-point vector of 3 components.
+	/// @see gtc_type_precision
+	typedef vec<3, float, lowp> lowp_fvec3;
+
+	/// Low single-qualifier floating-point vector of 4 components.
+	/// @see gtc_type_precision
+	typedef vec<4, float, lowp> lowp_fvec4;
+
+
+	/// Medium single-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, float, mediump> mediump_fvec1;
+
+	/// Medium Single-qualifier floating-point vector of 2 components.
+	/// @see gtc_type_precision
+	typedef vec<2, float, mediump> mediump_fvec2;
+
+	/// Medium Single-qualifier floating-point vector of 3 components.
+	/// @see gtc_type_precision
+	typedef vec<3, float, mediump> mediump_fvec3;
+
+	/// Medium Single-qualifier floating-point vector of 4 components.
+	/// @see gtc_type_precision
+	typedef vec<4, float, mediump> mediump_fvec4;
+
+
+	/// High single-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, float, highp> highp_fvec1;
+
+	/// High Single-qualifier floating-point vector of 2 components.
+	/// @see core_precision
+	typedef vec<2, float, highp> highp_fvec2;
+
+	/// High Single-qualifier floating-point vector of 3 components.
+	/// @see core_precision
+	typedef vec<3, float, highp> highp_fvec3;
+
+	/// High Single-qualifier floating-point vector of 4 components.
+	/// @see core_precision
+	typedef vec<4, float, highp> highp_fvec4;
+
+
+	/// Low single-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, f32, lowp> lowp_f32vec1;
+
+	/// Low single-qualifier floating-point vector of 2 components.
+	/// @see core_precision
+	typedef vec<2, f32, lowp> lowp_f32vec2;
+
+	/// Low single-qualifier floating-point vector of 3 components.
+	/// @see core_precision
+	typedef vec<3, f32, lowp> lowp_f32vec3;
+
+	/// Low single-qualifier floating-point vector of 4 components.
+	/// @see core_precision
+	typedef vec<4, f32, lowp> lowp_f32vec4;
+
+	/// Medium single-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, f32, mediump> mediump_f32vec1;
+
+	/// Medium single-qualifier floating-point vector of 2 components.
+	/// @see core_precision
+	typedef vec<2, f32, mediump> mediump_f32vec2;
+
+	/// Medium single-qualifier floating-point vector of 3 components.
+	/// @see core_precision
+	typedef vec<3, f32, mediump> mediump_f32vec3;
+
+	/// Medium single-qualifier floating-point vector of 4 components.
+	/// @see core_precision
+	typedef vec<4, f32, mediump> mediump_f32vec4;
+
+	/// High single-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, f32, highp> highp_f32vec1;
+
+	/// High single-qualifier floating-point vector of 2 components.
+	/// @see gtc_type_precision
+	typedef vec<2, f32, highp> highp_f32vec2;
+
+	/// High single-qualifier floating-point vector of 3 components.
+	/// @see gtc_type_precision
+	typedef vec<3, f32, highp> highp_f32vec3;
+
+	/// High single-qualifier floating-point vector of 4 components.
+	/// @see gtc_type_precision
+	typedef vec<4, f32, highp> highp_f32vec4;
+
+
+	/// Low double-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, f64, lowp> lowp_f64vec1;
+
+	/// Low double-qualifier floating-point vector of 2 components.
+	/// @see gtc_type_precision
+	typedef vec<2, f64, lowp> lowp_f64vec2;
+
+	/// Low double-qualifier floating-point vector of 3 components.
+	/// @see gtc_type_precision
+	typedef vec<3, f64, lowp> lowp_f64vec3;
+
+	/// Low double-qualifier floating-point vector of 4 components.
+	/// @see gtc_type_precision
+	typedef vec<4, f64, lowp> lowp_f64vec4;
+
+	/// Medium double-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, f64, mediump> mediump_f64vec1;
+
+	/// Medium double-qualifier floating-point vector of 2 components.
+	/// @see gtc_type_precision
+	typedef vec<2, f64, mediump> mediump_f64vec2;
+
+	/// Medium double-qualifier floating-point vector of 3 components.
+	/// @see gtc_type_precision
+	typedef vec<3, f64, mediump> mediump_f64vec3;
+
+	/// Medium double-qualifier floating-point vector of 4 components.
+	/// @see gtc_type_precision
+	typedef vec<4, f64, mediump> mediump_f64vec4;
+
+	/// High double-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, f64, highp> highp_f64vec1;
+
+	/// High double-qualifier floating-point vector of 2 components.
+	/// @see gtc_type_precision
+	typedef vec<2, f64, highp> highp_f64vec2;
+
+	/// High double-qualifier floating-point vector of 3 components.
+	/// @see gtc_type_precision
+	typedef vec<3, f64, highp> highp_f64vec3;
+
+	/// High double-qualifier floating-point vector of 4 components.
+	/// @see gtc_type_precision
+	typedef vec<4, f64, highp> highp_f64vec4;
+
+
+
+	//////////////////////
+	// Float matrix types
+
+	/// Low single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef lowp_f32 lowp_fmat1x1;
+
+	/// Low single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, lowp> lowp_fmat2x2;
+
+	/// Low single-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f32, lowp> lowp_fmat2x3;
+
+	/// Low single-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f32, lowp> lowp_fmat2x4;
+
+	/// Low single-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f32, lowp> lowp_fmat3x2;
+
+	/// Low single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, lowp> lowp_fmat3x3;
+
+	/// Low single-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f32, lowp> lowp_fmat3x4;
+
+	/// Low single-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f32, lowp> lowp_fmat4x2;
+
+	/// Low single-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f32, lowp> lowp_fmat4x3;
+
+	/// Low single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, lowp> lowp_fmat4x4;
+
+	/// Low single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef lowp_fmat1x1 lowp_fmat1;
+
+	/// Low single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_fmat2x2 lowp_fmat2;
+
+	/// Low single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_fmat3x3 lowp_fmat3;
+
+	/// Low single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_fmat4x4 lowp_fmat4;
+
+
+	/// Medium single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef mediump_f32 mediump_fmat1x1;
+
+	/// Medium single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, mediump> mediump_fmat2x2;
+
+	/// Medium single-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f32, mediump> mediump_fmat2x3;
+
+	/// Medium single-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f32, mediump> mediump_fmat2x4;
+
+	/// Medium single-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f32, mediump> mediump_fmat3x2;
+
+	/// Medium single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, mediump> mediump_fmat3x3;
+
+	/// Medium single-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f32, mediump> mediump_fmat3x4;
+
+	/// Medium single-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f32, mediump> mediump_fmat4x2;
+
+	/// Medium single-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f32, mediump> mediump_fmat4x3;
+
+	/// Medium single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, mediump> mediump_fmat4x4;
+
+	/// Medium single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef mediump_fmat1x1 mediump_fmat1;
+
+	/// Medium single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_fmat2x2 mediump_fmat2;
+
+	/// Medium single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_fmat3x3 mediump_fmat3;
+
+	/// Medium single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_fmat4x4 mediump_fmat4;
+
+
+	/// High single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef highp_f32 highp_fmat1x1;
+
+	/// High single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, highp> highp_fmat2x2;
+
+	/// High single-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f32, highp> highp_fmat2x3;
+
+	/// High single-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f32, highp> highp_fmat2x4;
+
+	/// High single-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f32, highp> highp_fmat3x2;
+
+	/// High single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, highp> highp_fmat3x3;
+
+	/// High single-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f32, highp> highp_fmat3x4;
+
+	/// High single-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f32, highp> highp_fmat4x2;
+
+	/// High single-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f32, highp> highp_fmat4x3;
+
+	/// High single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, highp> highp_fmat4x4;
+
+	/// High single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef highp_fmat1x1 highp_fmat1;
+
+	/// High single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef highp_fmat2x2 highp_fmat2;
+
+	/// High single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef highp_fmat3x3 highp_fmat3;
+
+	/// High single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef highp_fmat4x4 highp_fmat4;
+
+
+	/// Low single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f32 lowp_f32mat1x1;
+
+	/// Low single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, lowp> lowp_f32mat2x2;
+
+	/// Low single-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f32, lowp> lowp_f32mat2x3;
+
+	/// Low single-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f32, lowp> lowp_f32mat2x4;
+
+	/// Low single-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f32, lowp> lowp_f32mat3x2;
+
+	/// Low single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, lowp> lowp_f32mat3x3;
+
+	/// Low single-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f32, lowp> lowp_f32mat3x4;
+
+	/// Low single-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f32, lowp> lowp_f32mat4x2;
+
+	/// Low single-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f32, lowp> lowp_f32mat4x3;
+
+	/// Low single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, lowp> lowp_f32mat4x4;
+
+	/// Low single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef detail::tmat1x1<f32, lowp> lowp_f32mat1;
+
+	/// Low single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_f32mat2x2 lowp_f32mat2;
+
+	/// Low single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_f32mat3x3 lowp_f32mat3;
+
+	/// Low single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_f32mat4x4 lowp_f32mat4;
+
+
+	/// High single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f32 mediump_f32mat1x1;
+
+	/// Low single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, mediump> mediump_f32mat2x2;
+
+	/// Medium single-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f32, mediump> mediump_f32mat2x3;
+
+	/// Medium single-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f32, mediump> mediump_f32mat2x4;
+
+	/// Medium single-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f32, mediump> mediump_f32mat3x2;
+
+	/// Medium single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, mediump> mediump_f32mat3x3;
+
+	/// Medium single-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f32, mediump> mediump_f32mat3x4;
+
+	/// Medium single-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f32, mediump> mediump_f32mat4x2;
+
+	/// Medium single-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f32, mediump> mediump_f32mat4x3;
+
+	/// Medium single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, mediump> mediump_f32mat4x4;
+
+	/// Medium single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef detail::tmat1x1<f32, mediump> f32mat1;
+
+	/// Medium single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_f32mat2x2 mediump_f32mat2;
+
+	/// Medium single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_f32mat3x3 mediump_f32mat3;
+
+	/// Medium single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_f32mat4x4 mediump_f32mat4;
+
+
+	/// High single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f32 highp_f32mat1x1;
+
+	/// High single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, highp> highp_f32mat2x2;
+
+	/// High single-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f32, highp> highp_f32mat2x3;
+
+	/// High single-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f32, highp> highp_f32mat2x4;
+
+	/// High single-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f32, highp> highp_f32mat3x2;
+
+	/// High single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, highp> highp_f32mat3x3;
+
+	/// High single-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f32, highp> highp_f32mat3x4;
+
+	/// High single-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f32, highp> highp_f32mat4x2;
+
+	/// High single-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f32, highp> highp_f32mat4x3;
+
+	/// High single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, highp> highp_f32mat4x4;
+
+	/// High single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef detail::tmat1x1<f32, highp> f32mat1;
+
+	/// High single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef highp_f32mat2x2 highp_f32mat2;
+
+	/// High single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef highp_f32mat3x3 highp_f32mat3;
+
+	/// High single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef highp_f32mat4x4 highp_f32mat4;
+
+
+	/// Low double-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f64 lowp_f64mat1x1;
+
+	/// Low double-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f64, lowp> lowp_f64mat2x2;
+
+	/// Low double-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f64, lowp> lowp_f64mat2x3;
+
+	/// Low double-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f64, lowp> lowp_f64mat2x4;
+
+	/// Low double-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f64, lowp> lowp_f64mat3x2;
+
+	/// Low double-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f64, lowp> lowp_f64mat3x3;
+
+	/// Low double-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f64, lowp> lowp_f64mat3x4;
+
+	/// Low double-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f64, lowp> lowp_f64mat4x2;
+
+	/// Low double-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f64, lowp> lowp_f64mat4x3;
+
+	/// Low double-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f64, lowp> lowp_f64mat4x4;
+
+	/// Low double-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef lowp_f64mat1x1 lowp_f64mat1;
+
+	/// Low double-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_f64mat2x2 lowp_f64mat2;
+
+	/// Low double-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_f64mat3x3 lowp_f64mat3;
+
+	/// Low double-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef lowp_f64mat4x4 lowp_f64mat4;
+
+
+	/// Medium double-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f64 Highp_f64mat1x1;
+
+	/// Medium double-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f64, mediump> mediump_f64mat2x2;
+
+	/// Medium double-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f64, mediump> mediump_f64mat2x3;
+
+	/// Medium double-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f64, mediump> mediump_f64mat2x4;
+
+	/// Medium double-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f64, mediump> mediump_f64mat3x2;
+
+	/// Medium double-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f64, mediump> mediump_f64mat3x3;
+
+	/// Medium double-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f64, mediump> mediump_f64mat3x4;
+
+	/// Medium double-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f64, mediump> mediump_f64mat4x2;
+
+	/// Medium double-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f64, mediump> mediump_f64mat4x3;
+
+	/// Medium double-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f64, mediump> mediump_f64mat4x4;
+
+	/// Medium double-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef mediump_f64mat1x1 mediump_f64mat1;
+
+	/// Medium double-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_f64mat2x2 mediump_f64mat2;
+
+	/// Medium double-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_f64mat3x3 mediump_f64mat3;
+
+	/// Medium double-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mediump_f64mat4x4 mediump_f64mat4;
+
+	/// High double-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f64 highp_f64mat1x1;
+
+	/// High double-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f64, highp> highp_f64mat2x2;
+
+	/// High double-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f64, highp> highp_f64mat2x3;
+
+	/// High double-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f64, highp> highp_f64mat2x4;
+
+	/// High double-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f64, highp> highp_f64mat3x2;
+
+	/// High double-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f64, highp> highp_f64mat3x3;
+
+	/// High double-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f64, highp> highp_f64mat3x4;
+
+	/// High double-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f64, highp> highp_f64mat4x2;
+
+	/// High double-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f64, highp> highp_f64mat4x3;
+
+	/// High double-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f64, highp> highp_f64mat4x4;
+
+	/// High double-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef highp_f64mat1x1 highp_f64mat1;
+
+	/// High double-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef highp_f64mat2x2 highp_f64mat2;
+
+	/// High double-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef highp_f64mat3x3 highp_f64mat3;
+
+	/// High double-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef highp_f64mat4x4 highp_f64mat4;
+
+
+	/////////////////////////////
+	// Signed int vector types
+
+	/// Low qualifier signed integer vector of 1 component type.
+	/// @see gtc_type_precision
+	typedef vec<1, int, lowp>		lowp_ivec1;
+
+	/// Low qualifier signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, int, lowp>		lowp_ivec2;
+
+	/// Low qualifier signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, int, lowp>		lowp_ivec3;
+
+	/// Low qualifier signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, int, lowp>		lowp_ivec4;
+
+
+	/// Medium qualifier signed integer vector of 1 component type.
+	/// @see gtc_type_precision
+	typedef vec<1, int, mediump>	mediump_ivec1;
+
+	/// Medium qualifier signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, int, mediump>	mediump_ivec2;
+
+	/// Medium qualifier signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, int, mediump>	mediump_ivec3;
+
+	/// Medium qualifier signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, int, mediump>	mediump_ivec4;
+
+
+	/// High qualifier signed integer vector of 1 component type.
+	/// @see gtc_type_precision
+	typedef vec<1, int, highp>		highp_ivec1;
+
+	/// High qualifier signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, int, highp>		highp_ivec2;
+
+	/// High qualifier signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, int, highp>		highp_ivec3;
+
+	/// High qualifier signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, int, highp>		highp_ivec4;
+
+
+	/// Low qualifier 8 bit signed integer vector of 1 component type.
+	/// @see gtc_type_precision
+	typedef vec<1, i8, lowp>		lowp_i8vec1;
+
+	/// Low qualifier 8 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i8, lowp>		lowp_i8vec2;
+
+	/// Low qualifier 8 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i8, lowp>		lowp_i8vec3;
+
+	/// Low qualifier 8 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i8, lowp>		lowp_i8vec4;
+
+
+	/// Medium qualifier 8 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i8, mediump>		mediump_i8vec1;
+
+	/// Medium qualifier 8 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i8, mediump>		mediump_i8vec2;
+
+	/// Medium qualifier 8 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i8, mediump>		mediump_i8vec3;
+
+	/// Medium qualifier 8 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i8, mediump>		mediump_i8vec4;
+
+
+	/// High qualifier 8 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i8, highp>		highp_i8vec1;
+
+	/// High qualifier 8 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i8, highp>		highp_i8vec2;
+
+	/// High qualifier 8 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i8, highp>		highp_i8vec3;
+
+	/// High qualifier 8 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i8, highp>		highp_i8vec4;
+
+
+	/// Low qualifier 16 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i16, lowp>		lowp_i16vec1;
+
+	/// Low qualifier 16 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i16, lowp>		lowp_i16vec2;
+
+	/// Low qualifier 16 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i16, lowp>		lowp_i16vec3;
+
+	/// Low qualifier 16 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i16, lowp>		lowp_i16vec4;
+
+
+	/// Medium qualifier 16 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i16, mediump>	mediump_i16vec1;
+
+	/// Medium qualifier 16 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i16, mediump>	mediump_i16vec2;
+
+	/// Medium qualifier 16 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i16, mediump>	mediump_i16vec3;
+
+	/// Medium qualifier 16 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i16, mediump>	mediump_i16vec4;
+
+
+	/// High qualifier 16 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i16, highp>		highp_i16vec1;
+
+	/// High qualifier 16 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i16, highp>		highp_i16vec2;
+
+	/// High qualifier 16 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i16, highp>		highp_i16vec3;
+
+	/// High qualifier 16 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i16, highp>		highp_i16vec4;
+
+
+	/// Low qualifier 32 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i32, lowp>		lowp_i32vec1;
+
+	/// Low qualifier 32 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i32, lowp>		lowp_i32vec2;
+
+	/// Low qualifier 32 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i32, lowp>		lowp_i32vec3;
+
+	/// Low qualifier 32 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i32, lowp>		lowp_i32vec4;
+
+
+	/// Medium qualifier 32 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i32, mediump>	mediump_i32vec1;
+
+	/// Medium qualifier 32 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i32, mediump>	mediump_i32vec2;
+
+	/// Medium qualifier 32 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i32, mediump>	mediump_i32vec3;
+
+	/// Medium qualifier 32 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i32, mediump>	mediump_i32vec4;
+
+
+	/// High qualifier 32 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i32, highp>		highp_i32vec1;
+
+	/// High qualifier 32 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i32, highp>		highp_i32vec2;
+
+	/// High qualifier 32 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i32, highp>		highp_i32vec3;
+
+	/// High qualifier 32 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i32, highp>		highp_i32vec4;
+
+
+	/// Low qualifier 64 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i64, lowp>		lowp_i64vec1;
+
+	/// Low qualifier 64 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i64, lowp>		lowp_i64vec2;
+
+	/// Low qualifier 64 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i64, lowp>		lowp_i64vec3;
+
+	/// Low qualifier 64 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i64, lowp>		lowp_i64vec4;
+
+
+	/// Medium qualifier 64 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i64, mediump>	mediump_i64vec1;
+
+	/// Medium qualifier 64 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i64, mediump>	mediump_i64vec2;
+
+	/// Medium qualifier 64 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i64, mediump>	mediump_i64vec3;
+
+	/// Medium qualifier 64 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i64, mediump>	mediump_i64vec4;
+
+
+	/// High qualifier 64 bit signed integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, i64, highp>		highp_i64vec1;
+
+	/// High qualifier 64 bit signed integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, i64, highp>		highp_i64vec2;
+
+	/// High qualifier 64 bit signed integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, i64, highp>		highp_i64vec3;
+
+	/// High qualifier 64 bit signed integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, i64, highp>		highp_i64vec4;
+
+
+	/////////////////////////////
+	// Unsigned int vector types
+
+	/// Low qualifier unsigned integer vector of 1 component type.
+	/// @see gtc_type_precision
+	typedef vec<1, uint, lowp>		lowp_uvec1;
+
+	/// Low qualifier unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, uint, lowp>		lowp_uvec2;
+
+	/// Low qualifier unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, uint, lowp>		lowp_uvec3;
+
+	/// Low qualifier unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, uint, lowp>		lowp_uvec4;
+
+
+	/// Medium qualifier unsigned integer vector of 1 component type.
+	/// @see gtc_type_precision
+	typedef vec<1, uint, mediump>	mediump_uvec1;
+
+	/// Medium qualifier unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, uint, mediump>	mediump_uvec2;
+
+	/// Medium qualifier unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, uint, mediump>	mediump_uvec3;
+
+	/// Medium qualifier unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, uint, mediump>	mediump_uvec4;
+
+
+	/// High qualifier unsigned integer vector of 1 component type.
+	/// @see gtc_type_precision
+	typedef vec<1, uint, highp>		highp_uvec1;
+
+	/// High qualifier unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, uint, highp>		highp_uvec2;
+
+	/// High qualifier unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, uint, highp>		highp_uvec3;
+
+	/// High qualifier unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, uint, highp>		highp_uvec4;
+
+
+	/// Low qualifier 8 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u8, lowp>		lowp_u8vec1;
+
+	/// Low qualifier 8 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u8, lowp>		lowp_u8vec2;
+
+	/// Low qualifier 8 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u8, lowp>		lowp_u8vec3;
+
+	/// Low qualifier 8 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u8, lowp>		lowp_u8vec4;
+
+
+	/// Medium qualifier 8 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u8, mediump>		mediump_u8vec1;
+
+	/// Medium qualifier 8 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u8, mediump>		mediump_u8vec2;
+
+	/// Medium qualifier 8 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u8, mediump>		mediump_u8vec3;
+
+	/// Medium qualifier 8 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u8, mediump>		mediump_u8vec4;
+
+
+	/// High qualifier 8 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u8, highp>		highp_u8vec1;
+
+	/// High qualifier 8 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u8, highp>		highp_u8vec2;
+
+	/// High qualifier 8 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u8, highp>		highp_u8vec3;
+
+	/// High qualifier 8 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u8, highp>		highp_u8vec4;
+
+
+	/// Low qualifier 16 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u16, lowp>		lowp_u16vec1;
+
+	/// Low qualifier 16 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u16, lowp>		lowp_u16vec2;
+
+	/// Low qualifier 16 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u16, lowp>		lowp_u16vec3;
+
+	/// Low qualifier 16 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u16, lowp>		lowp_u16vec4;
+
+
+	/// Medium qualifier 16 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u16, mediump>	mediump_u16vec1;
+
+	/// Medium qualifier 16 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u16, mediump>	mediump_u16vec2;
+
+	/// Medium qualifier 16 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u16, mediump>	mediump_u16vec3;
+
+	/// Medium qualifier 16 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u16, mediump>	mediump_u16vec4;
+
+
+	/// High qualifier 16 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u16, highp>		highp_u16vec1;
+
+	/// High qualifier 16 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u16, highp>		highp_u16vec2;
+
+	/// High qualifier 16 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u16, highp>		highp_u16vec3;
+
+	/// High qualifier 16 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u16, highp>		highp_u16vec4;
+
+
+	/// Low qualifier 32 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u32, lowp>		lowp_u32vec1;
+
+	/// Low qualifier 32 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u32, lowp>		lowp_u32vec2;
+
+	/// Low qualifier 32 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u32, lowp>		lowp_u32vec3;
+
+	/// Low qualifier 32 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u32, lowp>		lowp_u32vec4;
+
+
+	/// Medium qualifier 32 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u32, mediump>	mediump_u32vec1;
+
+	/// Medium qualifier 32 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u32, mediump>	mediump_u32vec2;
+
+	/// Medium qualifier 32 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u32, mediump>	mediump_u32vec3;
+
+	/// Medium qualifier 32 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u32, mediump>	mediump_u32vec4;
+
+
+	/// High qualifier 32 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u32, highp>		highp_u32vec1;
+
+	/// High qualifier 32 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u32, highp>		highp_u32vec2;
+
+	/// High qualifier 32 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u32, highp>		highp_u32vec3;
+
+	/// High qualifier 32 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u32, highp>		highp_u32vec4;
+
+
+	/// Low qualifier 64 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u64, lowp>		lowp_u64vec1;
+
+	/// Low qualifier 64 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u64, lowp>		lowp_u64vec2;
+
+	/// Low qualifier 64 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u64, lowp>		lowp_u64vec3;
+
+	/// Low qualifier 64 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u64, lowp>		lowp_u64vec4;
+
+
+	/// Medium qualifier 64 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u64, mediump>	mediump_u64vec1;
+
+	/// Medium qualifier 64 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u64, mediump>	mediump_u64vec2;
+
+	/// Medium qualifier 64 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u64, mediump>	mediump_u64vec3;
+
+	/// Medium qualifier 64 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u64, mediump>	mediump_u64vec4;
+
+
+	/// High qualifier 64 bit unsigned integer scalar type.
+	/// @see gtc_type_precision
+	typedef vec<1, u64, highp>		highp_u64vec1;
+
+	/// High qualifier 64 bit unsigned integer vector of 2 components type.
+	/// @see gtc_type_precision
+	typedef vec<2, u64, highp>		highp_u64vec2;
+
+	/// High qualifier 64 bit unsigned integer vector of 3 components type.
+	/// @see gtc_type_precision
+	typedef vec<3, u64, highp>		highp_u64vec3;
+
+	/// High qualifier 64 bit unsigned integer vector of 4 components type.
+	/// @see gtc_type_precision
+	typedef vec<4, u64, highp>		highp_u64vec4;
+
+
+	//////////////////////
+	// Float vector types
+
+	/// 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 float32_t;
+
+	/// 32 bit single-qualifier floating-point scalar.
+	/// @see gtc_type_precision
+	typedef float32 f32;
+
+#	ifndef GLM_FORCE_SINGLE_ONLY
+
+		/// 64 bit double-qualifier floating-point scalar.
+		/// @see gtc_type_precision
+		typedef float64 float64_t;
+
+		/// 64 bit double-qualifier floating-point scalar.
+		/// @see gtc_type_precision
+		typedef float64 f64;
+#	endif//GLM_FORCE_SINGLE_ONLY
+
+	/// Single-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, float, defaultp> fvec1;
+
+	/// Single-qualifier floating-point vector of 2 components.
+	/// @see gtc_type_precision
+	typedef vec<2, float, defaultp> fvec2;
+
+	/// Single-qualifier floating-point vector of 3 components.
+	/// @see gtc_type_precision
+	typedef vec<3, float, defaultp> fvec3;
+
+	/// Single-qualifier floating-point vector of 4 components.
+	/// @see gtc_type_precision
+	typedef vec<4, float, defaultp> fvec4;
+
+
+	/// Single-qualifier floating-point vector of 1 component.
+	/// @see gtc_type_precision
+	typedef vec<1, f32, defaultp> f32vec1;
+
+	/// Single-qualifier floating-point vector of 2 components.
+	/// @see gtc_type_precision
+	typedef vec<2, f32, defaultp> f32vec2;
+
+	/// Single-qualifier floating-point vector of 3 components.
+	/// @see gtc_type_precision
+	typedef vec<3, f32, defaultp> f32vec3;
+
+	/// Single-qualifier floating-point vector of 4 components.
+	/// @see gtc_type_precision
+	typedef vec<4, f32, defaultp> f32vec4;
+
+#	ifndef GLM_FORCE_SINGLE_ONLY
+		/// Double-qualifier floating-point vector of 1 component.
+		/// @see gtc_type_precision
+		typedef vec<1, f64, defaultp> f64vec1;
+
+		/// Double-qualifier floating-point vector of 2 components.
+		/// @see gtc_type_precision
+		typedef vec<2, f64, defaultp> f64vec2;
+
+		/// Double-qualifier floating-point vector of 3 components.
+		/// @see gtc_type_precision
+		typedef vec<3, f64, defaultp> f64vec3;
+
+		/// Double-qualifier floating-point vector of 4 components.
+		/// @see gtc_type_precision
+		typedef vec<4, f64, defaultp> f64vec4;
+#	endif//GLM_FORCE_SINGLE_ONLY
+
+
+	//////////////////////
+	// Float matrix types
+
+	/// Single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef detail::tmat1x1<f32> fmat1;
+
+	/// Single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, defaultp> fmat2;
+
+	/// Single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, defaultp> fmat3;
+
+	/// Single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, defaultp> fmat4;
+
+
+	/// Single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f32 fmat1x1;
+
+	/// Single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, defaultp> fmat2x2;
+
+	/// Single-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f32, defaultp> fmat2x3;
+
+	/// Single-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f32, defaultp> fmat2x4;
+
+	/// Single-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f32, defaultp> fmat3x2;
+
+	/// Single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, defaultp> fmat3x3;
+
+	/// Single-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f32, defaultp> fmat3x4;
+
+	/// Single-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f32, defaultp> fmat4x2;
+
+	/// Single-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f32, defaultp> fmat4x3;
+
+	/// Single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, defaultp> fmat4x4;
+
+
+	/// Single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef detail::tmat1x1<f32, defaultp> f32mat1;
+
+	/// Single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, defaultp> f32mat2;
+
+	/// Single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, defaultp> f32mat3;
+
+	/// Single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, defaultp> f32mat4;
+
+
+	/// Single-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f32 f32mat1x1;
+
+	/// Single-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f32, defaultp> f32mat2x2;
+
+	/// Single-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f32, defaultp> f32mat2x3;
+
+	/// Single-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f32, defaultp> f32mat2x4;
+
+	/// Single-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f32, defaultp> f32mat3x2;
+
+	/// Single-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f32, defaultp> f32mat3x3;
+
+	/// Single-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f32, defaultp> f32mat3x4;
+
+	/// Single-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f32, defaultp> f32mat4x2;
+
+	/// Single-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f32, defaultp> f32mat4x3;
+
+	/// Single-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f32, defaultp> f32mat4x4;
+
+
+#	ifndef GLM_FORCE_SINGLE_ONLY
+
+	/// Double-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef detail::tmat1x1<f64, defaultp> f64mat1;
+
+	/// Double-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f64, defaultp> f64mat2;
+
+	/// Double-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f64, defaultp> f64mat3;
+
+	/// Double-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f64, defaultp> f64mat4;
+
+
+	/// Double-qualifier floating-point 1x1 matrix.
+	/// @see gtc_type_precision
+	//typedef f64 f64mat1x1;
+
+	/// Double-qualifier floating-point 2x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 2, f64, defaultp> f64mat2x2;
+
+	/// Double-qualifier floating-point 2x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 3, f64, defaultp> f64mat2x3;
+
+	/// Double-qualifier floating-point 2x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<2, 4, f64, defaultp> f64mat2x4;
+
+	/// Double-qualifier floating-point 3x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 2, f64, defaultp> f64mat3x2;
+
+	/// Double-qualifier floating-point 3x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 3, f64, defaultp> f64mat3x3;
+
+	/// Double-qualifier floating-point 3x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<3, 4, f64, defaultp> f64mat3x4;
+
+	/// Double-qualifier floating-point 4x2 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 2, f64, defaultp> f64mat4x2;
+
+	/// Double-qualifier floating-point 4x3 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 3, f64, defaultp> f64mat4x3;
+
+	/// Double-qualifier floating-point 4x4 matrix.
+	/// @see gtc_type_precision
+	typedef mat<4, 4, f64, defaultp> f64mat4x4;
+
+#	endif//GLM_FORCE_SINGLE_ONLY
+
+	//////////////////////////
+	// Quaternion types
+
+	/// Single-qualifier floating-point quaternion.
+	/// @see gtc_type_precision
+	typedef qua<f32, defaultp> f32quat;
+
+	/// Low single-qualifier floating-point quaternion.
+	/// @see gtc_type_precision
+	typedef qua<f32, lowp> lowp_f32quat;
+
+	/// Low double-qualifier floating-point quaternion.
+	/// @see gtc_type_precision
+	typedef qua<f64, lowp> lowp_f64quat;
+
+	/// Medium single-qualifier floating-point quaternion.
+	/// @see gtc_type_precision
+	typedef qua<f32, mediump> mediump_f32quat;
+
+#	ifndef GLM_FORCE_SINGLE_ONLY
+
+	/// Medium double-qualifier floating-point quaternion.
+	/// @see gtc_type_precision
+	typedef qua<f64, mediump> mediump_f64quat;
+
+	/// High single-qualifier floating-point quaternion.
+	/// @see gtc_type_precision
+	typedef qua<f32, highp> highp_f32quat;
+
+	/// High double-qualifier floating-point quaternion.
+	/// @see gtc_type_precision
+	typedef qua<f64, highp> highp_f64quat;
+
+	/// Double-qualifier floating-point quaternion.
+	/// @see gtc_type_precision
+	typedef qua<f64, defaultp> f64quat;
+
+#	endif//GLM_FORCE_SINGLE_ONLY
+
+	/// @}
+}//namespace glm
+
+#include "type_precision.inl"
diff --git a/third_party/glm/gtc/type_precision.inl b/third_party/glm/gtc/type_precision.inl
new file mode 100644
index 0000000000000000000000000000000000000000..ae8091206bd402a59d13d86edc1998b78eadb372
--- /dev/null
+++ b/third_party/glm/gtc/type_precision.inl
@@ -0,0 +1,6 @@
+/// @ref gtc_precision
+
+namespace glm
+{
+
+}
diff --git a/third_party/glm/gtc/type_ptr.hpp b/third_party/glm/gtc/type_ptr.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..d7e625aa591719bb0c7e42db2509c48a2fc89b8e
--- /dev/null
+++ b/third_party/glm/gtc/type_ptr.hpp
@@ -0,0 +1,230 @@
+/// @ref gtc_type_ptr
+/// @file glm/gtc/type_ptr.hpp
+///
+/// @see core (dependence)
+/// @see gtc_quaternion (dependence)
+///
+/// @defgroup gtc_type_ptr GLM_GTC_type_ptr
+/// @ingroup gtc
+///
+/// Include <glm/gtc/type_ptr.hpp> to use the features of this extension.
+///
+/// Handles the interaction between pointers and vector, matrix types.
+///
+/// This extension defines an overloaded function, glm::value_ptr. It returns
+/// a pointer to the memory layout of the object. Matrix types store their values
+/// in column-major order.
+///
+/// This is useful for uploading data to matrices or copying data to buffer objects.
+///
+/// Example:
+/// @code
+/// #include <glm/glm.hpp>
+/// #include <glm/gtc/type_ptr.hpp>
+///
+/// glm::vec3 aVector(3);
+/// glm::mat4 someMatrix(1.0);
+///
+/// glUniform3fv(uniformLoc, 1, glm::value_ptr(aVector));
+/// glUniformMatrix4fv(uniformMatrixLoc, 1, GL_FALSE, glm::value_ptr(someMatrix));
+/// @endcode
+///
+/// <glm/gtc/type_ptr.hpp> need to be included to use the features of this extension.
+
+#pragma once
+
+// Dependency:
+#include "../gtc/quaternion.hpp"
+#include "../gtc/vec1.hpp"
+#include "../vec2.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+#include "../mat2x2.hpp"
+#include "../mat2x3.hpp"
+#include "../mat2x4.hpp"
+#include "../mat3x2.hpp"
+#include "../mat3x3.hpp"
+#include "../mat3x4.hpp"
+#include "../mat4x2.hpp"
+#include "../mat4x3.hpp"
+#include "../mat4x4.hpp"
+#include <cstring>
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_type_ptr extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_type_ptr
+	/// @{
+
+	/// Return the constant address to the data of the input parameter.
+	/// @see gtc_type_ptr
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::value_type const * value_ptr(genType const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<1, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<2, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<3, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<4, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<1, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<2, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<3, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<4, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<1, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<2, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<3, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<4, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<1, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<2, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<3, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<4, T, Q> const& v);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL vec<2, T, defaultp> make_vec2(T const * const ptr);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL vec<3, T, defaultp> make_vec3(T const * const ptr);
+
+	/// Build a vector from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL vec<4, T, defaultp> make_vec4(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2x2(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<2, 3, T, defaultp> make_mat2x3(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<2, 4, T, defaultp> make_mat2x4(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<3, 2, T, defaultp> make_mat3x2(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3x3(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<3, 4, T, defaultp> make_mat3x4(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 2, T, defaultp> make_mat4x2(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 3, T, defaultp> make_mat4x3(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4x4(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3(T const * const ptr);
+
+	/// Build a matrix from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4(T const * const ptr);
+
+	/// Build a quaternion from a pointer.
+	/// @see gtc_type_ptr
+	template<typename T>
+	GLM_FUNC_DECL qua<T, defaultp> make_quat(T const * const ptr);
+
+	/// @}
+}//namespace glm
+
+#include "type_ptr.inl"
diff --git a/third_party/glm/gtc/type_ptr.inl b/third_party/glm/gtc/type_ptr.inl
new file mode 100644
index 0000000000000000000000000000000000000000..4e9ed72f97ee059193dfc5459de5f8753690dc97
--- /dev/null
+++ b/third_party/glm/gtc/type_ptr.inl
@@ -0,0 +1,398 @@
+/// @ref gtc_type_ptr
+
+#include <cstring>
+
+namespace glm
+{
+	/// @addtogroup gtc_type_ptr
+	/// @{
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(vec<1, T, Q> const& v)
+	{
+		return &(v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(vec<1, T, Q>& v)
+	{
+		return &(v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(vec<2, T, Q> const& v)
+	{
+		return &(v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(vec<2, T, Q>& v)
+	{
+		return &(v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const * value_ptr(vec<3, T, Q> const& v)
+	{
+		return &(v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(vec<3, T, Q>& v)
+	{
+		return &(v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(vec<4, T, Q> const& v)
+	{
+		return &(v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(vec<4, T, Q>& v)
+	{
+		return &(v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 2, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 2, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 3, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 3, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 4, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(mat<4, 4, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 3, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 3, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 2, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 2, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 4, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 4, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 2, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(mat<4, 2, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 4, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 4, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 3, T, Q> const& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T * value_ptr(mat<4, 3, T, Q>& m)
+	{
+		return &(m[0].x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T const * value_ptr(qua<T, Q> const& q)
+	{
+		return &(q[0]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T* value_ptr(qua<T, Q>& q)
+	{
+		return &(q[0]);
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<1, T, Q> const& v)
+	{
+		return v;
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<2, T, Q> const& v)
+	{
+		return vec<1, T, Q>(v);
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<3, T, Q> const& v)
+	{
+		return vec<1, T, Q>(v);
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<4, T, Q> const& v)
+	{
+		return vec<1, T, Q>(v);
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<1, T, Q> const& v)
+	{
+		return vec<2, T, Q>(v.x, static_cast<T>(0));
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<2, T, Q> const& v)
+	{
+		return v;
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<3, T, Q> const& v)
+	{
+		return vec<2, T, Q>(v);
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<4, T, Q> const& v)
+	{
+		return vec<2, T, Q>(v);
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<1, T, Q> const& v)
+	{
+		return vec<3, T, Q>(v.x, static_cast<T>(0), static_cast<T>(0));
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<2, T, Q> const& v)
+	{
+		return vec<3, T, Q>(v.x, v.y, static_cast<T>(0));
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<3, T, Q> const& v)
+	{
+		return v;
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<4, T, Q> const& v)
+	{
+		return vec<3, T, Q>(v);
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<1, T, Q> const& v)
+	{
+		return vec<4, T, Q>(v.x, static_cast<T>(0), static_cast<T>(0), static_cast<T>(1));
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<2, T, Q> const& v)
+	{
+		return vec<4, T, Q>(v.x, v.y, static_cast<T>(0), static_cast<T>(1));
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<3, T, Q> const& v)
+	{
+		return vec<4, T, Q>(v.x, v.y, v.z, static_cast<T>(1));
+	}
+
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<4, T, Q> const& v)
+	{
+		return v;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER vec<2, T, defaultp> make_vec2(T const *const ptr)
+	{
+		vec<2, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(vec<2, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER vec<3, T, defaultp> make_vec3(T const *const ptr)
+	{
+		vec<3, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(vec<3, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER vec<4, T, defaultp> make_vec4(T const *const ptr)
+	{
+		vec<4, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(vec<4, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2x2(T const *const ptr)
+	{
+		mat<2, 2, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<2, 2, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<2, 3, T, defaultp> make_mat2x3(T const *const ptr)
+	{
+		mat<2, 3, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<2, 3, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<2, 4, T, defaultp> make_mat2x4(T const *const ptr)
+	{
+		mat<2, 4, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<2, 4, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<3, 2, T, defaultp> make_mat3x2(T const *const ptr)
+	{
+		mat<3, 2, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<3, 2, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3x3(T const *const ptr)
+	{
+		mat<3, 3, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<3, 3, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<3, 4, T, defaultp> make_mat3x4(T const *const ptr)
+	{
+		mat<3, 4, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<3, 4, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 2, T, defaultp> make_mat4x2(T const *const ptr)
+	{
+		mat<4, 2, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<4, 2, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 3, T, defaultp> make_mat4x3(T const *const ptr)
+	{
+		mat<4, 3, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<4, 3, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4x4(T const *const ptr)
+	{
+		mat<4, 4, T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(mat<4, 4, T, defaultp>));
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2(T const *const ptr)
+	{
+		return make_mat2x2(ptr);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3(T const *const ptr)
+	{
+		return make_mat3x3(ptr);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4(T const *const ptr)
+	{
+		return make_mat4x4(ptr);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER qua<T, defaultp> make_quat(T const *const ptr)
+	{
+		qua<T, defaultp> Result;
+		memcpy(value_ptr(Result), ptr, sizeof(qua<T, defaultp>));
+		return Result;
+	}
+
+	/// @}
+}//namespace glm
+
diff --git a/third_party/glm/gtc/ulp.hpp b/third_party/glm/gtc/ulp.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..7b918f0fa764671f7e45c6c4e4d1a275eced63d2
--- /dev/null
+++ b/third_party/glm/gtc/ulp.hpp
@@ -0,0 +1,155 @@
+/// @ref gtc_ulp
+/// @file glm/gtc/ulp.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_ulp GLM_GTC_ulp
+/// @ingroup gtc
+///
+/// Include <glm/gtc/ulp.hpp> to use the features of this extension.
+///
+/// Allow the measurement of the accuracy of a function against a reference
+/// implementation. This extension works on floating-point data and provide results
+/// in ULP.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../detail/_vectorize.hpp"
+#include "../ext/scalar_int_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_ulp extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtc_ulp
+	/// @{
+
+	/// Return the next ULP value(s) after the input value(s).
+	///
+	/// @tparam genType A floating-point scalar type.
+	///
+	/// @see gtc_ulp
+	template<typename genType>
+	GLM_FUNC_DECL genType next_float(genType x);
+
+	/// Return the previous ULP value(s) before the input value(s).
+	///
+	/// @tparam genType A floating-point scalar type.
+	///
+	/// @see gtc_ulp
+	template<typename genType>
+	GLM_FUNC_DECL genType prev_float(genType x);
+
+	/// Return the value(s) ULP distance after the input value(s).
+	///
+	/// @tparam genType A floating-point scalar type.
+	///
+	/// @see gtc_ulp
+	template<typename genType>
+	GLM_FUNC_DECL genType next_float(genType x, int ULPs);
+
+	/// Return the value(s) ULP distance before the input value(s).
+	///
+	/// @tparam genType A floating-point scalar type.
+	///
+	/// @see gtc_ulp
+	template<typename genType>
+	GLM_FUNC_DECL genType prev_float(genType x, int ULPs);
+
+	/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.
+	///
+	/// @see gtc_ulp
+	GLM_FUNC_DECL int float_distance(float x, float y);
+
+	/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.
+	///
+	/// @see gtc_ulp
+	GLM_FUNC_DECL int64 float_distance(double x, double y);
+
+	/// Return the next ULP value(s) after the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x);
+
+	/// Return the value(s) ULP distance after the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x, int ULPs);
+
+	/// Return the value(s) ULP distance after the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> next_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);
+
+	/// Return the previous ULP value(s) before the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x);
+
+	/// Return the value(s) ULP distance before the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x, int ULPs);
+
+	/// Return the value(s) ULP distance before the input value(s).
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> prev_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs);
+
+	/// Return the distance in the number of ULP between 2 single-precision floating-point scalars.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int, Q> float_distance(vec<L, float, Q> const& x, vec<L, float, Q> const& y);
+
+	/// Return the distance in the number of ULP between 2 double-precision floating-point scalars.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see gtc_ulp
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int64, Q> float_distance(vec<L, double, Q> const& x, vec<L, double, Q> const& y);
+
+	/// @}
+}//namespace glm
+
+#include "ulp.inl"
diff --git a/third_party/glm/gtc/ulp.inl b/third_party/glm/gtc/ulp.inl
new file mode 100644
index 0000000000000000000000000000000000000000..836c84b4a250c78c3ca76634d2ad3243c7215cd2
--- /dev/null
+++ b/third_party/glm/gtc/ulp.inl
@@ -0,0 +1,173 @@
+/// @ref gtc_ulp
+
+#include "../ext/scalar_ulp.hpp"
+
+namespace glm
+{
+	template<>
+	GLM_FUNC_QUALIFIER float next_float(float x)
+	{
+#		if GLM_HAS_CXX11_STL
+		return std::nextafter(x, std::numeric_limits<float>::max());
+#		elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))
+		return detail::nextafterf(x, FLT_MAX);
+#		elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+		return __builtin_nextafterf(x, FLT_MAX);
+#		else
+		return nextafterf(x, FLT_MAX);
+#		endif
+	}
+
+	template<>
+	GLM_FUNC_QUALIFIER double next_float(double x)
+	{
+#		if GLM_HAS_CXX11_STL
+		return std::nextafter(x, std::numeric_limits<double>::max());
+#		elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))
+		return detail::nextafter(x, std::numeric_limits<double>::max());
+#		elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+		return __builtin_nextafter(x, DBL_MAX);
+#		else
+		return nextafter(x, DBL_MAX);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T next_float(T x, int ULPs)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'next_float' only accept floating-point input");
+		assert(ULPs >= 0);
+
+		T temp = x;
+		for (int i = 0; i < ULPs; ++i)
+			temp = next_float(temp);
+		return temp;
+	}
+
+	GLM_FUNC_QUALIFIER float prev_float(float x)
+	{
+#		if GLM_HAS_CXX11_STL
+		return std::nextafter(x, std::numeric_limits<float>::min());
+#		elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))
+		return detail::nextafterf(x, FLT_MIN);
+#		elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+		return __builtin_nextafterf(x, FLT_MIN);
+#		else
+		return nextafterf(x, FLT_MIN);
+#		endif
+	}
+
+	GLM_FUNC_QUALIFIER double prev_float(double x)
+	{
+#		if GLM_HAS_CXX11_STL
+		return std::nextafter(x, std::numeric_limits<double>::min());
+#		elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)))
+		return _nextafter(x, DBL_MIN);
+#		elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+		return __builtin_nextafter(x, DBL_MIN);
+#		else
+		return nextafter(x, DBL_MIN);
+#		endif
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T prev_float(T x, int ULPs)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'prev_float' only accept floating-point input");
+		assert(ULPs >= 0);
+
+		T temp = x;
+		for (int i = 0; i < ULPs; ++i)
+			temp = prev_float(temp);
+		return temp;
+	}
+
+	GLM_FUNC_QUALIFIER int float_distance(float x, float y)
+	{
+		detail::float_t<float> const a(x);
+		detail::float_t<float> const b(y);
+
+		return abs(a.i - b.i);
+	}
+
+	GLM_FUNC_QUALIFIER int64 float_distance(double x, double y)
+	{
+		detail::float_t<double> const a(x);
+		detail::float_t<double> const b(y);
+
+		return abs(a.i - b.i);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x)
+	{
+		vec<L, T, Q> Result;
+		for (length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = next_float(x[i]);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x, int ULPs)
+	{
+		vec<L, T, Q> Result;
+		for (length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = next_float(x[i], ULPs);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> next_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)
+	{
+		vec<L, T, Q> Result;
+		for (length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = next_float(x[i], ULPs[i]);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x)
+	{
+		vec<L, T, Q> Result;
+		for (length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = prev_float(x[i]);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x, int ULPs)
+	{
+		vec<L, T, Q> Result;
+		for (length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = prev_float(x[i], ULPs);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> prev_float(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)
+	{
+		vec<L, T, Q> Result;
+		for (length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = prev_float(x[i], ULPs[i]);
+		return Result;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int, Q> float_distance(vec<L, float, Q> const& x, vec<L, float, Q> const& y)
+	{
+		vec<L, int, Q> Result;
+		for (length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = float_distance(x[i], y[i]);
+		return Result;
+	}
+
+	template<length_t L, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, int64, Q> float_distance(vec<L, double, Q> const& x, vec<L, double, Q> const& y)
+	{
+		vec<L, int64, Q> Result;
+		for (length_t i = 0, n = Result.length(); i < n; ++i)
+			Result[i] = float_distance(x[i], y[i]);
+		return Result;
+	}
+}//namespace glm
+
diff --git a/third_party/glm/gtc/vec1.hpp b/third_party/glm/gtc/vec1.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..63697a2157508ac9ae597ea885804c7963e919c7
--- /dev/null
+++ b/third_party/glm/gtc/vec1.hpp
@@ -0,0 +1,30 @@
+/// @ref gtc_vec1
+/// @file glm/gtc/vec1.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtc_vec1 GLM_GTC_vec1
+/// @ingroup gtc
+///
+/// Include <glm/gtc/vec1.hpp> to use the features of this extension.
+///
+/// Add vec1, ivec1, uvec1 and bvec1 types.
+
+#pragma once
+
+// Dependency:
+#include "../ext/vector_bool1.hpp"
+#include "../ext/vector_bool1_precision.hpp"
+#include "../ext/vector_float1.hpp"
+#include "../ext/vector_float1_precision.hpp"
+#include "../ext/vector_double1.hpp"
+#include "../ext/vector_double1_precision.hpp"
+#include "../ext/vector_int1.hpp"
+#include "../ext/vector_int1_sized.hpp"
+#include "../ext/vector_uint1.hpp"
+#include "../ext/vector_uint1_sized.hpp"
+
+#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_vec1 extension included")
+#endif
+
diff --git a/third_party/glm/gtx/associated_min_max.hpp b/third_party/glm/gtx/associated_min_max.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..435230d2775134bbf15e9372d595f521b3c0d8ac
--- /dev/null
+++ b/third_party/glm/gtx/associated_min_max.hpp
@@ -0,0 +1,205 @@
+/// @ref gtx_associated_min_max
+/// @file glm/gtx/associated_min_max.hpp
+///
+/// @see core (dependence)
+/// @see gtx_extented_min_max (dependence)
+///
+/// @defgroup gtx_associated_min_max GLM_GTX_associated_min_max
+/// @ingroup gtx
+///
+/// Include <glm/gtx/associated_min_max.hpp> to use the features of this extension.
+///
+/// @brief Min and max functions that return associated values not the compared ones.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_associated_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_associated_min_max extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_associated_min_max
+	/// @{
+
+	/// Minimum comparison between 2 variables and returns 2 associated variable values
+	/// @see gtx_associated_min_max
+	template<typename T, typename U>
+	GLM_FUNC_DECL U associatedMin(T x, U a, T y, U b);
+
+	/// Minimum comparison between 2 variables and returns 2 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMin(
+		vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+		vec<L, T, Q> const& y, vec<L, U, Q> const& b);
+
+	/// Minimum comparison between 2 variables and returns 2 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMin(
+		T x, const vec<L, U, Q>& a,
+		T y, const vec<L, U, Q>& b);
+
+	/// Minimum comparison between 2 variables and returns 2 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMin(
+		vec<L, T, Q> const& x, U a,
+		vec<L, T, Q> const& y, U b);
+
+	/// Minimum comparison between 3 variables and returns 3 associated variable values
+	/// @see gtx_associated_min_max
+	template<typename T, typename U>
+	GLM_FUNC_DECL U associatedMin(
+		T x, U a,
+		T y, U b,
+		T z, U c);
+
+	/// Minimum comparison between 3 variables and returns 3 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMin(
+		vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+		vec<L, T, Q> const& y, vec<L, U, Q> const& b,
+		vec<L, T, Q> const& z, vec<L, U, Q> const& c);
+
+	/// Minimum comparison between 4 variables and returns 4 associated variable values
+	/// @see gtx_associated_min_max
+	template<typename T, typename U>
+	GLM_FUNC_DECL U associatedMin(
+		T x, U a,
+		T y, U b,
+		T z, U c,
+		T w, U d);
+
+	/// Minimum comparison between 4 variables and returns 4 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMin(
+		vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+		vec<L, T, Q> const& y, vec<L, U, Q> const& b,
+		vec<L, T, Q> const& z, vec<L, U, Q> const& c,
+		vec<L, T, Q> const& w, vec<L, U, Q> const& d);
+
+	/// Minimum comparison between 4 variables and returns 4 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMin(
+		T x, vec<L, U, Q> const& a,
+		T y, vec<L, U, Q> const& b,
+		T z, vec<L, U, Q> const& c,
+		T w, vec<L, U, Q> const& d);
+
+	/// Minimum comparison between 4 variables and returns 4 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMin(
+		vec<L, T, Q> const& x, U a,
+		vec<L, T, Q> const& y, U b,
+		vec<L, T, Q> const& z, U c,
+		vec<L, T, Q> const& w, U d);
+
+	/// Maximum comparison between 2 variables and returns 2 associated variable values
+	/// @see gtx_associated_min_max
+	template<typename T, typename U>
+	GLM_FUNC_DECL U associatedMax(T x, U a, T y, U b);
+
+	/// Maximum comparison between 2 variables and returns 2 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMax(
+		vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+		vec<L, T, Q> const& y, vec<L, U, Q> const& b);
+
+	/// Maximum comparison between 2 variables and returns 2 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> associatedMax(
+		T x, vec<L, U, Q> const& a,
+		T y, vec<L, U, Q> const& b);
+
+	/// Maximum comparison between 2 variables and returns 2 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMax(
+		vec<L, T, Q> const& x, U a,
+		vec<L, T, Q> const& y, U b);
+
+	/// Maximum comparison between 3 variables and returns 3 associated variable values
+	/// @see gtx_associated_min_max
+	template<typename T, typename U>
+	GLM_FUNC_DECL U associatedMax(
+		T x, U a,
+		T y, U b,
+		T z, U c);
+
+	/// Maximum comparison between 3 variables and returns 3 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMax(
+		vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+		vec<L, T, Q> const& y, vec<L, U, Q> const& b,
+		vec<L, T, Q> const& z, vec<L, U, Q> const& c);
+
+	/// Maximum comparison between 3 variables and returns 3 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> associatedMax(
+		T x, vec<L, U, Q> const& a,
+		T y, vec<L, U, Q> const& b,
+		T z, vec<L, U, Q> const& c);
+
+	/// Maximum comparison between 3 variables and returns 3 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMax(
+		vec<L, T, Q> const& x, U a,
+		vec<L, T, Q> const& y, U b,
+		vec<L, T, Q> const& z, U c);
+
+	/// Maximum comparison between 4 variables and returns 4 associated variable values
+	/// @see gtx_associated_min_max
+	template<typename T, typename U>
+	GLM_FUNC_DECL U associatedMax(
+		T x, U a,
+		T y, U b,
+		T z, U c,
+		T w, U d);
+
+	/// Maximum comparison between 4 variables and returns 4 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMax(
+		vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+		vec<L, T, Q> const& y, vec<L, U, Q> const& b,
+		vec<L, T, Q> const& z, vec<L, U, Q> const& c,
+		vec<L, T, Q> const& w, vec<L, U, Q> const& d);
+
+	/// Maximum comparison between 4 variables and returns 4 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMax(
+		T x, vec<L, U, Q> const& a,
+		T y, vec<L, U, Q> const& b,
+		T z, vec<L, U, Q> const& c,
+		T w, vec<L, U, Q> const& d);
+
+	/// Maximum comparison between 4 variables and returns 4 associated variable values
+	/// @see gtx_associated_min_max
+	template<length_t L, typename T, typename U, qualifier Q>
+	GLM_FUNC_DECL vec<L, U, Q> associatedMax(
+		vec<L, T, Q> const& x, U a,
+		vec<L, T, Q> const& y, U b,
+		vec<L, T, Q> const& z, U c,
+		vec<L, T, Q> const& w, U d);
+
+	/// @}
+} //namespace glm
+
+#include "associated_min_max.inl"
diff --git a/third_party/glm/gtx/associated_min_max.inl b/third_party/glm/gtx/associated_min_max.inl
new file mode 100644
index 0000000000000000000000000000000000000000..f09f5bb74c25b9e54a36b54884e700e53a265111
--- /dev/null
+++ b/third_party/glm/gtx/associated_min_max.inl
@@ -0,0 +1,354 @@
+/// @ref gtx_associated_min_max
+
+namespace glm{
+
+// Min comparison between 2 variables
+template<typename T, typename U>
+GLM_FUNC_QUALIFIER U associatedMin(T x, U a, T y, U b)
+{
+	return x < y ? a : b;
+}
+
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin
+(
+	vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+	vec<L, T, Q> const& y, vec<L, U, Q> const& b
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x[i] < y[i] ? a[i] : b[i];
+	return Result;
+}
+
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin
+(
+	T x, const vec<L, U, Q>& a,
+	T y, const vec<L, U, Q>& b
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x < y ? a[i] : b[i];
+	return Result;
+}
+
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin
+(
+	vec<L, T, Q> const& x, U a,
+	vec<L, T, Q> const& y, U b
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x[i] < y[i] ? a : b;
+	return Result;
+}
+
+// Min comparison between 3 variables
+template<typename T, typename U>
+GLM_FUNC_QUALIFIER U associatedMin
+(
+	T x, U a,
+	T y, U b,
+	T z, U c
+)
+{
+	U Result = x < y ? (x < z ? a : c) : (y < z ? b : c);
+	return Result;
+}
+
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin
+(
+	vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+	vec<L, T, Q> const& y, vec<L, U, Q> const& b,
+	vec<L, T, Q> const& z, vec<L, U, Q> const& c
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x[i] < y[i] ? (x[i] < z[i] ? a[i] : c[i]) : (y[i] < z[i] ? b[i] : c[i]);
+	return Result;
+}
+
+// Min comparison between 4 variables
+template<typename T, typename U>
+GLM_FUNC_QUALIFIER U associatedMin
+(
+	T x, U a,
+	T y, U b,
+	T z, U c,
+	T w, U d
+)
+{
+	T Test1 = min(x, y);
+	T Test2 = min(z, w);
+	U Result1 = x < y ? a : b;
+	U Result2 = z < w ? c : d;
+	U Result = Test1 < Test2 ? Result1 : Result2;
+	return Result;
+}
+
+// Min comparison between 4 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin
+(
+	vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+	vec<L, T, Q> const& y, vec<L, U, Q> const& b,
+	vec<L, T, Q> const& z, vec<L, U, Q> const& c,
+	vec<L, T, Q> const& w, vec<L, U, Q> const& d
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+	{
+		T Test1 = min(x[i], y[i]);
+		T Test2 = min(z[i], w[i]);
+		U Result1 = x[i] < y[i] ? a[i] : b[i];
+		U Result2 = z[i] < w[i] ? c[i] : d[i];
+		Result[i] = Test1 < Test2 ? Result1 : Result2;
+	}
+	return Result;
+}
+
+// Min comparison between 4 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin
+(
+	T x, vec<L, U, Q> const& a,
+	T y, vec<L, U, Q> const& b,
+	T z, vec<L, U, Q> const& c,
+	T w, vec<L, U, Q> const& d
+)
+{
+	T Test1 = min(x, y);
+	T Test2 = min(z, w);
+
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+	{
+		U Result1 = x < y ? a[i] : b[i];
+		U Result2 = z < w ? c[i] : d[i];
+		Result[i] = Test1 < Test2 ? Result1 : Result2;
+	}
+	return Result;
+}
+
+// Min comparison between 4 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMin
+(
+	vec<L, T, Q> const& x, U a,
+	vec<L, T, Q> const& y, U b,
+	vec<L, T, Q> const& z, U c,
+	vec<L, T, Q> const& w, U d
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+	{
+		T Test1 = min(x[i], y[i]);
+		T Test2 = min(z[i], w[i]);
+		U Result1 = x[i] < y[i] ? a : b;
+		U Result2 = z[i] < w[i] ? c : d;
+		Result[i] = Test1 < Test2 ? Result1 : Result2;
+	}
+	return Result;
+}
+
+// Max comparison between 2 variables
+template<typename T, typename U>
+GLM_FUNC_QUALIFIER U associatedMax(T x, U a, T y, U b)
+{
+	return x > y ? a : b;
+}
+
+// Max comparison between 2 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax
+(
+	vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+	vec<L, T, Q> const& y, vec<L, U, Q> const& b
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x[i] > y[i] ? a[i] : b[i];
+	return Result;
+}
+
+// Max comparison between 2 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, T, Q> associatedMax
+(
+	T x, vec<L, U, Q> const& a,
+	T y, vec<L, U, Q> const& b
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x > y ? a[i] : b[i];
+	return Result;
+}
+
+// Max comparison between 2 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax
+(
+	vec<L, T, Q> const& x, U a,
+	vec<L, T, Q> const& y, U b
+)
+{
+	vec<L, T, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x[i] > y[i] ? a : b;
+	return Result;
+}
+
+// Max comparison between 3 variables
+template<typename T, typename U>
+GLM_FUNC_QUALIFIER U associatedMax
+(
+	T x, U a,
+	T y, U b,
+	T z, U c
+)
+{
+	U Result = x > y ? (x > z ? a : c) : (y > z ? b : c);
+	return Result;
+}
+
+// Max comparison between 3 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax
+(
+	vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+	vec<L, T, Q> const& y, vec<L, U, Q> const& b,
+	vec<L, T, Q> const& z, vec<L, U, Q> const& c
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x[i] > y[i] ? (x[i] > z[i] ? a[i] : c[i]) : (y[i] > z[i] ? b[i] : c[i]);
+	return Result;
+}
+
+// Max comparison between 3 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, T, Q> associatedMax
+(
+	T x, vec<L, U, Q> const& a,
+	T y, vec<L, U, Q> const& b,
+	T z, vec<L, U, Q> const& c
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x > y ? (x > z ? a[i] : c[i]) : (y > z ? b[i] : c[i]);
+	return Result;
+}
+
+// Max comparison between 3 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax
+(
+	vec<L, T, Q> const& x, U a,
+	vec<L, T, Q> const& y, U b,
+	vec<L, T, Q> const& z, U c
+)
+{
+	vec<L, T, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+		Result[i] = x[i] > y[i] ? (x[i] > z[i] ? a : c) : (y[i] > z[i] ? b : c);
+	return Result;
+}
+
+// Max comparison between 4 variables
+template<typename T, typename U>
+GLM_FUNC_QUALIFIER U associatedMax
+(
+	T x, U a,
+	T y, U b,
+	T z, U c,
+	T w, U d
+)
+{
+	T Test1 = max(x, y);
+	T Test2 = max(z, w);
+	U Result1 = x > y ? a : b;
+	U Result2 = z > w ? c : d;
+	U Result = Test1 > Test2 ? Result1 : Result2;
+	return Result;
+}
+
+// Max comparison between 4 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax
+(
+	vec<L, T, Q> const& x, vec<L, U, Q> const& a,
+	vec<L, T, Q> const& y, vec<L, U, Q> const& b,
+	vec<L, T, Q> const& z, vec<L, U, Q> const& c,
+	vec<L, T, Q> const& w, vec<L, U, Q> const& d
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+	{
+		T Test1 = max(x[i], y[i]);
+		T Test2 = max(z[i], w[i]);
+		U Result1 = x[i] > y[i] ? a[i] : b[i];
+		U Result2 = z[i] > w[i] ? c[i] : d[i];
+		Result[i] = Test1 > Test2 ? Result1 : Result2;
+	}
+	return Result;
+}
+
+// Max comparison between 4 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax
+(
+	T x, vec<L, U, Q> const& a,
+	T y, vec<L, U, Q> const& b,
+	T z, vec<L, U, Q> const& c,
+	T w, vec<L, U, Q> const& d
+)
+{
+	T Test1 = max(x, y);
+	T Test2 = max(z, w);
+
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+	{
+		U Result1 = x > y ? a[i] : b[i];
+		U Result2 = z > w ? c[i] : d[i];
+		Result[i] = Test1 > Test2 ? Result1 : Result2;
+	}
+	return Result;
+}
+
+// Max comparison between 4 variables
+template<length_t L, typename T, typename U, qualifier Q>
+GLM_FUNC_QUALIFIER vec<L, U, Q> associatedMax
+(
+	vec<L, T, Q> const& x, U a,
+	vec<L, T, Q> const& y, U b,
+	vec<L, T, Q> const& z, U c,
+	vec<L, T, Q> const& w, U d
+)
+{
+	vec<L, U, Q> Result;
+	for(length_t i = 0, n = Result.length(); i < n; ++i)
+	{
+		T Test1 = max(x[i], y[i]);
+		T Test2 = max(z[i], w[i]);
+		U Result1 = x[i] > y[i] ? a : b;
+		U Result2 = z[i] > w[i] ? c : d;
+		Result[i] = Test1 > Test2 ? Result1 : Result2;
+	}
+	return Result;
+}
+}//namespace glm
diff --git a/third_party/glm/gtx/bit.hpp b/third_party/glm/gtx/bit.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..2f6b3f6644c182c13f059dfd5cd491fbef300724
--- /dev/null
+++ b/third_party/glm/gtx/bit.hpp
@@ -0,0 +1,96 @@
+/// @ref gtx_bit
+/// @file glm/gtx/bit.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_bit GLM_GTX_bit
+/// @ingroup gtx
+///
+/// Include <glm/gtx/bit.hpp> to use the features of this extension.
+///
+/// Allow to perform bit operations on integer values
+
+#pragma once
+
+// Dependencies
+#include "../gtc/bitfield.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_bit is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_bit extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_bit
+	/// @{
+
+	/// @see gtx_bit
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType highestBitValue(genIUType Value);
+
+	/// @see gtx_bit
+	template<typename genIUType>
+	GLM_FUNC_DECL genIUType lowestBitValue(genIUType Value);
+
+	/// Find the highest bit set to 1 in a integer variable and return its value.
+	///
+	/// @see gtx_bit
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> highestBitValue(vec<L, T, Q> const& value);
+
+	/// Return the power of two number which value is just higher the input value.
+	/// Deprecated, use ceilPowerOfTwo from GTC_round instead
+	///
+	/// @see gtc_round
+	/// @see gtx_bit
+	template<typename genIUType>
+	GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoAbove(genIUType Value);
+
+	/// Return the power of two number which value is just higher the input value.
+	/// Deprecated, use ceilPowerOfTwo from GTC_round instead
+	///
+	/// @see gtc_round
+	/// @see gtx_bit
+	template<length_t L, typename T, qualifier Q>
+	GLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoAbove(vec<L, T, Q> const& value);
+
+	/// Return the power of two number which value is just lower the input value.
+	/// Deprecated, use floorPowerOfTwo from GTC_round instead
+	///
+	/// @see gtc_round
+	/// @see gtx_bit
+	template<typename genIUType>
+	GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoBelow(genIUType Value);
+
+	/// Return the power of two number which value is just lower the input value.
+	/// Deprecated, use floorPowerOfTwo from GTC_round instead
+	///
+	/// @see gtc_round
+	/// @see gtx_bit
+	template<length_t L, typename T, qualifier Q>
+	GLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoBelow(vec<L, T, Q> const& value);
+
+	/// Return the power of two number which value is the closet to the input value.
+	/// Deprecated, use roundPowerOfTwo from GTC_round instead
+	///
+	/// @see gtc_round
+	/// @see gtx_bit
+	template<typename genIUType>
+	GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoNearest(genIUType Value);
+
+	/// Return the power of two number which value is the closet to the input value.
+	/// Deprecated, use roundPowerOfTwo from GTC_round instead
+	///
+	/// @see gtc_round
+	/// @see gtx_bit
+	template<length_t L, typename T, qualifier Q>
+	GLM_DEPRECATED GLM_FUNC_DECL vec<L, T, Q> powerOfTwoNearest(vec<L, T, Q> const& value);
+
+	/// @}
+} //namespace glm
+
+
+#include "bit.inl"
+
diff --git a/third_party/glm/gtx/bit.inl b/third_party/glm/gtx/bit.inl
new file mode 100644
index 0000000000000000000000000000000000000000..621b6262406de7bcb462e09085fc82f2d638bdeb
--- /dev/null
+++ b/third_party/glm/gtx/bit.inl
@@ -0,0 +1,92 @@
+/// @ref gtx_bit
+
+namespace glm
+{
+	///////////////////
+	// highestBitValue
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType highestBitValue(genIUType Value)
+	{
+		genIUType tmp = Value;
+		genIUType result = genIUType(0);
+		while(tmp)
+		{
+			result = (tmp & (~tmp + 1)); // grab lowest bit
+			tmp &= ~result; // clear lowest bit
+		}
+		return result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> highestBitValue(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(highestBitValue, v);
+	}
+
+	///////////////////
+	// lowestBitValue
+
+	template<typename genIUType>
+	GLM_FUNC_QUALIFIER genIUType lowestBitValue(genIUType Value)
+	{
+		return (Value & (~Value + 1));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> lowestBitValue(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(lowestBitValue, v);
+	}
+
+	///////////////////
+	// powerOfTwoAbove
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType powerOfTwoAbove(genType value)
+	{
+		return isPowerOfTwo(value) ? value : highestBitValue(value) << 1;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoAbove(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(powerOfTwoAbove, v);
+	}
+
+	///////////////////
+	// powerOfTwoBelow
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType powerOfTwoBelow(genType value)
+	{
+		return isPowerOfTwo(value) ? value : highestBitValue(value);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoBelow(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(powerOfTwoBelow, v);
+	}
+
+	/////////////////////
+	// powerOfTwoNearest
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType powerOfTwoNearest(genType value)
+	{
+		if(isPowerOfTwo(value))
+			return value;
+
+		genType const prev = highestBitValue(value);
+		genType const next = prev << 1;
+		return (next - value) < (value - prev) ? next : prev;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoNearest(vec<L, T, Q> const& v)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(powerOfTwoNearest, v);
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/closest_point.hpp b/third_party/glm/gtx/closest_point.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a248e4b593165b08b524fbcad68c3c58b30d6f20
--- /dev/null
+++ b/third_party/glm/gtx/closest_point.hpp
@@ -0,0 +1,47 @@
+/// @ref gtx_closest_point
+/// @file glm/gtx/closest_point.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_closest_point GLM_GTX_closest_point
+/// @ingroup gtx
+///
+/// Include <glm/gtx/closest_point.hpp> to use the features of this extension.
+///
+/// Find the point on a straight line which is the closet of a point.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_closest_point extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_closest_point
+	/// @{
+
+	/// Find the point on a straight line which is the closet of a point.
+	/// @see gtx_closest_point
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> closestPointOnLine(
+		vec<3, T, Q> const& point,
+		vec<3, T, Q> const& a,
+		vec<3, T, Q> const& b);
+
+	/// 2d lines work as well
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> closestPointOnLine(
+		vec<2, T, Q> const& point,
+		vec<2, T, Q> const& a,
+		vec<2, T, Q> const& b);
+
+	/// @}
+}// namespace glm
+
+#include "closest_point.inl"
diff --git a/third_party/glm/gtx/closest_point.inl b/third_party/glm/gtx/closest_point.inl
new file mode 100644
index 0000000000000000000000000000000000000000..0a39b042b88c9f57052e0580f5fa8bcbba3ccfcc
--- /dev/null
+++ b/third_party/glm/gtx/closest_point.inl
@@ -0,0 +1,45 @@
+/// @ref gtx_closest_point
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> closestPointOnLine
+	(
+		vec<3, T, Q> const& point,
+		vec<3, T, Q> const& a,
+		vec<3, T, Q> const& b
+	)
+	{
+		T LineLength = distance(a, b);
+		vec<3, T, Q> Vector = point - a;
+		vec<3, T, Q> LineDirection = (b - a) / LineLength;
+
+		// Project Vector to LineDirection to get the distance of point from a
+		T Distance = dot(Vector, LineDirection);
+
+		if(Distance <= T(0)) return a;
+		if(Distance >= LineLength) return b;
+		return a + LineDirection * Distance;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, T, Q> closestPointOnLine
+	(
+		vec<2, T, Q> const& point,
+		vec<2, T, Q> const& a,
+		vec<2, T, Q> const& b
+	)
+	{
+		T LineLength = distance(a, b);
+		vec<2, T, Q> Vector = point - a;
+		vec<2, T, Q> LineDirection = (b - a) / LineLength;
+
+		// Project Vector to LineDirection to get the distance of point from a
+		T Distance = dot(Vector, LineDirection);
+
+		if(Distance <= T(0)) return a;
+		if(Distance >= LineLength) return b;
+		return a + LineDirection * Distance;
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/color_encoding.hpp b/third_party/glm/gtx/color_encoding.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4769e0abcbd080c69b259196c7ed774c13bd41ef
--- /dev/null
+++ b/third_party/glm/gtx/color_encoding.hpp
@@ -0,0 +1,52 @@
+/// @ref gtx_color_encoding
+/// @file glm/gtx/color_encoding.hpp
+///
+/// @see core (dependence)
+/// @see gtx_color_encoding (dependence)
+///
+/// @defgroup gtx_color_encoding GLM_GTX_color_encoding
+/// @ingroup gtx
+///
+/// Include <glm/gtx/color_encoding.hpp> to use the features of this extension.
+///
+/// @brief Allow to perform bit operations on integer values
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../vec3.hpp"
+#include <limits>
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTC_color_encoding is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTC_color_encoding extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_color_encoding
+	/// @{
+
+	/// Convert a linear sRGB color to D65 YUV.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB);
+
+	/// Convert a linear sRGB color to D50 YUV.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB);
+
+	/// Convert a D65 YUV color to linear sRGB.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ);
+
+	/// Convert a D65 YUV color to D50 YUV.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ);
+
+	/// @}
+} //namespace glm
+
+#include "color_encoding.inl"
diff --git a/third_party/glm/gtx/color_encoding.inl b/third_party/glm/gtx/color_encoding.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e50fa3efa42c9dd0452e11e0158df443d8c7e55b
--- /dev/null
+++ b/third_party/glm/gtx/color_encoding.inl
@@ -0,0 +1,45 @@
+/// @ref gtx_color_encoding
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB)
+	{
+		vec<3, T, Q> const M(0.490f, 0.17697f, 0.2f);
+		vec<3, T, Q> const N(0.31f,  0.8124f, 0.01063f);
+		vec<3, T, Q> const O(0.490f, 0.01f, 0.99f);
+
+		return (M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB) * static_cast<T>(5.650675255693055f);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB)
+	{
+		vec<3, T, Q> const M(0.436030342570117f, 0.222438466210245f, 0.013897440074263f);
+		vec<3, T, Q> const N(0.385101860087134f, 0.716942745571917f, 0.097076381494207f);
+		vec<3, T, Q> const O(0.143067806654203f, 0.060618777416563f, 0.713926257896652f);
+
+		return M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ)
+	{
+		vec<3, T, Q> const M(0.41847f, -0.091169f, 0.0009209f);
+		vec<3, T, Q> const N(-0.15866f, 0.25243f, 0.015708f);
+		vec<3, T, Q> const O(0.0009209f, -0.0025498f, 0.1786f);
+
+		return M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ)
+	{
+		vec<3, T, Q> const M(+1.047844353856414f, +0.029549007606644f, -0.009250984365223f);
+		vec<3, T, Q> const N(+0.022898981050086f, +0.990508028941971f, +0.015072338237051f);
+		vec<3, T, Q> const O(-0.050206647741605f, -0.017074711360960f, +0.751717835079977f);
+
+		return M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ;
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/color_space.hpp b/third_party/glm/gtx/color_space.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c39a1f47de7ba46710ac633779a28fc83a497b2a
--- /dev/null
+++ b/third_party/glm/gtx/color_space.hpp
@@ -0,0 +1,70 @@
+/// @ref gtx_color_space
+/// @file glm/gtx/color_space.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_color_space GLM_GTX_color_space
+/// @ingroup gtx
+///
+/// Include <glm/gtx/color_space.hpp> to use the features of this extension.
+///
+/// Related to RGB to HSV conversions and operations.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_color_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_color_space extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_color_space
+	/// @{
+
+	/// Converts a color from HSV color space to its color in RGB color space.
+	/// @see gtx_color_space
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> rgbColor(
+		vec<3, T, Q> const& hsvValue);
+
+	/// Converts a color from RGB color space to its color in HSV color space.
+	/// @see gtx_color_space
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> hsvColor(
+		vec<3, T, Q> const& rgbValue);
+
+	/// Build a saturation matrix.
+	/// @see gtx_color_space
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> saturation(
+		T const s);
+
+	/// Modify the saturation of a color.
+	/// @see gtx_color_space
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> saturation(
+		T const s,
+		vec<3, T, Q> const& color);
+
+	/// Modify the saturation of a color.
+	/// @see gtx_color_space
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> saturation(
+		T const s,
+		vec<4, T, Q> const& color);
+
+	/// Compute color luminosity associating ratios (0.33, 0.59, 0.11) to RGB canals.
+	/// @see gtx_color_space
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T luminosity(
+		vec<3, T, Q> const& color);
+
+	/// @}
+}//namespace glm
+
+#include "color_space.inl"
diff --git a/third_party/glm/gtx/color_space.inl b/third_party/glm/gtx/color_space.inl
new file mode 100644
index 0000000000000000000000000000000000000000..b3183b981eec8106b0a2c4bd2a31d5316b015a01
--- /dev/null
+++ b/third_party/glm/gtx/color_space.inl
@@ -0,0 +1,144 @@
+/// @ref gtx_color_space
+
+#include <glm/ext/scalar_relational.hpp>
+#include <glm/ext/scalar_constants.hpp>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rgbColor(const vec<3, T, Q>& hsvColor)
+	{
+		vec<3, T, Q> hsv = hsvColor;
+		vec<3, T, Q> rgbColor;
+
+		if(equal(hsv.y, static_cast<T>(0), epsilon<T>()))
+			// achromatic (grey)
+			rgbColor = vec<3, T, Q>(hsv.z);
+		else
+		{
+			T sector = floor(hsv.x * (T(1) / T(60)));
+			T frac = (hsv.x * (T(1) / T(60))) - sector;
+			// factorial part of h
+			T o = hsv.z * (T(1) - hsv.y);
+			T p = hsv.z * (T(1) - hsv.y * frac);
+			T q = hsv.z * (T(1) - hsv.y * (T(1) - frac));
+
+			switch(int(sector))
+			{
+			default:
+			case 0:
+				rgbColor.r = hsv.z;
+				rgbColor.g = q;
+				rgbColor.b = o;
+				break;
+			case 1:
+				rgbColor.r = p;
+				rgbColor.g = hsv.z;
+				rgbColor.b = o;
+				break;
+			case 2:
+				rgbColor.r = o;
+				rgbColor.g = hsv.z;
+				rgbColor.b = q;
+				break;
+			case 3:
+				rgbColor.r = o;
+				rgbColor.g = p;
+				rgbColor.b = hsv.z;
+				break;
+			case 4:
+				rgbColor.r = q;
+				rgbColor.g = o;
+				rgbColor.b = hsv.z;
+				break;
+			case 5:
+				rgbColor.r = hsv.z;
+				rgbColor.g = o;
+				rgbColor.b = p;
+				break;
+			}
+		}
+
+		return rgbColor;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> hsvColor(const vec<3, T, Q>& rgbColor)
+	{
+		vec<3, T, Q> hsv = rgbColor;
+		T Min   = min(min(rgbColor.r, rgbColor.g), rgbColor.b);
+		T Max   = max(max(rgbColor.r, rgbColor.g), rgbColor.b);
+		T Delta = Max - Min;
+
+		hsv.z = Max;
+
+		if(!equal(Max, static_cast<T>(0), epsilon<T>()))
+		{
+			hsv.y = Delta / hsv.z;
+			T h = static_cast<T>(0);
+
+			if(equal(rgbColor.r, Max, epsilon<T>()))
+				// between yellow & magenta
+				h = static_cast<T>(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta;
+			else if(equal(rgbColor.g, Max, epsilon<T>()))
+				// between cyan & yellow
+				h = static_cast<T>(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta;
+			else
+				// between magenta & cyan
+				h = static_cast<T>(240) + T(60) * (rgbColor.r - rgbColor.g) / Delta;
+
+			if(h < T(0))
+				hsv.x = h + T(360);
+			else
+				hsv.x = h;
+		}
+		else
+		{
+			// If r = g = b = 0 then s = 0, h is undefined
+			hsv.y = static_cast<T>(0);
+			hsv.x = static_cast<T>(0);
+		}
+
+		return hsv;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s)
+	{
+		vec<3, T, defaultp> rgbw = vec<3, T, defaultp>(T(0.2126), T(0.7152), T(0.0722));
+
+		vec<3, T, defaultp> const col((T(1) - s) * rgbw);
+
+		mat<4, 4, T, defaultp> result(T(1));
+		result[0][0] = col.x + s;
+		result[0][1] = col.x;
+		result[0][2] = col.x;
+		result[1][0] = col.y;
+		result[1][1] = col.y + s;
+		result[1][2] = col.y;
+		result[2][0] = col.z;
+		result[2][1] = col.z;
+		result[2][2] = col.z + s;
+
+		return result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> saturation(const T s, const vec<3, T, Q>& color)
+	{
+		return vec<3, T, Q>(saturation(s) * vec<4, T, Q>(color, T(0)));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color)
+	{
+		return saturation(s) * color;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color)
+	{
+		const vec<3, T, Q> tmp = vec<3, T, Q>(0.33, 0.59, 0.11);
+		return dot(color, tmp);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/color_space_YCoCg.hpp b/third_party/glm/gtx/color_space_YCoCg.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a41803750ef35f43dcc95791cbc065f3cfb1d959
--- /dev/null
+++ b/third_party/glm/gtx/color_space_YCoCg.hpp
@@ -0,0 +1,58 @@
+/// @ref gtx_color_space_YCoCg
+/// @file glm/gtx/color_space_YCoCg.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_color_space_YCoCg GLM_GTX_color_space_YCoCg
+/// @ingroup gtx
+///
+/// Include <glm/gtx/color_space_YCoCg.hpp> to use the features of this extension.
+///
+/// RGB to YCoCg conversions and operations
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_color_space_YCoCg is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_color_space_YCoCg extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_color_space_YCoCg
+	/// @{
+
+	/// Convert a color from RGB color space to YCoCg color space.
+	/// @see gtx_color_space_YCoCg
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> rgb2YCoCg(
+		vec<3, T, Q> const& rgbColor);
+
+	/// Convert a color from YCoCg color space to RGB color space.
+	/// @see gtx_color_space_YCoCg
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> YCoCg2rgb(
+		vec<3, T, Q> const& YCoCgColor);
+
+	/// Convert a color from RGB color space to YCoCgR color space.
+	/// @see "YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range"
+	/// @see gtx_color_space_YCoCg
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> rgb2YCoCgR(
+		vec<3, T, Q> const& rgbColor);
+
+	/// Convert a color from YCoCgR color space to RGB color space.
+	/// @see "YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range"
+	/// @see gtx_color_space_YCoCg
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> YCoCgR2rgb(
+		vec<3, T, Q> const& YCoCgColor);
+
+	/// @}
+}//namespace glm
+
+#include "color_space_YCoCg.inl"
diff --git a/third_party/glm/gtx/color_space_YCoCg.inl b/third_party/glm/gtx/color_space_YCoCg.inl
new file mode 100644
index 0000000000000000000000000000000000000000..83ba857c08bd248e037e0819c9fcb74558e81a77
--- /dev/null
+++ b/third_party/glm/gtx/color_space_YCoCg.inl
@@ -0,0 +1,107 @@
+/// @ref gtx_color_space_YCoCg
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCg
+	(
+		vec<3, T, Q> const& rgbColor
+	)
+	{
+		vec<3, T, Q> result;
+		result.x/*Y */ =   rgbColor.r / T(4) + rgbColor.g / T(2) + rgbColor.b / T(4);
+		result.y/*Co*/ =   rgbColor.r / T(2) + rgbColor.g * T(0) - rgbColor.b / T(2);
+		result.z/*Cg*/ = - rgbColor.r / T(4) + rgbColor.g / T(2) - rgbColor.b / T(4);
+		return result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCg2rgb
+	(
+		vec<3, T, Q> const& YCoCgColor
+	)
+	{
+		vec<3, T, Q> result;
+		result.r = YCoCgColor.x + YCoCgColor.y - YCoCgColor.z;
+		result.g = YCoCgColor.x				   + YCoCgColor.z;
+		result.b = YCoCgColor.x - YCoCgColor.y - YCoCgColor.z;
+		return result;
+	}
+
+	template<typename T, qualifier Q, bool isInteger>
+	class compute_YCoCgR {
+	public:
+		static GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR
+		(
+			vec<3, T, Q> const& rgbColor
+		)
+		{
+			vec<3, T, Q> result;
+			result.x/*Y */ = rgbColor.g * static_cast<T>(0.5) + (rgbColor.r + rgbColor.b) * static_cast<T>(0.25);
+			result.y/*Co*/ = rgbColor.r - rgbColor.b;
+			result.z/*Cg*/ = rgbColor.g - (rgbColor.r + rgbColor.b) * static_cast<T>(0.5);
+			return result;
+		}
+
+		static GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb
+		(
+			vec<3, T, Q> const& YCoCgRColor
+		)
+		{
+			vec<3, T, Q> result;
+			T tmp = YCoCgRColor.x - (YCoCgRColor.z * static_cast<T>(0.5));
+			result.g = YCoCgRColor.z + tmp;
+			result.b = tmp - (YCoCgRColor.y * static_cast<T>(0.5));
+			result.r = result.b + YCoCgRColor.y;
+			return result;
+		}
+	};
+
+	template<typename T, qualifier Q>
+	class compute_YCoCgR<T, Q, true> {
+	public:
+		static GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR
+		(
+			vec<3, T, Q> const& rgbColor
+		)
+		{
+			vec<3, T, Q> result;
+			result.y/*Co*/ = rgbColor.r - rgbColor.b;
+			T tmp = rgbColor.b + (result.y >> 1);
+			result.z/*Cg*/ = rgbColor.g - tmp;
+			result.x/*Y */ = tmp + (result.z >> 1);
+			return result;
+		}
+
+		static GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb
+		(
+			vec<3, T, Q> const& YCoCgRColor
+		)
+		{
+			vec<3, T, Q> result;
+			T tmp = YCoCgRColor.x - (YCoCgRColor.z >> 1);
+			result.g = YCoCgRColor.z + tmp;
+			result.b = tmp - (YCoCgRColor.y >> 1);
+			result.r = result.b + YCoCgRColor.y;
+			return result;
+		}
+	};
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR
+	(
+		vec<3, T, Q> const& rgbColor
+	)
+	{
+		return compute_YCoCgR<T, Q, std::numeric_limits<T>::is_integer>::rgb2YCoCgR(rgbColor);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb
+	(
+		vec<3, T, Q> const& YCoCgRColor
+	)
+	{
+		return compute_YCoCgR<T, Q, std::numeric_limits<T>::is_integer>::YCoCgR2rgb(YCoCgRColor);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/common.hpp b/third_party/glm/gtx/common.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..283f947b9db68a25b91522b5a11f5f9bc718f75d
--- /dev/null
+++ b/third_party/glm/gtx/common.hpp
@@ -0,0 +1,74 @@
+/// @ref gtx_common
+/// @file glm/gtx/common.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_common GLM_GTX_common
+/// @ingroup gtx
+///
+/// Include <glm/gtx/common.hpp> to use the features of this extension.
+///
+/// @brief Provide functions to increase the compatibility with Cg and HLSL languages
+
+#pragma once
+
+// Dependencies:
+#include "../vec2.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+#include "../gtc/vec1.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_common is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_common extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_common
+	/// @{
+
+	/// Returns true if x is a denormalized number
+	/// Numbers whose absolute value is too small to be represented in the normal format are represented in an alternate, denormalized format.
+	/// This format is less precise but can represent values closer to zero.
+	///
+	/// @tparam genType Floating-point scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml">GLSL isnan man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::bool_type isdenormal(genType const& x);
+
+	/// Similar to 'mod' but with a different rounding and integer support.
+	/// Returns 'x - y * trunc(x/y)' instead of 'x - y * floor(x/y)'
+	///
+	/// @see <a href="http://stackoverflow.com/questions/7610631/glsl-mod-vs-hlsl-fmod">GLSL mod vs HLSL fmod</a>
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml">GLSL mod man page</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fmod(vec<L, T, Q> const& v);
+
+	/// Returns whether vector components values are within an interval. A open interval excludes its endpoints, and is denoted with square brackets.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_relational
+	template <length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> openBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);
+
+	/// Returns whether vector components values are within an interval. A closed interval includes its endpoints, and is denoted with square brackets.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or integer scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see ext_vector_relational
+	template <length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> closeBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);
+
+	/// @}
+}//namespace glm
+
+#include "common.inl"
diff --git a/third_party/glm/gtx/common.inl b/third_party/glm/gtx/common.inl
new file mode 100644
index 0000000000000000000000000000000000000000..4651e35c8a0a3af7fe3c6059ca2a753502495fa8
--- /dev/null
+++ b/third_party/glm/gtx/common.inl
@@ -0,0 +1,125 @@
+/// @ref gtx_common
+
+#include <cmath>
+#include "../gtc/epsilon.hpp"
+#include "../gtc/constants.hpp"
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q, bool isFloat = true>
+	struct compute_fmod
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			return detail::functor2<vec, L, T, Q>::call(TFmod<T>(), a, b);
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_fmod<L, T, Q, false>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& a, vec<L, T, Q> const& b)
+		{
+			return a % b;
+		}
+	};
+}//namespace detail
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER bool isdenormal(T const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isdenormal' only accept floating-point inputs");
+
+#		if GLM_HAS_CXX11_STL
+			return std::fpclassify(x) == FP_SUBNORMAL;
+#		else
+			return epsilonNotEqual(x, static_cast<T>(0), epsilon<T>()) && std::fabs(x) < std::numeric_limits<T>::min();
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER typename vec<1, T, Q>::bool_type isdenormal
+	(
+		vec<1, T, Q> const& x
+	)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isdenormal' only accept floating-point inputs");
+
+		return typename vec<1, T, Q>::bool_type(
+			isdenormal(x.x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER typename vec<2, T, Q>::bool_type isdenormal
+	(
+		vec<2, T, Q> const& x
+	)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isdenormal' only accept floating-point inputs");
+
+		return typename vec<2, T, Q>::bool_type(
+			isdenormal(x.x),
+			isdenormal(x.y));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER typename vec<3, T, Q>::bool_type isdenormal
+	(
+		vec<3, T, Q> const& x
+	)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isdenormal' only accept floating-point inputs");
+
+		return typename vec<3, T, Q>::bool_type(
+			isdenormal(x.x),
+			isdenormal(x.y),
+			isdenormal(x.z));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER typename vec<4, T, Q>::bool_type isdenormal
+	(
+		vec<4, T, Q> const& x
+	)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'isdenormal' only accept floating-point inputs");
+
+		return typename vec<4, T, Q>::bool_type(
+			isdenormal(x.x),
+			isdenormal(x.y),
+			isdenormal(x.z),
+			isdenormal(x.w));
+	}
+
+	// fmod
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fmod(genType x, genType y)
+	{
+		return fmod(vec<1, genType>(x), y).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmod(vec<L, T, Q> const& x, T y)
+	{
+		return detail::compute_fmod<L, T, Q, std::numeric_limits<T>::is_iec559>::call(x, vec<L, T, Q>(y));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fmod(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		return detail::compute_fmod<L, T, Q, std::numeric_limits<T>::is_iec559>::call(x, y);
+	}
+
+	template <length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> openBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)
+	{
+		return greaterThan(Value, Min) && lessThan(Value, Max);
+	}
+
+	template <length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> closeBounded(vec<L, T, Q> const& Value, vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)
+	{
+		return greaterThanEqual(Value, Min) && lessThanEqual(Value, Max);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/compatibility.hpp b/third_party/glm/gtx/compatibility.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..463f86fe4e71860ed41d2ea2fdaf1ee802cb1e1e
--- /dev/null
+++ b/third_party/glm/gtx/compatibility.hpp
@@ -0,0 +1,131 @@
+/// @ref gtx_compatibility
+/// @file glm/gtx/compatibility.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_compatibility GLM_GTX_compatibility
+/// @ingroup gtx
+///
+/// Include <glm/gtx/compatibility.hpp> to use the features of this extension.
+///
+/// Provide functions to increase the compatibility with Cg and HLSL languages
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/quaternion.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_compatibility is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_compatibility extension included")
+#endif
+
+#if GLM_COMPILER & GLM_COMPILER_VC
+#	include <cfloat>
+#elif GLM_COMPILER & GLM_COMPILER_GCC
+#	include <cmath>
+#	if(GLM_PLATFORM & GLM_PLATFORM_ANDROID)
+#		undef isfinite
+#	endif
+#endif//GLM_COMPILER
+
+namespace glm
+{
+	/// @addtogroup gtx_compatibility
+	/// @{
+
+	template<typename T> GLM_FUNC_QUALIFIER T lerp(T x, T y, T a){return mix(x, y, a);}																					//!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, T a){return mix(x, y, a);}							//!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)
+
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, T a){return mix(x, y, a);}							//!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, T a){return mix(x, y, a);}							//!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, const vec<2, T, Q>& a){return mix(x, y, a);}	//!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, const vec<3, T, Q>& a){return mix(x, y, a);}	//!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, const vec<4, T, Q>& a){return mix(x, y, a);}	//!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility)
+
+	template<typename T> GLM_FUNC_QUALIFIER T saturate(T x){return clamp(x, T(0), T(1));}														//!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> saturate(const vec<2, T, Q>& x){return clamp(x, T(0), T(1));}					//!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> saturate(const vec<3, T, Q>& x){return clamp(x, T(0), T(1));}					//!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> saturate(const vec<4, T, Q>& x){return clamp(x, T(0), T(1));}					//!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility)
+
+	template<typename T> GLM_FUNC_QUALIFIER T atan2(T y, T x){return atan(y, x);}																//!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<2, T, Q> atan2(const vec<2, T, Q>& y, const vec<2, T, Q>& x){return atan(y, x);}	//!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<3, T, Q> atan2(const vec<3, T, Q>& y, const vec<3, T, Q>& x){return atan(y, x);}	//!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_QUALIFIER vec<4, T, Q> atan2(const vec<4, T, Q>& y, const vec<4, T, Q>& x){return atan(y, x);}	//!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility)
+
+	template<typename genType> GLM_FUNC_DECL bool isfinite(genType const& x);											//!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_DECL vec<1, bool, Q> isfinite(const vec<1, T, Q>& x);				//!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_DECL vec<2, bool, Q> isfinite(const vec<2, T, Q>& x);				//!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_DECL vec<3, bool, Q> isfinite(const vec<3, T, Q>& x);				//!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)
+	template<typename T, qualifier Q> GLM_FUNC_DECL vec<4, bool, Q> isfinite(const vec<4, T, Q>& x);				//!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)
+
+	typedef bool						bool1;			//!< \brief boolean type with 1 component. (From GLM_GTX_compatibility extension)
+	typedef vec<2, bool, highp>			bool2;			//!< \brief boolean type with 2 components. (From GLM_GTX_compatibility extension)
+	typedef vec<3, bool, highp>			bool3;			//!< \brief boolean type with 3 components. (From GLM_GTX_compatibility extension)
+	typedef vec<4, bool, highp>			bool4;			//!< \brief boolean type with 4 components. (From GLM_GTX_compatibility extension)
+
+	typedef bool						bool1x1;		//!< \brief boolean matrix with 1 x 1 component. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 2, bool, highp>		bool2x2;		//!< \brief boolean matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 3, bool, highp>		bool2x3;		//!< \brief boolean matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 4, bool, highp>		bool2x4;		//!< \brief boolean matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 2, bool, highp>		bool3x2;		//!< \brief boolean matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 3, bool, highp>		bool3x3;		//!< \brief boolean matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 4, bool, highp>		bool3x4;		//!< \brief boolean matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 2, bool, highp>		bool4x2;		//!< \brief boolean matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 3, bool, highp>		bool4x3;		//!< \brief boolean matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 4, bool, highp>		bool4x4;		//!< \brief boolean matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)
+
+	typedef int							int1;			//!< \brief integer vector with 1 component. (From GLM_GTX_compatibility extension)
+	typedef vec<2, int, highp>			int2;			//!< \brief integer vector with 2 components. (From GLM_GTX_compatibility extension)
+	typedef vec<3, int, highp>			int3;			//!< \brief integer vector with 3 components. (From GLM_GTX_compatibility extension)
+	typedef vec<4, int, highp>			int4;			//!< \brief integer vector with 4 components. (From GLM_GTX_compatibility extension)
+
+	typedef int							int1x1;			//!< \brief integer matrix with 1 component. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 2, int, highp>		int2x2;			//!< \brief integer matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 3, int, highp>		int2x3;			//!< \brief integer matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 4, int, highp>		int2x4;			//!< \brief integer matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 2, int, highp>		int3x2;			//!< \brief integer matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 3, int, highp>		int3x3;			//!< \brief integer matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 4, int, highp>		int3x4;			//!< \brief integer matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 2, int, highp>		int4x2;			//!< \brief integer matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 3, int, highp>		int4x3;			//!< \brief integer matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 4, int, highp>		int4x4;			//!< \brief integer matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)
+
+	typedef float						float1;			//!< \brief single-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension)
+	typedef vec<2, float, highp>		float2;			//!< \brief single-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension)
+	typedef vec<3, float, highp>		float3;			//!< \brief single-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension)
+	typedef vec<4, float, highp>		float4;			//!< \brief single-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension)
+
+	typedef float						float1x1;		//!< \brief single-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 2, float, highp>		float2x2;		//!< \brief single-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 3, float, highp>		float2x3;		//!< \brief single-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 4, float, highp>		float2x4;		//!< \brief single-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 2, float, highp>		float3x2;		//!< \brief single-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 3, float, highp>		float3x3;		//!< \brief single-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 4, float, highp>		float3x4;		//!< \brief single-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 2, float, highp>		float4x2;		//!< \brief single-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 3, float, highp>		float4x3;		//!< \brief single-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 4, float, highp>		float4x4;		//!< \brief single-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)
+
+	typedef double						double1;		//!< \brief double-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension)
+	typedef vec<2, double, highp>		double2;		//!< \brief double-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension)
+	typedef vec<3, double, highp>		double3;		//!< \brief double-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension)
+	typedef vec<4, double, highp>		double4;		//!< \brief double-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension)
+
+	typedef double						double1x1;		//!< \brief double-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 2, double, highp>		double2x2;		//!< \brief double-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 3, double, highp>		double2x3;		//!< \brief double-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<2, 4, double, highp>		double2x4;		//!< \brief double-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 2, double, highp>		double3x2;		//!< \brief double-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 3, double, highp>		double3x3;		//!< \brief double-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<3, 4, double, highp>		double3x4;		//!< \brief double-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 2, double, highp>		double4x2;		//!< \brief double-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 3, double, highp>		double4x3;		//!< \brief double-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension)
+	typedef mat<4, 4, double, highp>		double4x4;		//!< \brief double-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension)
+
+	/// @}
+}//namespace glm
+
+#include "compatibility.inl"
diff --git a/third_party/glm/gtx/compatibility.inl b/third_party/glm/gtx/compatibility.inl
new file mode 100644
index 0000000000000000000000000000000000000000..1d49496b6c6e817f67f416cac7f3881d8b54ece1
--- /dev/null
+++ b/third_party/glm/gtx/compatibility.inl
@@ -0,0 +1,62 @@
+#include <limits>
+
+namespace glm
+{
+	// isfinite
+	template<typename genType>
+	GLM_FUNC_QUALIFIER bool isfinite(
+		genType const& x)
+	{
+#		if GLM_HAS_CXX11_STL
+			return std::isfinite(x) != 0;
+#		elif GLM_COMPILER & GLM_COMPILER_VC
+			return _finite(x) != 0;
+#		elif GLM_COMPILER & GLM_COMPILER_GCC && GLM_PLATFORM & GLM_PLATFORM_ANDROID
+			return _isfinite(x) != 0;
+#		else
+			if (std::numeric_limits<genType>::is_integer || std::denorm_absent == std::numeric_limits<genType>::has_denorm)
+				return std::numeric_limits<genType>::min() <= x && std::numeric_limits<genType>::max() >= x;
+			else
+				return -std::numeric_limits<genType>::max() <= x && std::numeric_limits<genType>::max() >= x;
+#		endif
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<1, bool, Q> isfinite(
+		vec<1, T, Q> const& x)
+	{
+		return vec<1, bool, Q>(
+			isfinite(x.x));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, bool, Q> isfinite(
+		vec<2, T, Q> const& x)
+	{
+		return vec<2, bool, Q>(
+			isfinite(x.x),
+			isfinite(x.y));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, bool, Q> isfinite(
+		vec<3, T, Q> const& x)
+	{
+		return vec<3, bool, Q>(
+			isfinite(x.x),
+			isfinite(x.y),
+			isfinite(x.z));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> isfinite(
+		vec<4, T, Q> const& x)
+	{
+		return vec<4, bool, Q>(
+			isfinite(x.x),
+			isfinite(x.y),
+			isfinite(x.z),
+			isfinite(x.w));
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/component_wise.hpp b/third_party/glm/gtx/component_wise.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..b1caaa2744ab3a5a659347c96bfbf13caeba64a3
--- /dev/null
+++ b/third_party/glm/gtx/component_wise.hpp
@@ -0,0 +1,77 @@
+/// @ref gtx_component_wise
+/// @file glm/gtx/component_wise.hpp
+/// @date 2007-05-21 / 2011-06-07
+/// @author Christophe Riccio
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_component_wise GLM_GTX_component_wise
+/// @ingroup gtx
+///
+/// Include <glm/gtx/component_wise.hpp> to use the features of this extension.
+///
+/// Operations between components of a type
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_component_wise is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_component_wise extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_component_wise
+	/// @{
+
+	/// Convert an integer vector to a normalized float vector.
+	/// If the parameter value type is already a floating qualifier type, the value is passed through.
+	/// @see gtx_component_wise
+	template<typename floatType, length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, floatType, Q> compNormalize(vec<L, T, Q> const& v);
+
+	/// Convert a normalized float vector to an integer vector.
+	/// If the parameter value type is already a floating qualifier type, the value is passed through.
+	/// @see gtx_component_wise
+	template<length_t L, typename T, typename floatType, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> compScale(vec<L, floatType, Q> const& v);
+
+	/// Add all vector components together.
+	/// @see gtx_component_wise
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::value_type compAdd(genType const& v);
+
+	/// Multiply all vector components together.
+	/// @see gtx_component_wise
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::value_type compMul(genType const& v);
+
+	/// Find the minimum value between single vector components.
+	/// @see gtx_component_wise
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::value_type compMin(genType const& v);
+
+	/// Find the maximum value between single vector components.
+	/// @see gtx_component_wise
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::value_type compMax(genType const& v);
+
+    /// Find the minimum float between single vector components.
+	/// @see gtx_component_wise
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::value_type fcompMin(genType const& v);
+
+	/// Find the maximum float between single vector components.
+	/// @see gtx_component_wise
+	template<typename genType>
+	GLM_FUNC_DECL typename genType::value_type fcompMax(genType const& v);
+
+	/// @}
+}//namespace glm
+
+#include "component_wise.inl"
diff --git a/third_party/glm/gtx/component_wise.inl b/third_party/glm/gtx/component_wise.inl
new file mode 100644
index 0000000000000000000000000000000000000000..f8217b2efea49a2f88931943162cc0377199a8a8
--- /dev/null
+++ b/third_party/glm/gtx/component_wise.inl
@@ -0,0 +1,147 @@
+/// @ref gtx_component_wise
+
+#include "../ext/scalar_common.hpp"
+#include <limits>
+#include <cmath>
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, typename floatType, qualifier Q, bool isInteger, bool signedType>
+	struct compute_compNormalize
+	{};
+
+	template<length_t L, typename T, typename floatType, qualifier Q>
+	struct compute_compNormalize<L, T, floatType, Q, true, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)
+		{
+			floatType const Min = static_cast<floatType>(std::numeric_limits<T>::min());
+			floatType const Max = static_cast<floatType>(std::numeric_limits<T>::max());
+			return (vec<L, floatType, Q>(v) - Min) / (Max - Min) * static_cast<floatType>(2) - static_cast<floatType>(1);
+		}
+	};
+
+	template<length_t L, typename T, typename floatType, qualifier Q>
+	struct compute_compNormalize<L, T, floatType, Q, true, false>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)
+		{
+			return vec<L, floatType, Q>(v) / static_cast<floatType>(std::numeric_limits<T>::max());
+		}
+	};
+
+	template<length_t L, typename T, typename floatType, qualifier Q>
+	struct compute_compNormalize<L, T, floatType, Q, false, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, floatType, Q> call(vec<L, T, Q> const& v)
+		{
+			return v;
+		}
+	};
+
+	template<length_t L, typename T, typename floatType, qualifier Q, bool isInteger, bool signedType>
+	struct compute_compScale
+	{};
+
+	template<length_t L, typename T, typename floatType, qualifier Q>
+	struct compute_compScale<L, T, floatType, Q, true, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)
+		{
+			floatType const Max = static_cast<floatType>(std::numeric_limits<T>::max()) + static_cast<floatType>(0.5);
+			vec<L, floatType, Q> const Scaled(v * Max);
+			vec<L, T, Q> const Result(Scaled - static_cast<floatType>(0.5));
+			return Result;
+		}
+	};
+
+	template<length_t L, typename T, typename floatType, qualifier Q>
+	struct compute_compScale<L, T, floatType, Q, true, false>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)
+		{
+			return vec<L, T, Q>(vec<L, floatType, Q>(v) * static_cast<floatType>(std::numeric_limits<T>::max()));
+		}
+	};
+
+	template<length_t L, typename T, typename floatType, qualifier Q>
+	struct compute_compScale<L, T, floatType, Q, false, true>
+	{
+		GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, floatType, Q> const& v)
+		{
+			return v;
+		}
+	};
+}//namespace detail
+
+	template<typename floatType, length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, floatType, Q> compNormalize(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, "'compNormalize' accepts only floating-point types for 'floatType' template parameter");
+
+		return detail::compute_compNormalize<L, T, floatType, Q, std::numeric_limits<T>::is_integer, std::numeric_limits<T>::is_signed>::call(v);
+	}
+
+	template<typename T, length_t L, typename floatType, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> compScale(vec<L, floatType, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<floatType>::is_iec559, "'compScale' accepts only floating-point types for 'floatType' template parameter");
+
+		return detail::compute_compScale<L, T, floatType, Q, std::numeric_limits<T>::is_integer, std::numeric_limits<T>::is_signed>::call(v);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T compAdd(vec<L, T, Q> const& v)
+	{
+		T Result(0);
+		for(length_t i = 0, n = v.length(); i < n; ++i)
+			Result += v[i];
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T compMul(vec<L, T, Q> const& v)
+	{
+		T Result(1);
+		for(length_t i = 0, n = v.length(); i < n; ++i)
+			Result *= v[i];
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T compMin(vec<L, T, Q> const& v)
+	{
+		T Result(v[0]);
+		for(length_t i = 1, n = v.length(); i < n; ++i)
+			Result = min(Result, v[i]);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T compMax(vec<L, T, Q> const& v)
+	{
+		T Result(v[0]);
+		for(length_t i = 1, n = v.length(); i < n; ++i)
+			Result = max(Result, v[i]);
+		return Result;
+	}
+
+    template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T fcompMin(vec<L, T, Q> const& v)
+	{
+		T Result(v[0]);
+		for(length_t i = 1, n = v.length(); i < n; ++i)
+			Result = fmin(Result, v[i]);
+		return Result;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T fcompMax(vec<L, T, Q> const& v)
+	{
+		T Result(v[0]);
+		for(length_t i = 1, n = v.length(); i < n; ++i)
+			Result = fmax(Result, v[i]);
+		return Result;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/dual_quaternion.hpp b/third_party/glm/gtx/dual_quaternion.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..04a60706ef053c8fb385a39b54bc1fb634e9a0c9
--- /dev/null
+++ b/third_party/glm/gtx/dual_quaternion.hpp
@@ -0,0 +1,272 @@
+/// @ref gtx_dual_quaternion
+/// @file glm/gtx/dual_quaternion.hpp
+/// @author Maksim Vorobiev (msomeone@gmail.com)
+///
+/// @see core (dependence)
+/// @see gtc_constants (dependence)
+/// @see gtc_quaternion (dependence)
+///
+/// @defgroup gtx_dual_quaternion GLM_GTX_dual_quaternion
+/// @ingroup gtx
+///
+/// Include <glm/gtx/dual_quaternion.hpp> to use the features of this extension.
+///
+/// Defines a templated dual-quaternion type and several dual-quaternion operations.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/constants.hpp"
+#include "../gtc/quaternion.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_dual_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_dual_quaternion extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_dual_quaternion
+	/// @{
+
+	template<typename T, qualifier Q = defaultp>
+	struct tdualquat
+	{
+		// -- Implementation detail --
+
+		typedef T value_type;
+		typedef qua<T, Q> part_type;
+
+		// -- Data --
+
+		qua<T, Q> real, dual;
+
+		// -- Component accesses --
+
+		typedef length_t length_type;
+		/// Return the count of components of a dual quaternion
+		GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;}
+
+		GLM_FUNC_DECL part_type & operator[](length_type i);
+		GLM_FUNC_DECL part_type const& operator[](length_type i) const;
+
+		// -- Implicit basic constructors --
+
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR tdualquat() GLM_DEFAULT;
+		GLM_DEFAULTED_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat<T, Q> const& d) GLM_DEFAULT;
+		template<qualifier P>
+		GLM_CTOR_DECL tdualquat(tdualquat<T, P> const& d);
+
+		// -- Explicit basic constructors --
+
+		GLM_CTOR_DECL tdualquat(qua<T, Q> const& real);
+		GLM_CTOR_DECL tdualquat(qua<T, Q> const& orientation, vec<3, T, Q> const& translation);
+		GLM_CTOR_DECL tdualquat(qua<T, Q> const& real, qua<T, Q> const& dual);
+
+		// -- Conversion constructors --
+
+		template<typename U, qualifier P>
+		GLM_CTOR_DECL GLM_EXPLICIT tdualquat(tdualquat<U, P> const& q);
+
+		GLM_CTOR_DECL GLM_EXPLICIT tdualquat(mat<2, 4, T, Q> const& holder_mat);
+		GLM_CTOR_DECL GLM_EXPLICIT tdualquat(mat<3, 4, T, Q> const& aug_mat);
+
+		// -- Unary arithmetic operators --
+
+		GLM_DEFAULTED_FUNC_DECL tdualquat<T, Q> & operator=(tdualquat<T, Q> const& m) GLM_DEFAULT;
+
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL tdualquat<T, Q> & operator=(tdualquat<U, Q> const& m);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL tdualquat<T, Q> & operator*=(U s);
+		template<typename U>
+		GLM_FUNC_DISCARD_DECL tdualquat<T, Q> & operator/=(U s);
+	};
+
+	// -- Unary bit operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> operator+(tdualquat<T, Q> const& q);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> operator-(tdualquat<T, Q> const& q);
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> operator+(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> operator*(tdualquat<T, Q> const& q, vec<3, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> operator*(vec<3, T, Q> const& v, tdualquat<T, Q> const& q);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> operator*(tdualquat<T, Q> const& q, vec<4, T, Q> const& v);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> operator*(vec<4, T, Q> const& v, tdualquat<T, Q> const& q);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, T const& s);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> operator*(T const& s, tdualquat<T, Q> const& q);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> operator/(tdualquat<T, Q> const& q, T const& s);
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool operator==(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2);
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool operator!=(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2);
+
+	/// Creates an identity dual quaternion.
+	///
+	/// @see gtx_dual_quaternion
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> dual_quat_identity();
+
+	/// Returns the normalized quaternion.
+	///
+	/// @see gtx_dual_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> normalize(tdualquat<T, Q> const& q);
+
+	/// Returns the linear interpolation of two dual quaternion.
+	///
+	/// @see gtc_dual_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> lerp(tdualquat<T, Q> const& x, tdualquat<T, Q> const& y, T const& a);
+
+	/// Returns the q inverse.
+	///
+	/// @see gtx_dual_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> inverse(tdualquat<T, Q> const& q);
+
+	/// Converts a quaternion to a 2 * 4 matrix.
+	///
+	/// @see gtx_dual_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 4, T, Q> mat2x4_cast(tdualquat<T, Q> const& x);
+
+	/// Converts a quaternion to a 3 * 4 matrix.
+	///
+	/// @see gtx_dual_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 4, T, Q> mat3x4_cast(tdualquat<T, Q> const& x);
+
+	/// Converts a 2 * 4 matrix (matrix which holds real and dual parts) to a quaternion.
+	///
+	/// @see gtx_dual_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> dualquat_cast(mat<2, 4, T, Q> const& x);
+
+	/// Converts a 3 * 4 matrix (augmented matrix rotation + translation) to a quaternion.
+	///
+	/// @see gtx_dual_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL tdualquat<T, Q> dualquat_cast(mat<3, 4, T, Q> const& x);
+
+
+	/// Dual-quaternion of low single-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<float, lowp>		lowp_dualquat;
+
+	/// Dual-quaternion of medium single-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<float, mediump>	mediump_dualquat;
+
+	/// Dual-quaternion of high single-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<float, highp>		highp_dualquat;
+
+
+	/// Dual-quaternion of low single-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<float, lowp>		lowp_fdualquat;
+
+	/// Dual-quaternion of medium single-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<float, mediump>	mediump_fdualquat;
+
+	/// Dual-quaternion of high single-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<float, highp>		highp_fdualquat;
+
+
+	/// Dual-quaternion of low double-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<double, lowp>		lowp_ddualquat;
+
+	/// Dual-quaternion of medium double-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<double, mediump>	mediump_ddualquat;
+
+	/// Dual-quaternion of high double-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef tdualquat<double, highp>	highp_ddualquat;
+
+
+#if(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))
+	/// Dual-quaternion of floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef highp_fdualquat			dualquat;
+
+	/// Dual-quaternion of single-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef highp_fdualquat			fdualquat;
+#elif(defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))
+	typedef highp_fdualquat			dualquat;
+	typedef highp_fdualquat			fdualquat;
+#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))
+	typedef mediump_fdualquat		dualquat;
+	typedef mediump_fdualquat		fdualquat;
+#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && defined(GLM_PRECISION_LOWP_FLOAT))
+	typedef lowp_fdualquat			dualquat;
+	typedef lowp_fdualquat			fdualquat;
+#else
+#	error "GLM error: multiple default precision requested for single-precision floating-point types"
+#endif
+
+
+#if(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))
+	/// Dual-quaternion of default double-qualifier floating-point numbers.
+	///
+	/// @see gtx_dual_quaternion
+	typedef highp_ddualquat			ddualquat;
+#elif(defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))
+	typedef highp_ddualquat			ddualquat;
+#elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE))
+	typedef mediump_ddualquat		ddualquat;
+#elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && defined(GLM_PRECISION_LOWP_DOUBLE))
+	typedef lowp_ddualquat			ddualquat;
+#else
+#	error "GLM error: Multiple default precision requested for double-precision floating-point types"
+#endif
+
+	/// @}
+} //namespace glm
+
+#include "dual_quaternion.inl"
diff --git a/third_party/glm/gtx/dual_quaternion.inl b/third_party/glm/gtx/dual_quaternion.inl
new file mode 100644
index 0000000000000000000000000000000000000000..3a04160e3a16880e99e8dab3d5c0d3cdd836febb
--- /dev/null
+++ b/third_party/glm/gtx/dual_quaternion.inl
@@ -0,0 +1,352 @@
+/// @ref gtx_dual_quaternion
+
+#include "../geometric.hpp"
+#include <limits>
+
+namespace glm
+{
+	// -- Component accesses --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER typename tdualquat<T, Q>::part_type & tdualquat<T, Q>::operator[](typename tdualquat<T, Q>::length_type i)
+	{
+		assert(i >= 0 && i < this->length());
+		return (&real)[i];
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER typename tdualquat<T, Q>::part_type const& tdualquat<T, Q>::operator[](typename tdualquat<T, Q>::length_type i) const
+	{
+		assert(i >= 0 && i < this->length());
+		return (&real)[i];
+	}
+
+	// -- Implicit basic constructors --
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat()
+#			if GLM_CONFIG_DEFAULTED_FUNCTIONS != GLM_DISABLE
+			: real(qua<T, Q>())
+			, dual(qua<T, Q>::wxyz(0, 0, 0, 0))
+#			endif
+		{}
+
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<T, Q> const& d)
+			: real(d.real)
+			, dual(d.dual)
+		{}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<T, P> const& d)
+		: real(d.real)
+		, dual(d.dual)
+	{}
+
+	// -- Explicit basic constructors --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& r)
+		: real(r), dual(qua<T, Q>::wxyz(0, 0, 0, 0))
+	{}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& q, vec<3, T, Q> const& p)
+		: real(q), dual(qua<T, Q>::wxyz(
+			T(-0.5) * ( p.x*q.x + p.y*q.y + p.z*q.z),
+			T(+0.5) * ( p.x*q.w + p.y*q.z - p.z*q.y),
+			T(+0.5) * (-p.x*q.z + p.y*q.w + p.z*q.x),
+			T(+0.5) * ( p.x*q.y - p.y*q.x + p.z*q.w)))
+	{}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(qua<T, Q> const& r, qua<T, Q> const& d)
+		: real(r), dual(d)
+	{}
+
+	// -- Conversion constructors --
+
+	template<typename T, qualifier Q>
+	template<typename U, qualifier P>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(tdualquat<U, P> const& q)
+		: real(q.real)
+		, dual(q.dual)
+	{}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(mat<2, 4, T, Q> const& m)
+	{
+		*this = dualquat_cast(m);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat<T, Q>::tdualquat(mat<3, 4, T, Q> const& m)
+	{
+		*this = dualquat_cast(m);
+	}
+
+	// -- Unary arithmetic operators --
+
+#	if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE
+		template<typename T, qualifier Q>
+		GLM_DEFAULTED_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator=(tdualquat<T, Q> const& q)
+		{
+			this->real = q.real;
+			this->dual = q.dual;
+			return *this;
+		}
+#	endif
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator=(tdualquat<U, Q> const& q)
+	{
+		this->real = q.real;
+		this->dual = q.dual;
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator*=(U s)
+	{
+		this->real *= static_cast<T>(s);
+		this->dual *= static_cast<T>(s);
+		return *this;
+	}
+
+	template<typename T, qualifier Q>
+	template<typename U>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> & tdualquat<T, Q>::operator/=(U s)
+	{
+		this->real /= static_cast<T>(s);
+		this->dual /= static_cast<T>(s);
+		return *this;
+	}
+
+	// -- Unary bit operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> operator+(tdualquat<T, Q> const& q)
+	{
+		return q;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> operator-(tdualquat<T, Q> const& q)
+	{
+		return tdualquat<T, Q>(-q.real, -q.dual);
+	}
+
+	// -- Binary operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> operator+(tdualquat<T, Q> const& q, tdualquat<T, Q> const& p)
+	{
+		return tdualquat<T, Q>(q.real + p.real,q.dual + p.dual);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(tdualquat<T, Q> const& p, tdualquat<T, Q> const& o)
+	{
+		return tdualquat<T, Q>(p.real * o.real,p.real * o.dual + p.dual * o.real);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> operator*(tdualquat<T, Q> const& q, vec<3, T, Q> const& v)
+	{
+		vec<3, T, Q> const real_v3(q.real.x,q.real.y,q.real.z);
+		vec<3, T, Q> const dual_v3(q.dual.x,q.dual.y,q.dual.z);
+		return (cross(real_v3, cross(real_v3,v) + v * q.real.w + dual_v3) + dual_v3 * q.real.w - real_v3 * q.dual.w) * T(2) + v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> operator*(vec<3, T, Q> const& v,	tdualquat<T, Q> const& q)
+	{
+		return glm::inverse(q) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> operator*(tdualquat<T, Q> const& q, vec<4, T, Q> const& v)
+	{
+		return vec<4, T, Q>(q * vec<3, T, Q>(v), v.w);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> operator*(vec<4, T, Q> const& v,	tdualquat<T, Q> const& q)
+	{
+		return glm::inverse(q) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(tdualquat<T, Q> const& q, T const& s)
+	{
+		return tdualquat<T, Q>(q.real * s, q.dual * s);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> operator*(T const& s, tdualquat<T, Q> const& q)
+	{
+		return q * s;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> operator/(tdualquat<T, Q> const& q,	T const& s)
+	{
+		return tdualquat<T, Q>(q.real / s, q.dual / s);
+	}
+
+	// -- Boolean operators --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool operator==(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2)
+	{
+		return (q1.real == q2.real) && (q1.dual == q2.dual);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool operator!=(tdualquat<T, Q> const& q1, tdualquat<T, Q> const& q2)
+	{
+		return (q1.real != q2.real) || (q1.dual != q2.dual);
+	}
+
+	// -- Operations --
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> dual_quat_identity()
+	{
+		return tdualquat<T, Q>(
+			qua<T, Q>::wxyz(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0)),
+			qua<T, Q>::wxyz(static_cast<T>(0), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0)));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> normalize(tdualquat<T, Q> const& q)
+	{
+		return q / length(q.real);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> lerp(tdualquat<T, Q> const& x, tdualquat<T, Q> const& y, T const& a)
+	{
+		// Dual Quaternion Linear blend aka DLB:
+		// Lerp is only defined in [0, 1]
+		assert(a >= static_cast<T>(0));
+		assert(a <= static_cast<T>(1));
+		T const k = dot(x.real,y.real) < static_cast<T>(0) ? -a : a;
+		T const one(1);
+		return tdualquat<T, Q>(x * (one - a) + y * k);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> inverse(tdualquat<T, Q> const& q)
+	{
+		const glm::qua<T, Q> real = conjugate(q.real);
+		const glm::qua<T, Q> dual = conjugate(q.dual);
+		return tdualquat<T, Q>(real, dual + (real * (-2.0f * dot(real,dual))));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat2x4_cast(tdualquat<T, Q> const& x)
+	{
+		return mat<2, 4, T, Q>( x[0].x, x[0].y, x[0].z, x[0].w, x[1].x, x[1].y, x[1].z, x[1].w );
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat3x4_cast(tdualquat<T, Q> const& x)
+	{
+		qua<T, Q> r = x.real / length2(x.real);
+
+		qua<T, Q> const rr(r.w * x.real.w, r.x * x.real.x, r.y * x.real.y, r.z * x.real.z);
+		r *= static_cast<T>(2);
+
+		T const xy = r.x * x.real.y;
+		T const xz = r.x * x.real.z;
+		T const yz = r.y * x.real.z;
+		T const wx = r.w * x.real.x;
+		T const wy = r.w * x.real.y;
+		T const wz = r.w * x.real.z;
+
+		vec<4, T, Q> const a(
+			rr.w + rr.x - rr.y - rr.z,
+			xy - wz,
+			xz + wy,
+			-(x.dual.w * r.x - x.dual.x * r.w + x.dual.y * r.z - x.dual.z * r.y));
+
+		vec<4, T, Q> const b(
+			xy + wz,
+			rr.w + rr.y - rr.x - rr.z,
+			yz - wx,
+			-(x.dual.w * r.y - x.dual.x * r.z - x.dual.y * r.w + x.dual.z * r.x));
+
+		vec<4, T, Q> const c(
+			xz - wy,
+			yz + wx,
+			rr.w + rr.z - rr.x - rr.y,
+			-(x.dual.w * r.z + x.dual.x * r.y - x.dual.y * r.x - x.dual.z * r.w));
+
+		return mat<3, 4, T, Q>(a, b, c);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> dualquat_cast(mat<2, 4, T, Q> const& x)
+	{
+		return tdualquat<T, Q>(
+			qua<T, Q>::wxyz( x[0].w, x[0].x, x[0].y, x[0].z ),
+			qua<T, Q>::wxyz( x[1].w, x[1].x, x[1].y, x[1].z ));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER tdualquat<T, Q> dualquat_cast(mat<3, 4, T, Q> const& x)
+	{
+		qua<T, Q> real;
+
+		T const trace = x[0].x + x[1].y + x[2].z;
+		if(trace > static_cast<T>(0))
+		{
+			T const r = sqrt(T(1) + trace);
+			T const invr = static_cast<T>(0.5) / r;
+			real.w = static_cast<T>(0.5) * r;
+			real.x = (x[2].y - x[1].z) * invr;
+			real.y = (x[0].z - x[2].x) * invr;
+			real.z = (x[1].x - x[0].y) * invr;
+		}
+		else if(x[0].x > x[1].y && x[0].x > x[2].z)
+		{
+			T const r = sqrt(T(1) + x[0].x - x[1].y - x[2].z);
+			T const invr = static_cast<T>(0.5) / r;
+			real.x = static_cast<T>(0.5)*r;
+			real.y = (x[1].x + x[0].y) * invr;
+			real.z = (x[0].z + x[2].x) * invr;
+			real.w = (x[2].y - x[1].z) * invr;
+		}
+		else if(x[1].y > x[2].z)
+		{
+			T const r = sqrt(T(1) + x[1].y - x[0].x - x[2].z);
+			T const invr = static_cast<T>(0.5) / r;
+			real.x = (x[1].x + x[0].y) * invr;
+			real.y = static_cast<T>(0.5) * r;
+			real.z = (x[2].y + x[1].z) * invr;
+			real.w = (x[0].z - x[2].x) * invr;
+		}
+		else
+		{
+			T const r = sqrt(T(1) + x[2].z - x[0].x - x[1].y);
+			T const invr = static_cast<T>(0.5) / r;
+			real.x = (x[0].z + x[2].x) * invr;
+			real.y = (x[2].y + x[1].z) * invr;
+			real.z = static_cast<T>(0.5) * r;
+			real.w = (x[1].x - x[0].y) * invr;
+		}
+
+		qua<T, Q> dual;
+		dual.x =  static_cast<T>(0.5) * ( x[0].w * real.w + x[1].w * real.z - x[2].w * real.y);
+		dual.y =  static_cast<T>(0.5) * (-x[0].w * real.z + x[1].w * real.w + x[2].w * real.x);
+		dual.z =  static_cast<T>(0.5) * ( x[0].w * real.y - x[1].w * real.x + x[2].w * real.w);
+		dual.w = -static_cast<T>(0.5) * ( x[0].w * real.x + x[1].w * real.y + x[2].w * real.z);
+		return tdualquat<T, Q>(real, dual);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/easing.hpp b/third_party/glm/gtx/easing.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..50ed9037b102734481ac3d4fba95fef113944ab5
--- /dev/null
+++ b/third_party/glm/gtx/easing.hpp
@@ -0,0 +1,217 @@
+/// @ref gtx_easing
+/// @file glm/gtx/easing.hpp
+/// @author Robert Chisholm
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_easing GLM_GTX_easing
+/// @ingroup gtx
+///
+/// Include <glm/gtx/easing.hpp> to use the features of this extension.
+///
+/// Easing functions for animations and transitions
+/// All functions take a parameter x in the range [0.0,1.0]
+///
+/// Based on the AHEasing project of Warren Moore (https://github.com/warrenm/AHEasing)
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/constants.hpp"
+#include "../detail/qualifier.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_easing is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_easing extension included")
+#endif
+
+namespace glm{
+	/// @addtogroup gtx_easing
+	/// @{
+
+	/// Modelled after the line y = x
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType linearInterpolation(genType const & a);
+
+	/// Modelled after the parabola y = x^2
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quadraticEaseIn(genType const & a);
+
+	/// Modelled after the parabola y = -x^2 + 2x
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quadraticEaseOut(genType const & a);
+
+	/// Modelled after the piecewise quadratic
+	/// y = (1/2)((2x)^2)				; [0, 0.5)
+	/// y = -(1/2)((2x-1)*(2x-3) - 1)	; [0.5, 1]
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quadraticEaseInOut(genType const & a);
+
+	/// Modelled after the cubic y = x^3
+	template <typename genType>
+	GLM_FUNC_DECL genType cubicEaseIn(genType const & a);
+
+	/// Modelled after the cubic y = (x - 1)^3 + 1
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType cubicEaseOut(genType const & a);
+
+	/// Modelled after the piecewise cubic
+	/// y = (1/2)((2x)^3)		; [0, 0.5)
+	/// y = (1/2)((2x-2)^3 + 2)	; [0.5, 1]
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType cubicEaseInOut(genType const & a);
+
+	/// Modelled after the quartic x^4
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quarticEaseIn(genType const & a);
+
+	/// Modelled after the quartic y = 1 - (x - 1)^4
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quarticEaseOut(genType const & a);
+
+	/// Modelled after the piecewise quartic
+	/// y = (1/2)((2x)^4)			; [0, 0.5)
+	/// y = -(1/2)((2x-2)^4 - 2)	; [0.5, 1]
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quarticEaseInOut(genType const & a);
+
+	/// Modelled after the quintic y = x^5
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quinticEaseIn(genType const & a);
+
+	/// Modelled after the quintic y = (x - 1)^5 + 1
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quinticEaseOut(genType const & a);
+
+	/// Modelled after the piecewise quintic
+	/// y = (1/2)((2x)^5)		; [0, 0.5)
+	/// y = (1/2)((2x-2)^5 + 2) ; [0.5, 1]
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType quinticEaseInOut(genType const & a);
+
+	/// Modelled after quarter-cycle of sine wave
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType sineEaseIn(genType const & a);
+
+	/// Modelled after quarter-cycle of sine wave (different phase)
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType sineEaseOut(genType const & a);
+
+	/// Modelled after half sine wave
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType sineEaseInOut(genType const & a);
+
+	/// Modelled after shifted quadrant IV of unit circle
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType circularEaseIn(genType const & a);
+
+	/// Modelled after shifted quadrant II of unit circle
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType circularEaseOut(genType const & a);
+
+	/// Modelled after the piecewise circular function
+	/// y = (1/2)(1 - sqrt(1 - 4x^2))			; [0, 0.5)
+	/// y = (1/2)(sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType circularEaseInOut(genType const & a);
+
+	/// Modelled after the exponential function y = 2^(10(x - 1))
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType exponentialEaseIn(genType const & a);
+
+	/// Modelled after the exponential function y = -2^(-10x) + 1
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType exponentialEaseOut(genType const & a);
+
+	/// Modelled after the piecewise exponential
+	/// y = (1/2)2^(10(2x - 1))			; [0,0.5)
+	/// y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1]
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType exponentialEaseInOut(genType const & a);
+
+	/// Modelled after the damped sine wave y = sin(13pi/2*x)*pow(2, 10 * (x - 1))
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType elasticEaseIn(genType const & a);
+
+	/// Modelled after the damped sine wave y = sin(-13pi/2*(x + 1))*pow(2, -10x) + 1
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType elasticEaseOut(genType const & a);
+
+	/// Modelled after the piecewise exponentially-damped sine wave:
+	/// y = (1/2)*sin(13pi/2*(2*x))*pow(2, 10 * ((2*x) - 1))		; [0,0.5)
+	/// y = (1/2)*(sin(-13pi/2*((2x-1)+1))*pow(2,-10(2*x-1)) + 2)	; [0.5, 1]
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType elasticEaseInOut(genType const & a);
+
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType backEaseIn(genType const& a);
+
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType backEaseOut(genType const& a);
+
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType backEaseInOut(genType const& a);
+
+	/// @param a parameter
+	/// @param o Optional overshoot modifier
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType backEaseIn(genType const& a, genType const& o);
+
+	/// @param a parameter
+	/// @param o Optional overshoot modifier
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType backEaseOut(genType const& a, genType const& o);
+
+	/// @param a parameter
+	/// @param o Optional overshoot modifier
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType backEaseInOut(genType const& a, genType const& o);
+
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType bounceEaseIn(genType const& a);
+
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType bounceEaseOut(genType const& a);
+
+	/// @see gtx_easing
+	template <typename genType>
+	GLM_FUNC_DECL genType bounceEaseInOut(genType const& a);
+
+	/// @}
+}//namespace glm
+
+#include "easing.inl"
diff --git a/third_party/glm/gtx/easing.inl b/third_party/glm/gtx/easing.inl
new file mode 100644
index 0000000000000000000000000000000000000000..b599c30664af45088ac167d43e3831c4d8956835
--- /dev/null
+++ b/third_party/glm/gtx/easing.inl
@@ -0,0 +1,436 @@
+/// @ref gtx_easing
+
+#include <cmath>
+
+namespace glm{
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType linearInterpolation(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return a;
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quadraticEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return a * a;
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quadraticEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return -(a * (a - static_cast<genType>(2)));
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quadraticEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a < static_cast<genType>(0.5))
+		{
+			return static_cast<genType>(2) * a * a;
+		}
+		else
+		{
+			return (-static_cast<genType>(2) * a * a) + (4 * a) - one<genType>();
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType cubicEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return a * a * a;
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType cubicEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		genType const f = a - one<genType>();
+		return f * f * f + one<genType>();
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType cubicEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if (a < static_cast<genType>(0.5))
+		{
+			return static_cast<genType>(4) * a * a * a;
+		}
+		else
+		{
+			genType const f = ((static_cast<genType>(2) * a) - static_cast<genType>(2));
+			return static_cast<genType>(0.5) * f * f * f + one<genType>();
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quarticEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return a * a * a * a;
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quarticEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		genType const f = (a - one<genType>());
+		return f * f * f * (one<genType>() - a) + one<genType>();
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quarticEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a < static_cast<genType>(0.5))
+		{
+			return static_cast<genType>(8) * a * a * a * a;
+		}
+		else
+		{
+			genType const f = (a - one<genType>());
+			return -static_cast<genType>(8) * f * f * f * f + one<genType>();
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quinticEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return a * a * a * a * a;
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quinticEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		genType const f = (a - one<genType>());
+		return f * f * f * f * f + one<genType>();
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType quinticEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a < static_cast<genType>(0.5))
+		{
+			return static_cast<genType>(16) * a * a * a * a * a;
+		}
+		else
+		{
+			genType const f = ((static_cast<genType>(2) * a) - static_cast<genType>(2));
+			return static_cast<genType>(0.5) * f * f * f * f * f + one<genType>();
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType sineEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return sin((a - one<genType>()) * half_pi<genType>()) + one<genType>();
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType sineEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return sin(a * half_pi<genType>());
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType sineEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return static_cast<genType>(0.5) * (one<genType>() - cos(a * pi<genType>()));
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType circularEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return one<genType>() - sqrt(one<genType>() - (a * a));
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType circularEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return sqrt((static_cast<genType>(2) - a) * a);
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType circularEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a < static_cast<genType>(0.5))
+		{
+			return static_cast<genType>(0.5) * (one<genType>() - std::sqrt(one<genType>() - static_cast<genType>(4) * (a * a)));
+		}
+		else
+		{
+			return static_cast<genType>(0.5) * (std::sqrt(-((static_cast<genType>(2) * a) - static_cast<genType>(3)) * ((static_cast<genType>(2) * a) - one<genType>())) + one<genType>());
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType exponentialEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a <= zero<genType>())
+			return a;
+		else
+		{
+			genType const Complementary = a - one<genType>();
+			genType const Two = static_cast<genType>(2);
+			
+			return glm::pow(Two, Complementary * static_cast<genType>(10));
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType exponentialEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a >= one<genType>())
+			return a;
+		else
+		{
+			return one<genType>() - glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * a);
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType exponentialEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a < static_cast<genType>(0.5))
+			return static_cast<genType>(0.5) * glm::pow(static_cast<genType>(2), (static_cast<genType>(20) * a) - static_cast<genType>(10));
+		else
+			return -static_cast<genType>(0.5) * glm::pow(static_cast<genType>(2), (-static_cast<genType>(20) * a) + static_cast<genType>(10)) + one<genType>();
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType elasticEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return std::sin(static_cast<genType>(13) * half_pi<genType>() * a) * glm::pow(static_cast<genType>(2), static_cast<genType>(10) * (a - one<genType>()));
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType elasticEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return std::sin(-static_cast<genType>(13) * half_pi<genType>() * (a + one<genType>())) * glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * a) + one<genType>();
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType elasticEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a < static_cast<genType>(0.5))
+			return static_cast<genType>(0.5) * std::sin(static_cast<genType>(13) * half_pi<genType>() * (static_cast<genType>(2) * a)) * glm::pow(static_cast<genType>(2), static_cast<genType>(10) * ((static_cast<genType>(2) * a) - one<genType>()));
+		else
+			return static_cast<genType>(0.5) * (std::sin(-static_cast<genType>(13) * half_pi<genType>() * ((static_cast<genType>(2) * a - one<genType>()) + one<genType>())) * glm::pow(static_cast<genType>(2), -static_cast<genType>(10) * (static_cast<genType>(2) * a - one<genType>())) + static_cast<genType>(2));
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType backEaseIn(genType const& a, genType const& o)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		genType z = ((o + one<genType>()) * a) - o;
+		return (a * a * z);
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType backEaseOut(genType const& a, genType const& o)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		genType n = a - one<genType>();
+		genType z = ((o + one<genType>()) * n) + o;
+		return (n * n * z) + one<genType>();
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a, genType const& o)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		genType s = o * static_cast<genType>(1.525);
+		genType x = static_cast<genType>(0.5);
+		genType n = a / static_cast<genType>(0.5);
+
+		if (n < static_cast<genType>(1))
+		{
+			genType z = ((s + static_cast<genType>(1)) * n) - s;
+			genType m = n * n * z;
+			return x * m;
+		}
+		else 
+		{
+			n -= static_cast<genType>(2);
+			genType z = ((s + static_cast<genType>(1)) * n) + s;
+			genType m = (n*n*z) + static_cast<genType>(2);
+			return x * m;
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType backEaseIn(genType const& a)
+	{
+		return backEaseIn(a, static_cast<genType>(1.70158));
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType backEaseOut(genType const& a)
+	{
+		return backEaseOut(a, static_cast<genType>(1.70158));
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a)
+	{
+		return backEaseInOut(a, static_cast<genType>(1.70158));
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType bounceEaseOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a < static_cast<genType>(4.0 / 11.0))
+		{
+			return (static_cast<genType>(121) * a * a) / static_cast<genType>(16);
+		}
+		else if(a < static_cast<genType>(8.0 / 11.0))
+		{
+			return (static_cast<genType>(363.0 / 40.0) * a * a) - (static_cast<genType>(99.0 / 10.0) * a) + static_cast<genType>(17.0 / 5.0);
+		}
+		else if(a < static_cast<genType>(9.0 / 10.0))
+		{
+			return (static_cast<genType>(4356.0 / 361.0) * a * a) - (static_cast<genType>(35442.0 / 1805.0) * a) + static_cast<genType>(16061.0 / 1805.0);
+		}
+		else
+		{
+			return (static_cast<genType>(54.0 / 5.0) * a * a) - (static_cast<genType>(513.0 / 25.0) * a) + static_cast<genType>(268.0 / 25.0);
+		}
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType bounceEaseIn(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		return one<genType>() - bounceEaseOut(one<genType>() - a);
+	}
+
+	template <typename genType>
+	GLM_FUNC_QUALIFIER genType bounceEaseInOut(genType const& a)
+	{
+		// Only defined in [0, 1]
+		assert(a >= zero<genType>());
+		assert(a <= one<genType>());
+
+		if(a < static_cast<genType>(0.5))
+		{
+			return static_cast<genType>(0.5) * (one<genType>() - bounceEaseOut(one<genType>() - a * static_cast<genType>(2)));
+		}
+		else
+		{
+			return static_cast<genType>(0.5) * bounceEaseOut(a * static_cast<genType>(2) - one<genType>()) + static_cast<genType>(0.5);
+		}
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/euler_angles.hpp b/third_party/glm/gtx/euler_angles.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5d67d8eb547264fe8e30ee5abfaa62996d14520f
--- /dev/null
+++ b/third_party/glm/gtx/euler_angles.hpp
@@ -0,0 +1,333 @@
+/// @ref gtx_euler_angles
+/// @file glm/gtx/euler_angles.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_euler_angles GLM_GTX_euler_angles
+/// @ingroup gtx
+///
+/// Include <glm/gtx/euler_angles.hpp> to use the features of this extension.
+///
+/// Build matrices from Euler angles.
+///
+/// Extraction of Euler angles from rotation matrix.
+/// Based on the original paper 2014 Mike Day - Extracting Euler Angles from a Rotation Matrix.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_euler_angles is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_euler_angles extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_euler_angles
+	/// @{
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleX(
+		T const& angleX);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleY(
+		T const& angleY);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ(
+		T const& angleZ);
+
+	/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about X-axis.
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleX(
+		T const & angleX, T const & angularVelocityX);
+
+	/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis.
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleY(
+		T const & angleY, T const & angularVelocityY);
+
+	/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis.
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleZ(
+		T const & angleZ, T const & angularVelocityZ);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXY(
+		T const& angleX,
+		T const& angleY);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYX(
+		T const& angleY,
+		T const& angleX);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZ(
+		T const& angleX,
+		T const& angleZ);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZX(
+		T const& angle,
+		T const& angleX);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZ(
+		T const& angleY,
+		T const& angleZ);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZY(
+		T const& angleZ,
+		T const& angleY);
+
+    /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).
+    /// @see gtx_euler_angles
+    template<typename T>
+    GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYZ(
+        T const& t1,
+        T const& t2,
+        T const& t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXZ(
+		T const& yaw,
+		T const& pitch,
+		T const& roll);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * X).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZX(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * X).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYX(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Y).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXY(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * Y).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZY(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * Z).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYZ(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Z).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXZ(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * Y).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZY(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * X).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZX(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * X).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYX(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Y).
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXY(
+		T const & t1,
+		T const & t2,
+		T const & t3);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> yawPitchRoll(
+		T const& yaw,
+		T const& pitch,
+		T const& roll);
+
+	/// Creates a 2D 2 * 2 rotation matrix from an euler angle.
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<2, 2, T, defaultp> orientate2(T const& angle);
+
+	/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
+	/// @see gtx_euler_angles
+	template<typename T>
+	GLM_FUNC_DECL mat<3, 3, T, defaultp> orientate3(T const& angle);
+
+	/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
+	/// @see gtx_euler_angles
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> orientate3(vec<3, T, Q> const& angles);
+
+	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
+	/// @see gtx_euler_angles
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> orientate4(vec<3, T, Q> const& angles);
+
+    /// Extracts the (X * Y * Z) Euler angles from the rotation matrix M
+    /// @see gtx_euler_angles
+    template<typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M,
+                                            T & t1,
+                                            T & t2,
+                                            T & t3);
+
+	/// Extracts the (Y * X * Z) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (X * Z * X) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (X * Y * X) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (Y * X * Y) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (Y * Z * Y) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (Z * Y * Z) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (Z * X * Z) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (X * Z * Y) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (Y * Z * X) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (Z * Y * X) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// Extracts the (Z * X * Y) Euler angles from the rotation matrix M
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DISCARD_DECL void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M,
+											T & t1,
+											T & t2,
+											T & t3);
+
+	/// @}
+}//namespace glm
+
+#include "euler_angles.inl"
diff --git a/third_party/glm/gtx/euler_angles.inl b/third_party/glm/gtx/euler_angles.inl
new file mode 100644
index 0000000000000000000000000000000000000000..85f22b902e76435880728867e51f1cd3bfb9f441
--- /dev/null
+++ b/third_party/glm/gtx/euler_angles.inl
@@ -0,0 +1,899 @@
+/// @ref gtx_euler_angles
+
+#include "compatibility.hpp" // glm::atan2
+
+namespace glm
+{
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleX
+	(
+		T const& angleX
+	)
+	{
+		T cosX = glm::cos(angleX);
+		T sinX = glm::sin(angleX);
+
+		return mat<4, 4, T, defaultp>(
+			T(1), T(0), T(0), T(0),
+			T(0), cosX, sinX, T(0),
+			T(0),-sinX, cosX, T(0),
+			T(0), T(0), T(0), T(1));
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleY
+	(
+		T const& angleY
+	)
+	{
+		T cosY = glm::cos(angleY);
+		T sinY = glm::sin(angleY);
+
+		return mat<4, 4, T, defaultp>(
+			cosY,	T(0),	-sinY,	T(0),
+			T(0),	T(1),	T(0),	T(0),
+			sinY,	T(0),	cosY,	T(0),
+			T(0),	T(0),	T(0),	T(1));
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZ
+	(
+		T const& angleZ
+	)
+	{
+		T cosZ = glm::cos(angleZ);
+		T sinZ = glm::sin(angleZ);
+
+		return mat<4, 4, T, defaultp>(
+			cosZ,	sinZ,	T(0), T(0),
+			-sinZ,	cosZ,	T(0), T(0),
+			T(0),	T(0),	T(1), T(0),
+			T(0),	T(0),	T(0), T(1));
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleX
+	(
+		T const & angleX,
+		T const & angularVelocityX
+	)
+	{
+		T cosX = glm::cos(angleX) * angularVelocityX;
+		T sinX = glm::sin(angleX) * angularVelocityX;
+
+		return mat<4, 4, T, defaultp>(
+			T(0), T(0), T(0), T(0),
+			T(0),-sinX, cosX, T(0),
+			T(0),-cosX,-sinX, T(0),
+			T(0), T(0), T(0), T(0));
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleY
+	(
+		T const & angleY,
+		T const & angularVelocityY
+	)
+	{
+		T cosY = glm::cos(angleY) * angularVelocityY;
+		T sinY = glm::sin(angleY) * angularVelocityY;
+
+		return mat<4, 4, T, defaultp>(
+			-sinY, T(0), -cosY, T(0),
+			 T(0), T(0),  T(0), T(0),
+			 cosY, T(0), -sinY, T(0),
+			 T(0), T(0),  T(0), T(0));
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleZ
+	(
+		T const & angleZ,
+		T const & angularVelocityZ
+	)
+	{
+		T cosZ = glm::cos(angleZ) * angularVelocityZ;
+		T sinZ = glm::sin(angleZ) * angularVelocityZ;
+
+		return mat<4, 4, T, defaultp>(
+			-sinZ,  cosZ, T(0), T(0),
+			-cosZ, -sinZ, T(0), T(0),
+			 T(0),  T(0), T(0), T(0),
+			 T(0),  T(0), T(0), T(0));
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXY
+	(
+		T const& angleX,
+		T const& angleY
+	)
+	{
+		T cosX = glm::cos(angleX);
+		T sinX = glm::sin(angleX);
+		T cosY = glm::cos(angleY);
+		T sinY = glm::sin(angleY);
+
+		return mat<4, 4, T, defaultp>(
+			cosY,   -sinX * -sinY,  cosX * -sinY,   T(0),
+			T(0),   cosX,           sinX,           T(0),
+			sinY,   -sinX * cosY,   cosX * cosY,    T(0),
+			T(0),   T(0),           T(0),           T(1));
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYX
+	(
+		T const& angleY,
+		T const& angleX
+	)
+	{
+		T cosX = glm::cos(angleX);
+		T sinX = glm::sin(angleX);
+		T cosY = glm::cos(angleY);
+		T sinY = glm::sin(angleY);
+
+		return mat<4, 4, T, defaultp>(
+			cosY,          0,      -sinY,    T(0),
+			sinY * sinX,  cosX, cosY * sinX, T(0),
+			sinY * cosX, -sinX, cosY * cosX, T(0),
+			T(0),         T(0),     T(0),    T(1));
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZ
+	(
+		T const& angleX,
+		T const& angleZ
+	)
+	{
+		return eulerAngleX(angleX) * eulerAngleZ(angleZ);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZX
+	(
+		T const& angleZ,
+		T const& angleX
+	)
+	{
+		return eulerAngleZ(angleZ) * eulerAngleX(angleX);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZ
+	(
+		T const& angleY,
+		T const& angleZ
+	)
+	{
+		return eulerAngleY(angleY) * eulerAngleZ(angleZ);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZY
+	(
+		T const& angleZ,
+		T const& angleY
+	)
+	{
+		return eulerAngleZ(angleZ) * eulerAngleY(angleY);
+	}
+
+    template<typename T>
+    GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYZ
+    (
+     T const& t1,
+     T const& t2,
+     T const& t3
+     )
+    {
+        T c1 = glm::cos(-t1);
+        T c2 = glm::cos(-t2);
+        T c3 = glm::cos(-t3);
+        T s1 = glm::sin(-t1);
+        T s2 = glm::sin(-t2);
+        T s3 = glm::sin(-t3);
+
+        mat<4, 4, T, defaultp> Result;
+        Result[0][0] = c2 * c3;
+        Result[0][1] =-c1 * s3 + s1 * s2 * c3;
+        Result[0][2] = s1 * s3 + c1 * s2 * c3;
+        Result[0][3] = static_cast<T>(0);
+        Result[1][0] = c2 * s3;
+        Result[1][1] = c1 * c3 + s1 * s2 * s3;
+        Result[1][2] =-s1 * c3 + c1 * s2 * s3;
+        Result[1][3] = static_cast<T>(0);
+        Result[2][0] =-s2;
+        Result[2][1] = s1 * c2;
+        Result[2][2] = c1 * c2;
+        Result[2][3] = static_cast<T>(0);
+        Result[3][0] = static_cast<T>(0);
+        Result[3][1] = static_cast<T>(0);
+        Result[3][2] = static_cast<T>(0);
+        Result[3][3] = static_cast<T>(1);
+        return Result;
+    }
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXZ
+	(
+		T const& yaw,
+		T const& pitch,
+		T const& roll
+	)
+	{
+		T tmp_ch = glm::cos(yaw);
+		T tmp_sh = glm::sin(yaw);
+		T tmp_cp = glm::cos(pitch);
+		T tmp_sp = glm::sin(pitch);
+		T tmp_cb = glm::cos(roll);
+		T tmp_sb = glm::sin(roll);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;
+		Result[0][1] = tmp_sb * tmp_cp;
+		Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;
+		Result[1][1] = tmp_cb * tmp_cp;
+		Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = tmp_sh * tmp_cp;
+		Result[2][1] = -tmp_sp;
+		Result[2][2] = tmp_ch * tmp_cp;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZX
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c2;
+		Result[0][1] = c1 * s2;
+		Result[0][2] = s1 * s2;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] =-c3 * s2;
+		Result[1][1] = c1 * c2 * c3 - s1 * s3;
+		Result[1][2] = c1 * s3 + c2 * c3 * s1;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = s2 * s3;
+		Result[2][1] =-c3 * s1 - c1 * c2 * s3;
+		Result[2][2] = c1 * c3 - c2 * s1 * s3;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYX
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c2;
+		Result[0][1] = s1 * s2;
+		Result[0][2] =-c1 * s2;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] = s2 * s3;
+		Result[1][1] = c1 * c3 - c2 * s1 * s3;
+		Result[1][2] = c3 * s1 + c1 * c2 * s3;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = c3 * s2;
+		Result[2][1] =-c1 * s3 - c2 * c3 * s1;
+		Result[2][2] = c1 * c2 * c3 - s1 * s3;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXY
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c1 * c3 - c2 * s1 * s3;
+		Result[0][1] = s2* s3;
+		Result[0][2] =-c3 * s1 - c1 * c2 * s3;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] = s1 * s2;
+		Result[1][1] = c2;
+		Result[1][2] = c1 * s2;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = c1 * s3 + c2 * c3 * s1;
+		Result[2][1] =-c3 * s2;
+		Result[2][2] = c1 * c2 * c3 - s1 * s3;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZY
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c1 * c2 * c3 - s1 * s3;
+		Result[0][1] = c3 * s2;
+		Result[0][2] =-c1 * s3 - c2 * c3 * s1;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] =-c1 * s2;
+		Result[1][1] = c2;
+		Result[1][2] = s1 * s2;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = c3 * s1 + c1 * c2 * s3;
+		Result[2][1] = s2 * s3;
+		Result[2][2] = c1 * c3 - c2 * s1 * s3;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYZ
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c1 * c2 * c3 - s1 * s3;
+		Result[0][1] = c1 * s3 + c2 * c3 * s1;
+		Result[0][2] =-c3 * s2;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] =-c3 * s1 - c1 * c2 * s3;
+		Result[1][1] = c1 * c3 - c2 * s1 * s3;
+		Result[1][2] = s2 * s3;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = c1 * s2;
+		Result[2][1] = s1 * s2;
+		Result[2][2] = c2;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXZ
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c1 * c3 - c2 * s1 * s3;
+		Result[0][1] = c3 * s1 + c1 * c2 * s3;
+		Result[0][2] = s2 *s3;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] =-c1 * s3 - c2 * c3 * s1;
+		Result[1][1] = c1 * c2 * c3 - s1 * s3;
+		Result[1][2] = c3 * s2;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = s1 * s2;
+		Result[2][1] =-c1 * s2;
+		Result[2][2] = c2;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZY
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c2 * c3;
+		Result[0][1] = s1 * s3 + c1 * c3 * s2;
+		Result[0][2] = c3 * s1 * s2 - c1 * s3;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] =-s2;
+		Result[1][1] = c1 * c2;
+		Result[1][2] = c2 * s1;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = c2 * s3;
+		Result[2][1] = c1 * s2 * s3 - c3 * s1;
+		Result[2][2] = c1 * c3 + s1 * s2 *s3;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZX
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c1 * c2;
+		Result[0][1] = s2;
+		Result[0][2] =-c2 * s1;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] = s1 * s3 - c1 * c3 * s2;
+		Result[1][1] = c2 * c3;
+		Result[1][2] = c1 * s3 + c3 * s1 * s2;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = c3 * s1 + c1 * s2 * s3;
+		Result[2][1] =-c2 * s3;
+		Result[2][2] = c1 * c3 - s1 * s2 * s3;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYX
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c1 * c2;
+		Result[0][1] = c2 * s1;
+		Result[0][2] =-s2;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] = c1 * s2 * s3 - c3 * s1;
+		Result[1][1] = c1 * c3 + s1 * s2 * s3;
+		Result[1][2] = c2 * s3;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = s1 * s3 + c1 * c3 * s2;
+		Result[2][1] = c3 * s1 * s2 - c1 * s3;
+		Result[2][2] = c2 * c3;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXY
+	(
+		T const & t1,
+		T const & t2,
+		T const & t3
+	)
+	{
+		T c1 = glm::cos(t1);
+		T s1 = glm::sin(t1);
+		T c2 = glm::cos(t2);
+		T s2 = glm::sin(t2);
+		T c3 = glm::cos(t3);
+		T s3 = glm::sin(t3);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = c1 * c3 - s1 * s2 * s3;
+		Result[0][1] = c3 * s1 + c1 * s2 * s3;
+		Result[0][2] =-c2 * s3;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] =-c2 * s1;
+		Result[1][1] = c1 * c2;
+		Result[1][2] = s2;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = c1 * s3 + c3 * s1 * s2;
+		Result[2][1] = s1 * s3 - c1 * c3 * s2;
+		Result[2][2] = c2 * c3;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> yawPitchRoll
+	(
+		T const& yaw,
+		T const& pitch,
+		T const& roll
+	)
+	{
+		T tmp_ch = glm::cos(yaw);
+		T tmp_sh = glm::sin(yaw);
+		T tmp_cp = glm::cos(pitch);
+		T tmp_sp = glm::sin(pitch);
+		T tmp_cb = glm::cos(roll);
+		T tmp_sb = glm::sin(roll);
+
+		mat<4, 4, T, defaultp> Result;
+		Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;
+		Result[0][1] = tmp_sb * tmp_cp;
+		Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;
+		Result[0][3] = static_cast<T>(0);
+		Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;
+		Result[1][1] = tmp_cb * tmp_cp;
+		Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;
+		Result[1][3] = static_cast<T>(0);
+		Result[2][0] = tmp_sh * tmp_cp;
+		Result[2][1] = -tmp_sp;
+		Result[2][2] = tmp_ch * tmp_cp;
+		Result[2][3] = static_cast<T>(0);
+		Result[3][0] = static_cast<T>(0);
+		Result[3][1] = static_cast<T>(0);
+		Result[3][2] = static_cast<T>(0);
+		Result[3][3] = static_cast<T>(1);
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> orientate2
+	(
+		T const& angle
+	)
+	{
+		T c = glm::cos(angle);
+		T s = glm::sin(angle);
+
+		mat<2, 2, T, defaultp> Result;
+		Result[0][0] = c;
+		Result[0][1] = s;
+		Result[1][0] = -s;
+		Result[1][1] = c;
+		return Result;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> orientate3
+	(
+		T const& angle
+	)
+	{
+		T c = glm::cos(angle);
+		T s = glm::sin(angle);
+
+		mat<3, 3, T, defaultp> Result;
+		Result[0][0] = c;
+		Result[0][1] = s;
+		Result[0][2] = T(0.0);
+		Result[1][0] = -s;
+		Result[1][1] = c;
+		Result[1][2] = T(0.0);
+		Result[2][0] = T(0.0);
+		Result[2][1] = T(0.0);
+		Result[2][2] = T(1.0);
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> orientate3
+	(
+		vec<3, T, Q> const& angles
+	)
+	{
+		return mat<3, 3, T, Q>(yawPitchRoll(angles.z, angles.x, angles.y));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientate4
+	(
+		vec<3, T, Q> const& angles
+	)
+	{
+		return yawPitchRoll(angles.z, angles.x, angles.y);
+	}
+
+    template<typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M,
+                                            T & t1,
+                                            T & t2,
+                                            T & t3)
+    {
+        T T1 = glm::atan2(M[2][1], M[2][2]);
+        T C2 = glm::sqrt(M[0][0]*M[0][0] + M[1][0]*M[1][0]);
+        T T2 = glm::atan2(-M[2][0], C2);
+        T S1 = glm::sin(T1);
+        T C1 = glm::cos(T1);
+        T T3 = glm::atan2(S1*M[0][2] - C1*M[0][1], C1*M[1][1] - S1*M[1][2  ]);
+        t1 = -T1;
+        t2 = -T2;
+        t3 = -T3;
+    }
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[2][0], M[2][2]);
+		T C2 = glm::sqrt(M[0][1]*M[0][1] + M[1][1]*M[1][1]);
+		T T2 = glm::atan2(-M[2][1], C2);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(S1*M[1][2] - C1*M[1][0], C1*M[0][0] - S1*M[0][2]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[0][2], M[0][1]);
+		T S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]);
+		T T2 = glm::atan2(S2, M[0][0]);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(C1*M[1][2] - S1*M[1][1], C1*M[2][2] - S1*M[2][1]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[0][1], -M[0][2]);
+		T S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]);
+		T T2 = glm::atan2(S2, M[0][0]);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(-C1*M[2][1] - S1*M[2][2], C1*M[1][1] + S1*M[1][2]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[1][0], M[1][2]);
+		T S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]);
+		T T2 = glm::atan2(S2, M[1][1]);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(C1*M[2][0] - S1*M[2][2], C1*M[0][0] - S1*M[0][2]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[1][2], -M[1][0]);
+		T S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]);
+		T T2 = glm::atan2(S2, M[1][1]);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(-S1*M[0][0] - C1*M[0][2], S1*M[2][0] + C1*M[2][2]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[2][1], M[2][0]);
+		T S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]);
+		T T2 = glm::atan2(S2, M[2][2]);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(C1*M[0][1] - S1*M[0][0], C1*M[1][1] - S1*M[1][0]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[2][0], -M[2][1]);
+		T S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]);
+		T T2 = glm::atan2(S2, M[2][2]);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(-C1*M[1][0] - S1*M[1][1], C1*M[0][0] + S1*M[0][1]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[1][2], M[1][1]);
+		T C2 = glm::sqrt(M[0][0]*M[0][0] + M[2][0]*M[2][0]);
+		T T2 = glm::atan2(-M[1][0], C2);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(S1*M[0][1] - C1*M[0][2], C1*M[2][2] - S1*M[2][1]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(-M[0][2], M[0][0]);
+		T C2 = glm::sqrt(M[1][1]*M[1][1] + M[2][1]*M[2][1]);
+		T T2 = glm::atan2(M[0][1], C2);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(S1*M[1][0] + C1*M[1][2], S1*M[2][0] + C1*M[2][2]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(M[0][1], M[0][0]);
+		T C2 = glm::sqrt(M[1][2]*M[1][2] + M[2][2]*M[2][2]);
+		T T2 = glm::atan2(-M[0][2], C2);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(S1*M[2][0] - C1*M[2][1], C1*M[1][1] - S1*M[1][0]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M,
+												 T & t1,
+												 T & t2,
+												 T & t3)
+	{
+		T T1 = glm::atan2(-M[1][0], M[1][1]);
+		T C2 = glm::sqrt(M[0][2]*M[0][2] + M[2][2]*M[2][2]);
+		T T2 = glm::atan2(M[1][2], C2);
+		T S1 = glm::sin(T1);
+		T C1 = glm::cos(T1);
+		T T3 = glm::atan2(C1*M[2][0] + S1*M[2][1], C1*M[0][0] + S1*M[0][1]);
+		t1 = T1;
+		t2 = T2;
+		t3 = T3;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/extend.hpp b/third_party/glm/gtx/extend.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..46bf5e7059260edefaf18f78a84ec0cdd9c57eb6
--- /dev/null
+++ b/third_party/glm/gtx/extend.hpp
@@ -0,0 +1,40 @@
+/// @ref gtx_extend
+/// @file glm/gtx/extend.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_extend GLM_GTX_extend
+/// @ingroup gtx
+///
+/// Include <glm/gtx/extend.hpp> to use the features of this extension.
+///
+/// Extend a position from a source to a position at a defined length.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_extend extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_extend
+	/// @{
+
+	/// Extends of Length the Origin position using the (Source - Origin) direction.
+	/// @see gtx_extend
+	template<typename genType>
+	GLM_FUNC_DECL genType extend(
+		genType const& Origin,
+		genType const& Source,
+		typename genType::value_type const Length);
+
+	/// @}
+}//namespace glm
+
+#include "extend.inl"
diff --git a/third_party/glm/gtx/extend.inl b/third_party/glm/gtx/extend.inl
new file mode 100644
index 0000000000000000000000000000000000000000..32128eb209ac74cf9c875c501cdc2c98956a3528
--- /dev/null
+++ b/third_party/glm/gtx/extend.inl
@@ -0,0 +1,48 @@
+/// @ref gtx_extend
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType extend
+	(
+		genType const& Origin,
+		genType const& Source,
+		genType const& Distance
+	)
+	{
+		return Origin + (Source - Origin) * Distance;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, T, Q> extend
+	(
+		vec<2, T, Q> const& Origin,
+		vec<2, T, Q> const& Source,
+		T const& Distance
+	)
+	{
+		return Origin + (Source - Origin) * Distance;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> extend
+	(
+		vec<3, T, Q> const& Origin,
+		vec<3, T, Q> const& Source,
+		T const& Distance
+	)
+	{
+		return Origin + (Source - Origin) * Distance;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> extend
+	(
+		vec<4, T, Q> const& Origin,
+		vec<4, T, Q> const& Source,
+		T const& Distance
+	)
+	{
+		return Origin + (Source - Origin) * Distance;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/extended_min_max.hpp b/third_party/glm/gtx/extended_min_max.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..e1b722fe49800d2e283b035edfc3dfb3269c943a
--- /dev/null
+++ b/third_party/glm/gtx/extended_min_max.hpp
@@ -0,0 +1,135 @@
+/// @ref gtx_extended_min_max
+/// @file glm/gtx/extended_min_max.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_extended_min_max GLM_GTX_extended_min_max
+/// @ingroup gtx
+///
+/// Include <glm/gtx/extended_min_max.hpp> to use the features of this extension.
+///
+/// Min and max functions for 3 to 4 parameters.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../ext/vector_common.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_extended_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_extended_min_max extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_extended_min_max
+	/// @{
+
+	/// Return the minimum component-wise values of 3 inputs
+	/// @see gtx_extented_min_max
+	template<typename T>
+	GLM_FUNC_DECL T min(
+		T const& x,
+		T const& y,
+		T const& z);
+
+	/// Return the minimum component-wise values of 3 inputs
+	/// @see gtx_extented_min_max
+	template<typename T, template<typename> class C>
+	GLM_FUNC_DECL C<T> min(
+		C<T> const& x,
+		typename C<T>::T const& y,
+		typename C<T>::T const& z);
+
+	/// Return the minimum component-wise values of 3 inputs
+	/// @see gtx_extented_min_max
+	template<typename T, template<typename> class C>
+	GLM_FUNC_DECL C<T> min(
+		C<T> const& x,
+		C<T> const& y,
+		C<T> const& z);
+
+	/// Return the minimum component-wise values of 4 inputs
+	/// @see gtx_extented_min_max
+	template<typename T>
+	GLM_FUNC_DECL T min(
+		T const& x,
+		T const& y,
+		T const& z,
+		T const& w);
+
+	/// Return the minimum component-wise values of 4 inputs
+	/// @see gtx_extented_min_max
+	template<typename T, template<typename> class C>
+	GLM_FUNC_DECL C<T> min(
+		C<T> const& x,
+		typename C<T>::T const& y,
+		typename C<T>::T const& z,
+		typename C<T>::T const& w);
+
+	/// Return the minimum component-wise values of 4 inputs
+	/// @see gtx_extented_min_max
+	template<typename T, template<typename> class C>
+	GLM_FUNC_DECL C<T> min(
+		C<T> const& x,
+		C<T> const& y,
+		C<T> const& z,
+		C<T> const& w);
+
+	/// Return the maximum component-wise values of 3 inputs
+	/// @see gtx_extented_min_max
+	template<typename T>
+	GLM_FUNC_DECL T max(
+		T const& x,
+		T const& y,
+		T const& z);
+
+	/// Return the maximum component-wise values of 3 inputs
+	/// @see gtx_extented_min_max
+	template<typename T, template<typename> class C>
+	GLM_FUNC_DECL C<T> max(
+		C<T> const& x,
+		typename C<T>::T const& y,
+		typename C<T>::T const& z);
+
+	/// Return the maximum component-wise values of 3 inputs
+	/// @see gtx_extented_min_max
+	template<typename T, template<typename> class C>
+	GLM_FUNC_DECL C<T> max(
+		C<T> const& x,
+		C<T> const& y,
+		C<T> const& z);
+
+	/// Return the maximum component-wise values of 4 inputs
+	/// @see gtx_extented_min_max
+	template<typename T>
+	GLM_FUNC_DECL T max(
+		T const& x,
+		T const& y,
+		T const& z,
+		T const& w);
+
+	/// Return the maximum component-wise values of 4 inputs
+	/// @see gtx_extented_min_max
+	template<typename T, template<typename> class C>
+	GLM_FUNC_DECL C<T> max(
+		C<T> const& x,
+		typename C<T>::T const& y,
+		typename C<T>::T const& z,
+		typename C<T>::T const& w);
+
+	/// Return the maximum component-wise values of 4 inputs
+	/// @see gtx_extented_min_max
+	template<typename T, template<typename> class C>
+	GLM_FUNC_DECL C<T> max(
+		C<T> const& x,
+		C<T> const& y,
+		C<T> const& z,
+		C<T> const& w);
+
+	/// @}
+}//namespace glm
+
+#include "extended_min_max.inl"
diff --git a/third_party/glm/gtx/extended_min_max.inl b/third_party/glm/gtx/extended_min_max.inl
new file mode 100644
index 0000000000000000000000000000000000000000..de5998fadd654ac9cfdcdcb8deb298fd02f5ca9f
--- /dev/null
+++ b/third_party/glm/gtx/extended_min_max.inl
@@ -0,0 +1,138 @@
+/// @ref gtx_extended_min_max
+
+namespace glm
+{
+	template<typename T>
+	GLM_FUNC_QUALIFIER T min(
+		T const& x,
+		T const& y,
+		T const& z)
+	{
+		return glm::min(glm::min(x, y), z);
+	}
+
+	template<typename T, template<typename> class C>
+	GLM_FUNC_QUALIFIER C<T> min
+	(
+		C<T> const& x,
+		typename C<T>::T const& y,
+		typename C<T>::T const& z
+	)
+	{
+		return glm::min(glm::min(x, y), z);
+	}
+
+	template<typename T, template<typename> class C>
+	GLM_FUNC_QUALIFIER C<T> min
+	(
+		C<T> const& x,
+		C<T> const& y,
+		C<T> const& z
+	)
+	{
+		return glm::min(glm::min(x, y), z);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T min
+	(
+		T const& x,
+		T const& y,
+		T const& z,
+		T const& w
+	)
+	{
+		return glm::min(glm::min(x, y), glm::min(z, w));
+	}
+
+	template<typename T, template<typename> class C>
+	GLM_FUNC_QUALIFIER C<T> min
+	(
+		C<T> const& x,
+		typename C<T>::T const& y,
+		typename C<T>::T const& z,
+		typename C<T>::T const& w
+	)
+	{
+		return glm::min(glm::min(x, y), glm::min(z, w));
+	}
+
+	template<typename T, template<typename> class C>
+	GLM_FUNC_QUALIFIER C<T> min
+	(
+		C<T> const& x,
+		C<T> const& y,
+		C<T> const& z,
+		C<T> const& w
+	)
+	{
+		return glm::min(glm::min(x, y), glm::min(z, w));
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T max(
+		T const& x,
+		T const& y,
+		T const& z)
+	{
+		return glm::max(glm::max(x, y), z);
+	}
+
+	template<typename T, template<typename> class C>
+	GLM_FUNC_QUALIFIER C<T> max
+	(
+		C<T> const& x,
+		typename C<T>::T const& y,
+		typename C<T>::T const& z
+	)
+	{
+		return glm::max(glm::max(x, y), z);
+	}
+
+	template<typename T, template<typename> class C>
+	GLM_FUNC_QUALIFIER C<T> max
+	(
+		C<T> const& x,
+		C<T> const& y,
+		C<T> const& z
+	)
+	{
+		return glm::max(glm::max(x, y), z);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T max
+	(
+		T const& x,
+		T const& y,
+		T const& z,
+		T const& w
+	)
+	{
+		return glm::max(glm::max(x, y), glm::max(z, w));
+	}
+
+	template<typename T, template<typename> class C>
+	GLM_FUNC_QUALIFIER C<T> max
+	(
+		C<T> const& x,
+		typename C<T>::T const& y,
+		typename C<T>::T const& z,
+		typename C<T>::T const& w
+	)
+	{
+		return glm::max(glm::max(x, y), glm::max(z, w));
+	}
+
+	template<typename T, template<typename> class C>
+	GLM_FUNC_QUALIFIER C<T> max
+	(
+		C<T> const& x,
+		C<T> const& y,
+		C<T> const& z,
+		C<T> const& w
+	)
+	{
+		return glm::max(glm::max(x, y), glm::max(z, w));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/exterior_product.hpp b/third_party/glm/gtx/exterior_product.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..1979acc847c7b2c5c6a1dc3ee0079b669293d79c
--- /dev/null
+++ b/third_party/glm/gtx/exterior_product.hpp
@@ -0,0 +1,43 @@
+/// @ref gtx_exterior_product
+/// @file glm/gtx/exterior_product.hpp
+///
+/// @see core (dependence)
+/// @see gtx_exterior_product (dependence)
+///
+/// @defgroup gtx_exterior_product GLM_GTX_exterior_product
+/// @ingroup gtx
+///
+/// Include <glm/gtx/exterior_product.hpp> to use the features of this extension.
+///
+/// @brief Allow to perform bit operations on integer values
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_exterior_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_exterior_product extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_exterior_product
+	/// @{
+
+	/// Returns the cross product of x and y.
+	///
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="https://en.wikipedia.org/wiki/Exterior_algebra#Cross_and_triple_products">Exterior product</a>
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR T cross(vec<2, T, Q> const& v, vec<2, T, Q> const& u);
+
+	/// @}
+} //namespace glm
+
+#include "exterior_product.inl"
diff --git a/third_party/glm/gtx/exterior_product.inl b/third_party/glm/gtx/exterior_product.inl
new file mode 100644
index 0000000000000000000000000000000000000000..690085d6f6697e7e15df50458f048423489631f9
--- /dev/null
+++ b/third_party/glm/gtx/exterior_product.inl
@@ -0,0 +1,26 @@
+/// @ref gtx_exterior_product
+
+#include <limits>
+
+namespace glm {
+namespace detail
+{
+	template<typename T, qualifier Q, bool Aligned>
+	struct compute_cross_vec2
+	{
+		GLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(vec<2, T, Q> const& v, vec<2, T, Q> const& u)
+		{
+			GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'cross' accepts only floating-point inputs");
+
+			return v.x * u.y - u.x * v.y;
+		}
+	};
+}//namespace detail
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T cross(vec<2, T, Q> const& x, vec<2, T, Q> const& y)
+	{
+		return detail::compute_cross_vec2<T, Q, detail::is_aligned<Q>::value>::call(x, y);
+	}
+}//namespace glm
+
diff --git a/third_party/glm/gtx/fast_exponential.hpp b/third_party/glm/gtx/fast_exponential.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9fae32521f2b8847721d607b15fc79f39a162f1c
--- /dev/null
+++ b/third_party/glm/gtx/fast_exponential.hpp
@@ -0,0 +1,93 @@
+/// @ref gtx_fast_exponential
+/// @file glm/gtx/fast_exponential.hpp
+///
+/// @see core (dependence)
+/// @see gtx_half_float (dependence)
+///
+/// @defgroup gtx_fast_exponential GLM_GTX_fast_exponential
+/// @ingroup gtx
+///
+/// Include <glm/gtx/fast_exponential.hpp> to use the features of this extension.
+///
+/// Fast but less accurate implementations of exponential based functions.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_fast_exponential is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_fast_exponential extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_fast_exponential
+	/// @{
+
+	/// Faster than the common pow function but less accurate.
+	/// @see gtx_fast_exponential
+	template<typename genType>
+	GLM_FUNC_DECL genType fastPow(genType x, genType y);
+
+	/// Faster than the common pow function but less accurate.
+	/// @see gtx_fast_exponential
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Faster than the common pow function but less accurate.
+	/// @see gtx_fast_exponential
+	template<typename genTypeT, typename genTypeU>
+	GLM_FUNC_DECL genTypeT fastPow(genTypeT x, genTypeU y);
+
+	/// Faster than the common pow function but less accurate.
+	/// @see gtx_fast_exponential
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastPow(vec<L, T, Q> const& x);
+
+	/// Faster than the common exp function but less accurate.
+	/// @see gtx_fast_exponential
+	template<typename T>
+	GLM_FUNC_DECL T fastExp(T x);
+
+	/// Faster than the common exp function but less accurate.
+	/// @see gtx_fast_exponential
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastExp(vec<L, T, Q> const& x);
+
+	/// Faster than the common log function but less accurate.
+	/// @see gtx_fast_exponential
+	template<typename T>
+	GLM_FUNC_DECL T fastLog(T x);
+
+	/// Faster than the common exp2 function but less accurate.
+	/// @see gtx_fast_exponential
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastLog(vec<L, T, Q> const& x);
+
+	/// Faster than the common exp2 function but less accurate.
+	/// @see gtx_fast_exponential
+	template<typename T>
+	GLM_FUNC_DECL T fastExp2(T x);
+
+	/// Faster than the common exp2 function but less accurate.
+	/// @see gtx_fast_exponential
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastExp2(vec<L, T, Q> const& x);
+
+	/// Faster than the common log2 function but less accurate.
+	/// @see gtx_fast_exponential
+	template<typename T>
+	GLM_FUNC_DECL T fastLog2(T x);
+
+	/// Faster than the common log2 function but less accurate.
+	/// @see gtx_fast_exponential
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastLog2(vec<L, T, Q> const& x);
+
+	/// @}
+}//namespace glm
+
+#include "fast_exponential.inl"
diff --git a/third_party/glm/gtx/fast_exponential.inl b/third_party/glm/gtx/fast_exponential.inl
new file mode 100644
index 0000000000000000000000000000000000000000..5b1174246bbc4e14a130324df20b22978eb605b4
--- /dev/null
+++ b/third_party/glm/gtx/fast_exponential.inl
@@ -0,0 +1,136 @@
+/// @ref gtx_fast_exponential
+
+namespace glm
+{
+	// fastPow:
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastPow(genType x, genType y)
+	{
+		return exp(y * log(x));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		return exp(y * log(x));
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastPow(T x, int y)
+	{
+		T f = static_cast<T>(1);
+		for(int i = 0; i < y; ++i)
+			f *= x;
+		return f;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastPow(vec<L, T, Q> const& x, vec<L, int, Q> const& y)
+	{
+		vec<L, T, Q> Result;
+		for(length_t i = 0, n = x.length(); i < n; ++i)
+			Result[i] = fastPow(x[i], y[i]);
+		return Result;
+	}
+
+	// fastExp
+	// Note: This function provides accurate results only for value between -1 and 1, else avoid it.
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastExp(T x)
+	{
+		// This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower.
+		// return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f))));
+		T x2 = x * x;
+		T x3 = x2 * x;
+		T x4 = x3 * x;
+		T x5 = x4 * x;
+		return T(1) + x + (x2 * T(0.5)) + (x3 * T(0.1666666667)) + (x4 * T(0.041666667)) + (x5 * T(0.008333333333));
+	}
+	/*  // Try to handle all values of float... but often shower than std::exp, glm::floor and the loop kill the performance
+	GLM_FUNC_QUALIFIER float fastExp(float x)
+	{
+		const float e = 2.718281828f;
+		const float IntegerPart = floor(x);
+		const float FloatPart = x - IntegerPart;
+		float z = 1.f;
+
+		for(int i = 0; i < int(IntegerPart); ++i)
+			z *= e;
+
+		const float x2 = FloatPart * FloatPart;
+		const float x3 = x2 * FloatPart;
+		const float x4 = x3 * FloatPart;
+		const float x5 = x4 * FloatPart;
+		return z * (1.0f + FloatPart + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f));
+	}
+
+	// Increase accuracy on number bigger that 1 and smaller than -1 but it's not enough for high and negative numbers
+	GLM_FUNC_QUALIFIER float fastExp(float x)
+	{
+		// This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower.
+		// return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f))));
+		float x2 = x * x;
+		float x3 = x2 * x;
+		float x4 = x3 * x;
+		float x5 = x4 * x;
+		float x6 = x5 * x;
+		float x7 = x6 * x;
+		float x8 = x7 * x;
+		return 1.0f + x + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f)+ (x6 * 0.00138888888888f) + (x7 * 0.000198412698f) + (x8 * 0.0000248015873f);;
+	}
+	*/
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastExp(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastExp, x);
+	}
+
+	// fastLog
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastLog(genType x)
+	{
+		return std::log(x);
+	}
+
+	/* Slower than the VC7.1 function...
+	GLM_FUNC_QUALIFIER float fastLog(float x)
+	{
+		float y1 = (x - 1.0f) / (x + 1.0f);
+		float y2 = y1 * y1;
+		return 2.0f * y1 * (1.0f + y2 * (0.3333333333f + y2 * (0.2f + y2 * 0.1428571429f)));
+	}
+	*/
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastLog(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastLog, x);
+	}
+
+	//fastExp2, ln2 = 0.69314718055994530941723212145818f
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastExp2(genType x)
+	{
+		return fastExp(static_cast<genType>(0.69314718055994530941723212145818) * x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastExp2(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastExp2, x);
+	}
+
+	// fastLog2, ln2 = 0.69314718055994530941723212145818f
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastLog2(genType x)
+	{
+		return fastLog(x) / static_cast<genType>(0.69314718055994530941723212145818);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastLog2(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastLog2, x);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/fast_square_root.hpp b/third_party/glm/gtx/fast_square_root.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..80729dbda4cdb4bc971cb2cdb19b9882345d32cc
--- /dev/null
+++ b/third_party/glm/gtx/fast_square_root.hpp
@@ -0,0 +1,96 @@
+/// @ref gtx_fast_square_root
+/// @file glm/gtx/fast_square_root.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_fast_square_root GLM_GTX_fast_square_root
+/// @ingroup gtx
+///
+/// Include <glm/gtx/fast_square_root.hpp> to use the features of this extension.
+///
+/// Fast but less accurate implementations of square root based functions.
+/// - Sqrt optimisation based on Newton's method,
+/// www.gamedev.net/community/forums/topic.asp?topic id=139956
+
+#pragma once
+
+// Dependency:
+#include "../common.hpp"
+#include "../exponential.hpp"
+#include "../geometric.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_fast_square_root is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_fast_square_root extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_fast_square_root
+	/// @{
+
+	/// Faster than the common sqrt function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType fastSqrt(genType x);
+
+	/// Faster than the common sqrt function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastSqrt(vec<L, T, Q> const& x);
+
+	/// Faster than the common inversesqrt function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType fastInverseSqrt(genType x);
+
+	/// Faster than the common inversesqrt function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastInverseSqrt(vec<L, T, Q> const& x);
+
+	/// Faster than the common length function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType fastLength(genType x);
+
+	/// Faster than the common length function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T fastLength(vec<L, T, Q> const& x);
+
+	/// Faster than the common distance function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType fastDistance(genType x, genType y);
+
+	/// Faster than the common distance function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T fastDistance(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Faster than the common normalize function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType fastNormalize(genType x);
+
+	/// Faster than the common normalize function but less accurate.
+	///
+	/// @see gtx_fast_square_root extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> fastNormalize(vec<L, T, Q> const& x);
+
+	/// @}
+}// namespace glm
+
+#include "fast_square_root.inl"
diff --git a/third_party/glm/gtx/fast_square_root.inl b/third_party/glm/gtx/fast_square_root.inl
new file mode 100644
index 0000000000000000000000000000000000000000..60fdb7a5ac7c99dd3fe7b83424dc9b07bd034961
--- /dev/null
+++ b/third_party/glm/gtx/fast_square_root.inl
@@ -0,0 +1,75 @@
+/// @ref gtx_fast_square_root
+
+namespace glm
+{
+	// fastSqrt
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastSqrt(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fastSqrt' only accept floating-point input");
+
+		return genType(1) / fastInverseSqrt(x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastSqrt(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastSqrt, x);
+	}
+
+	// fastInversesqrt
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastInverseSqrt(genType x)
+	{
+		return detail::compute_inversesqrt<1, genType, lowp, detail::is_aligned<lowp>::value>::call(vec<1, genType, lowp>(x)).x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastInverseSqrt(vec<L, T, Q> const& x)
+	{
+		return detail::compute_inversesqrt<L, T, Q, detail::is_aligned<Q>::value>::call(x);
+	}
+
+	// fastLength
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastLength(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fastLength' only accept floating-point inputs");
+
+		return abs(x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T fastLength(vec<L, T, Q> const& x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'fastLength' only accept floating-point inputs");
+
+		return fastSqrt(dot(x, x));
+	}
+
+	// fastDistance
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastDistance(genType x, genType y)
+	{
+		return fastLength(y - x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T fastDistance(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		return fastLength(y - x);
+	}
+
+	// fastNormalize
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType fastNormalize(genType x)
+	{
+		return x > genType(0) ? genType(1) : -genType(1);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastNormalize(vec<L, T, Q> const& x)
+	{
+		return x * fastInverseSqrt(dot(x, x));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/fast_trigonometry.hpp b/third_party/glm/gtx/fast_trigonometry.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..93acab5fff22f6ba04d5dd7f59bb36985fa8616f
--- /dev/null
+++ b/third_party/glm/gtx/fast_trigonometry.hpp
@@ -0,0 +1,77 @@
+/// @ref gtx_fast_trigonometry
+/// @file glm/gtx/fast_trigonometry.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_fast_trigonometry GLM_GTX_fast_trigonometry
+/// @ingroup gtx
+///
+/// Include <glm/gtx/fast_trigonometry.hpp> to use the features of this extension.
+///
+/// Fast but less accurate implementations of trigonometric functions.
+
+#pragma once
+
+// Dependency:
+#include "../gtc/constants.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_fast_trigonometry is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_fast_trigonometry extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_fast_trigonometry
+	/// @{
+
+	/// Wrap an angle to [0 2pi[
+	/// From GLM_GTX_fast_trigonometry extension.
+	template<typename T>
+	GLM_FUNC_DECL T wrapAngle(T angle);
+
+	/// Faster than the common sin function but less accurate.
+	/// From GLM_GTX_fast_trigonometry extension.
+	template<typename T>
+	GLM_FUNC_DECL T fastSin(T angle);
+
+	/// Faster than the common cos function but less accurate.
+	/// From GLM_GTX_fast_trigonometry extension.
+	template<typename T>
+	GLM_FUNC_DECL T fastCos(T angle);
+
+	/// Faster than the common tan function but less accurate.
+	/// Defined between -2pi and 2pi.
+	/// From GLM_GTX_fast_trigonometry extension.
+	template<typename T>
+	GLM_FUNC_DECL T fastTan(T angle);
+
+	/// Faster than the common asin function but less accurate.
+	/// Defined between -2pi and 2pi.
+	/// From GLM_GTX_fast_trigonometry extension.
+	template<typename T>
+	GLM_FUNC_DECL T fastAsin(T angle);
+
+	/// Faster than the common acos function but less accurate.
+	/// Defined between -2pi and 2pi.
+	/// From GLM_GTX_fast_trigonometry extension.
+	template<typename T>
+	GLM_FUNC_DECL T fastAcos(T angle);
+
+	/// Faster than the common atan function but less accurate.
+	/// Defined between -2pi and 2pi.
+	/// From GLM_GTX_fast_trigonometry extension.
+	template<typename T>
+	GLM_FUNC_DECL T fastAtan(T y, T x);
+
+	/// Faster than the common atan function but less accurate.
+	/// Defined between -2pi and 2pi.
+	/// From GLM_GTX_fast_trigonometry extension.
+	template<typename T>
+	GLM_FUNC_DECL T fastAtan(T angle);
+
+	/// @}
+}//namespace glm
+
+#include "fast_trigonometry.inl"
diff --git a/third_party/glm/gtx/fast_trigonometry.inl b/third_party/glm/gtx/fast_trigonometry.inl
new file mode 100644
index 0000000000000000000000000000000000000000..1a710cbcd08d48ebabfaa09e6314c3397e0d0fd5
--- /dev/null
+++ b/third_party/glm/gtx/fast_trigonometry.inl
@@ -0,0 +1,142 @@
+/// @ref gtx_fast_trigonometry
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> taylorCos(vec<L, T, Q> const& x)
+	{
+		return static_cast<T>(1)
+			- (x * x) * (1.f / 2.f)
+			+ ((x * x) * (x * x)) * (1.f / 24.f)
+			- (((x * x) * (x * x)) * (x * x)) * (1.f / 720.f)
+			+ (((x * x) * (x * x)) * ((x * x) * (x * x))) * (1.f / 40320.f);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T cos_52s(T x)
+	{
+		T const xx(x * x);
+		return (T(0.9999932946) + xx * (T(-0.4999124376) + xx * (T(0.0414877472) + xx * T(-0.0012712095))));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> cos_52s(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(cos_52s, x);
+	}
+}//namespace detail
+
+	// wrapAngle
+	template<typename T>
+	GLM_FUNC_QUALIFIER T wrapAngle(T angle)
+	{
+		return abs<T>(mod<T>(angle, two_pi<T>()));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> wrapAngle(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(wrapAngle, x);
+	}
+
+	// cos
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastCos(T x)
+	{
+		T const angle(wrapAngle<T>(x));
+
+		if(angle < half_pi<T>())
+			return detail::cos_52s(angle);
+		if(angle < pi<T>())
+			return -detail::cos_52s(pi<T>() - angle);
+		if(angle < (T(3) * half_pi<T>()))
+			return -detail::cos_52s(angle - pi<T>());
+
+		return detail::cos_52s(two_pi<T>() - angle);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastCos(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastCos, x);
+	}
+
+	// sin
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastSin(T x)
+	{
+		return fastCos<T>(half_pi<T>() - x);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastSin(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastSin, x);
+	}
+
+	// tan
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastTan(T x)
+	{
+		return x + (x * x * x * T(0.3333333333)) + (x * x * x * x * x * T(0.1333333333333)) + (x * x * x * x * x * x * x * T(0.0539682539));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastTan(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastTan, x);
+	}
+
+	// asin
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastAsin(T x)
+	{
+		return x + (x * x * x * T(0.166666667)) + (x * x * x * x * x * T(0.075)) + (x * x * x * x * x * x * x * T(0.0446428571)) + (x * x * x * x * x * x * x * x * x * T(0.0303819444));// + (x * x * x * x * x * x * x * x * x * x * x * T(0.022372159));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastAsin(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastAsin, x);
+	}
+
+	// acos
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastAcos(T x)
+	{
+		return T(1.5707963267948966192313216916398) - fastAsin(x); //(PI / 2)
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastAcos(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastAcos, x);
+	}
+
+	// atan
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastAtan(T y, T x)
+	{
+		T sgn = sign(y) * sign(x);
+		return abs(fastAtan(y / x)) * sgn;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastAtan(vec<L, T, Q> const& y, vec<L, T, Q> const& x)
+	{
+		return detail::functor2<vec, L, T, Q>::call(fastAtan, y, x);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T fastAtan(T x)
+	{
+		return x - (x * x * x * T(0.333333333333)) + (x * x * x * x * x * T(0.2)) - (x * x * x * x * x * x * x * T(0.1428571429)) + (x * x * x * x * x * x * x * x * x * T(0.111111111111)) - (x * x * x * x * x * x * x * x * x * x * x * T(0.0909090909));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> fastAtan(vec<L, T, Q> const& x)
+	{
+		return detail::functor1<vec, L, T, T, Q>::call(fastAtan, x);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/float_normalize.inl b/third_party/glm/gtx/float_normalize.inl
new file mode 100644
index 0000000000000000000000000000000000000000..8cdbc5aaa9c3895ea1f0e7e3a817f78b813e10c3
--- /dev/null
+++ b/third_party/glm/gtx/float_normalize.inl
@@ -0,0 +1,13 @@
+/// @ref gtx_float_normalize
+
+#include <limits>
+
+namespace glm
+{
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, float, Q> floatNormalize(vec<L, T, Q> const& v)
+	{
+		return vec<L, float, Q>(v) / static_cast<float>(std::numeric_limits<T>::max());
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/functions.hpp b/third_party/glm/gtx/functions.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..df68a0d74d451c24e17ec669e06d59c6c02aa370
--- /dev/null
+++ b/third_party/glm/gtx/functions.hpp
@@ -0,0 +1,54 @@
+/// @ref gtx_functions
+/// @file glm/gtx/functions.hpp
+///
+/// @see core (dependence)
+/// @see gtc_quaternion (dependence)
+///
+/// @defgroup gtx_functions GLM_GTX_functions
+/// @ingroup gtx
+///
+/// Include <glm/gtx/functions.hpp> to use the features of this extension.
+///
+/// List of useful common functions.
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+#include "../detail/qualifier.hpp"
+#include "../detail/type_vec2.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_functions is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_functions extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_functions
+	/// @{
+
+	/// 1D gauss function
+	///
+	/// @see gtc_epsilon
+	template<typename T>
+	GLM_FUNC_DECL T gauss(
+		T x,
+		T ExpectedValue,
+		T StandardDeviation);
+
+	/// 2D gauss function
+	///
+	/// @see gtc_epsilon
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T gauss(
+		vec<2, T, Q> const& Coord,
+		vec<2, T, Q> const& ExpectedValue,
+		vec<2, T, Q> const& StandardDeviation);
+
+	/// @}
+}//namespace glm
+
+#include "functions.inl"
+
diff --git a/third_party/glm/gtx/functions.inl b/third_party/glm/gtx/functions.inl
new file mode 100644
index 0000000000000000000000000000000000000000..29cbb20b80fa501931a5bf9203a52171b4a42773
--- /dev/null
+++ b/third_party/glm/gtx/functions.inl
@@ -0,0 +1,30 @@
+/// @ref gtx_functions
+
+#include "../exponential.hpp"
+
+namespace glm
+{
+	template<typename T>
+	GLM_FUNC_QUALIFIER T gauss
+	(
+		T x,
+		T ExpectedValue,
+		T StandardDeviation
+	)
+	{
+		return exp(-((x - ExpectedValue) * (x - ExpectedValue)) / (static_cast<T>(2) * StandardDeviation * StandardDeviation)) / (StandardDeviation * sqrt(static_cast<T>(6.28318530717958647692528676655900576)));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T gauss
+	(
+		vec<2, T, Q> const& Coord,
+		vec<2, T, Q> const& ExpectedValue,
+		vec<2, T, Q> const& StandardDeviation
+	)
+	{
+		vec<2, T, Q> const Squared = ((Coord - ExpectedValue) * (Coord - ExpectedValue)) / (static_cast<T>(2) * StandardDeviation * StandardDeviation);
+		return exp(-(Squared.x + Squared.y));
+	}
+}//namespace glm
+
diff --git a/third_party/glm/gtx/gradient_paint.hpp b/third_party/glm/gtx/gradient_paint.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5656445dfee213881809fbbf60b8c2b1ca7f6404
--- /dev/null
+++ b/third_party/glm/gtx/gradient_paint.hpp
@@ -0,0 +1,51 @@
+/// @ref gtx_gradient_paint
+/// @file glm/gtx/gradient_paint.hpp
+///
+/// @see core (dependence)
+/// @see gtx_optimum_pow (dependence)
+///
+/// @defgroup gtx_gradient_paint GLM_GTX_gradient_paint
+/// @ingroup gtx
+///
+/// Include <glm/gtx/gradient_paint.hpp> to use the features of this extension.
+///
+/// Functions that return the color of procedural gradient for specific coordinates.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtx/optimum_pow.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_gradient_paint is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_gradient_paint extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_gradient_paint
+	/// @{
+
+	/// Return a color from a radial gradient.
+	/// @see - gtx_gradient_paint
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T radialGradient(
+		vec<2, T, Q> const& Center,
+		T const& Radius,
+		vec<2, T, Q> const& Focal,
+		vec<2, T, Q> const& Position);
+
+	/// Return a color from a linear gradient.
+	/// @see - gtx_gradient_paint
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T linearGradient(
+		vec<2, T, Q> const& Point0,
+		vec<2, T, Q> const& Point1,
+		vec<2, T, Q> const& Position);
+
+	/// @}
+}// namespace glm
+
+#include "gradient_paint.inl"
diff --git a/third_party/glm/gtx/gradient_paint.inl b/third_party/glm/gtx/gradient_paint.inl
new file mode 100644
index 0000000000000000000000000000000000000000..4c495e62cbffd88b88fcd7086c692c2f67f157d1
--- /dev/null
+++ b/third_party/glm/gtx/gradient_paint.inl
@@ -0,0 +1,36 @@
+/// @ref gtx_gradient_paint
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T radialGradient
+	(
+		vec<2, T, Q> const& Center,
+		T const& Radius,
+		vec<2, T, Q> const& Focal,
+		vec<2, T, Q> const& Position
+	)
+	{
+		vec<2, T, Q> F = Focal - Center;
+		vec<2, T, Q> D = Position - Focal;
+		T Radius2 = pow2(Radius);
+		T Fx2 = pow2(F.x);
+		T Fy2 = pow2(F.y);
+
+		T Numerator = (D.x * F.x + D.y * F.y) + sqrt(Radius2 * (pow2(D.x) + pow2(D.y)) - pow2(D.x * F.y - D.y * F.x));
+		T Denominator = Radius2 - (Fx2 + Fy2);
+		return Numerator / Denominator;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T linearGradient
+	(
+		vec<2, T, Q> const& Point0,
+		vec<2, T, Q> const& Point1,
+		vec<2, T, Q> const& Position
+	)
+	{
+		vec<2, T, Q> Dist = Point1 - Point0;
+		return (Dist.x * (Position.x - Point0.x) + Dist.y * (Position.y - Point0.y)) / glm::dot(Dist, Dist);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/handed_coordinate_space.hpp b/third_party/glm/gtx/handed_coordinate_space.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..7c2aada016189d44653861f42b62463fdd135784
--- /dev/null
+++ b/third_party/glm/gtx/handed_coordinate_space.hpp
@@ -0,0 +1,48 @@
+/// @ref gtx_handed_coordinate_space
+/// @file glm/gtx/handed_coordinate_space.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space
+/// @ingroup gtx
+///
+/// Include <glm/gtx/handed_coordinate_space.hpp> to use the features of this extension.
+///
+/// To know if a set of three basis vectors defines a right or left-handed coordinate system.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_handed_coordinate_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_handed_coordinate_space extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_handed_coordinate_space
+	/// @{
+
+	//! Return if a trihedron right handed or not.
+	//! From GLM_GTX_handed_coordinate_space extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool rightHanded(
+		vec<3, T, Q> const& tangent,
+		vec<3, T, Q> const& binormal,
+		vec<3, T, Q> const& normal);
+
+	//! Return if a trihedron left handed or not.
+	//! From GLM_GTX_handed_coordinate_space extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool leftHanded(
+		vec<3, T, Q> const& tangent,
+		vec<3, T, Q> const& binormal,
+		vec<3, T, Q> const& normal);
+
+	/// @}
+}// namespace glm
+
+#include "handed_coordinate_space.inl"
diff --git a/third_party/glm/gtx/handed_coordinate_space.inl b/third_party/glm/gtx/handed_coordinate_space.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e43c17bd3120931fff5438f5db175852896a1bbb
--- /dev/null
+++ b/third_party/glm/gtx/handed_coordinate_space.inl
@@ -0,0 +1,26 @@
+/// @ref gtx_handed_coordinate_space
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool rightHanded
+	(
+		vec<3, T, Q> const& tangent,
+		vec<3, T, Q> const& binormal,
+		vec<3, T, Q> const& normal
+	)
+	{
+		return dot(cross(normal, tangent), binormal) > T(0);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool leftHanded
+	(
+		vec<3, T, Q> const& tangent,
+		vec<3, T, Q> const& binormal,
+		vec<3, T, Q> const& normal
+	)
+	{
+		return dot(cross(normal, tangent), binormal) < T(0);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/hash.hpp b/third_party/glm/gtx/hash.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a2ac98923f1a2b361fc4fcd28d68e774712bee73
--- /dev/null
+++ b/third_party/glm/gtx/hash.hpp
@@ -0,0 +1,156 @@
+/// @ref gtx_hash
+/// @file glm/gtx/hash.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_hash GLM_GTX_hash
+/// @ingroup gtx
+///
+/// Include <glm/gtx/hash.hpp> to use the features of this extension.
+///
+/// Add std::hash support for glm types
+
+#pragma once
+
+#if defined(GLM_FORCE_MESSAGES) && !defined(GLM_EXT_INCLUDED)
+#	ifndef GLM_ENABLE_EXPERIMENTAL
+#		pragma message("GLM: GLM_GTX_hash is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.")
+#	else
+#		pragma message("GLM: GLM_GTX_hash extension included")
+#	endif
+#endif
+
+#include "../vec2.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+#include "../gtc/vec1.hpp"
+
+#include "../gtc/quaternion.hpp"
+#include "../gtx/dual_quaternion.hpp"
+
+#include "../mat2x2.hpp"
+#include "../mat2x3.hpp"
+#include "../mat2x4.hpp"
+
+#include "../mat3x2.hpp"
+#include "../mat3x3.hpp"
+#include "../mat3x4.hpp"
+
+#include "../mat4x2.hpp"
+#include "../mat4x3.hpp"
+#include "../mat4x4.hpp"
+
+#if defined(_MSC_VER)
+    // MSVC uses _MSVC_LANG instead of __cplusplus
+    #if _MSVC_LANG < 201103L
+        #pragma message("GLM_GTX_hash requires C++11 standard library support")
+    #endif
+#elif defined(__GNUC__) || defined(__clang__)
+    // GNU and Clang use __cplusplus
+    #if __cplusplus < 201103L
+        #pragma message("GLM_GTX_hash requires C++11 standard library support")
+    #endif
+#else
+    #error "Unknown compiler"
+#endif
+
+#if GLM_LANG & GLM_LANG_CXX11
+#define GLM_GTX_hash 1
+#include <functional>
+
+namespace std
+{
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::vec<1, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::vec<1, T, Q> const& v) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::vec<2, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::vec<2, T, Q> const& v) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::vec<3, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::vec<3, T, Q> const& v) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::vec<4, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::vec<4, T, Q> const& v) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::qua<T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::qua<T, Q> const& q) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::tdualquat<T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::tdualquat<T,Q> const& q) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<2, 2, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<2, 2, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<2, 3, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<2, 3, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<2, 4, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<2, 4, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<3, 2, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<3, 2, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<3, 3, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<3, 3, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<3, 4, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<3, 4, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<4, 2, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<4, 2, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<4, 3, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<4, 3, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+
+	template<typename T, glm::qualifier Q>
+	struct hash<glm::mat<4, 4, T, Q> >
+	{
+		GLM_FUNC_DECL size_t operator()(glm::mat<4, 4, T,Q> const& m) const GLM_NOEXCEPT;
+	};
+} // namespace std
+
+#include "hash.inl"
+
+#endif //GLM_LANG & GLM_LANG_CXX11
diff --git a/third_party/glm/gtx/hash.inl b/third_party/glm/gtx/hash.inl
new file mode 100644
index 0000000000000000000000000000000000000000..bcadfe53e5582db7e48ccf08544fe11d41ed5240
--- /dev/null
+++ b/third_party/glm/gtx/hash.inl
@@ -0,0 +1,175 @@
+/// @ref gtx_hash
+
+namespace glm {
+namespace detail
+{
+	GLM_INLINE void hash_combine(size_t &seed, size_t hash)
+	{
+		hash += 0x9e3779b9 + (seed << 6) + (seed >> 2);
+		seed ^= hash;
+	}
+}}
+
+namespace std
+{
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::vec<1, T, Q> >::operator()(glm::vec<1, T, Q> const& v) const GLM_NOEXCEPT
+	{
+		hash<T> hasher;
+		return hasher(v.x);
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::vec<2, T, Q> >::operator()(glm::vec<2, T, Q> const& v) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<T> hasher;
+		glm::detail::hash_combine(seed, hasher(v.x));
+		glm::detail::hash_combine(seed, hasher(v.y));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::vec<3, T, Q> >::operator()(glm::vec<3, T, Q> const& v) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<T> hasher;
+		glm::detail::hash_combine(seed, hasher(v.x));
+		glm::detail::hash_combine(seed, hasher(v.y));
+		glm::detail::hash_combine(seed, hasher(v.z));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::vec<4, T, Q> >::operator()(glm::vec<4, T, Q> const& v) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<T> hasher;
+		glm::detail::hash_combine(seed, hasher(v.x));
+		glm::detail::hash_combine(seed, hasher(v.y));
+		glm::detail::hash_combine(seed, hasher(v.z));
+		glm::detail::hash_combine(seed, hasher(v.w));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::qua<T, Q> >::operator()(glm::qua<T,Q> const& q) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<T> hasher;
+		glm::detail::hash_combine(seed, hasher(q.x));
+		glm::detail::hash_combine(seed, hasher(q.y));
+		glm::detail::hash_combine(seed, hasher(q.z));
+		glm::detail::hash_combine(seed, hasher(q.w));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::tdualquat<T, Q> >::operator()(glm::tdualquat<T, Q> const& q) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::qua<T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(q.real));
+		glm::detail::hash_combine(seed, hasher(q.dual));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 2, T, Q> >::operator()(glm::mat<2, 2, T, Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<2, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 3, T, Q> >::operator()(glm::mat<2, 3, T, Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<3, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<2, 4, T, Q> >::operator()(glm::mat<2, 4, T, Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<4, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 2, T, Q> >::operator()(glm::mat<3, 2, T, Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<2, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		glm::detail::hash_combine(seed, hasher(m[2]));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 3, T, Q> >::operator()(glm::mat<3, 3, T, Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<3, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		glm::detail::hash_combine(seed, hasher(m[2]));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<3, 4, T, Q> >::operator()(glm::mat<3, 4, T, Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<4, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		glm::detail::hash_combine(seed, hasher(m[2]));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 2, T,Q> >::operator()(glm::mat<4, 2, T,Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<2, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		glm::detail::hash_combine(seed, hasher(m[2]));
+		glm::detail::hash_combine(seed, hasher(m[3]));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 3, T,Q> >::operator()(glm::mat<4, 3, T,Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<3, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		glm::detail::hash_combine(seed, hasher(m[2]));
+		glm::detail::hash_combine(seed, hasher(m[3]));
+		return seed;
+	}
+
+	template<typename T, glm::qualifier Q>
+	GLM_FUNC_QUALIFIER size_t hash<glm::mat<4, 4, T,Q> >::operator()(glm::mat<4, 4, T, Q> const& m) const GLM_NOEXCEPT
+	{
+		size_t seed = 0;
+		hash<glm::vec<4, T, Q> > hasher;
+		glm::detail::hash_combine(seed, hasher(m[0]));
+		glm::detail::hash_combine(seed, hasher(m[1]));
+		glm::detail::hash_combine(seed, hasher(m[2]));
+		glm::detail::hash_combine(seed, hasher(m[3]));
+		return seed;
+	}
+}
diff --git a/third_party/glm/gtx/integer.hpp b/third_party/glm/gtx/integer.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..2b168302df4732b4f4f68b6f7f2e0527bdeffa18
--- /dev/null
+++ b/third_party/glm/gtx/integer.hpp
@@ -0,0 +1,74 @@
+/// @ref gtx_integer
+/// @file glm/gtx/integer.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_integer GLM_GTX_integer
+/// @ingroup gtx
+///
+/// Include <glm/gtx/integer.hpp> to use the features of this extension.
+///
+/// Add support for integer for core functions
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/integer.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_integer is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_integer extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_integer
+	/// @{
+
+	//! Returns x raised to the y power.
+	//! From GLM_GTX_integer extension.
+	GLM_FUNC_DECL int pow(int x, uint y);
+
+	//! Returns the positive square root of x.
+	//! From GLM_GTX_integer extension.
+	GLM_FUNC_DECL int sqrt(int x);
+
+	//! Returns the floor log2 of x.
+	//! From GLM_GTX_integer extension.
+	GLM_FUNC_DECL unsigned int floor_log2(unsigned int x);
+
+	//! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y.
+	//! From GLM_GTX_integer extension.
+	GLM_FUNC_DECL int mod(int x, int y);
+
+	//! Return the factorial value of a number (!12 max, integer only)
+	//! From GLM_GTX_integer extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType factorial(genType const& x);
+
+	//! 32bit signed integer.
+	//! From GLM_GTX_integer extension.
+	typedef signed int					sint;
+
+	//! Returns x raised to the y power.
+	//! From GLM_GTX_integer extension.
+	GLM_FUNC_DECL uint pow(uint x, uint y);
+
+	//! Returns the positive square root of x.
+	//! From GLM_GTX_integer extension.
+	GLM_FUNC_DECL uint sqrt(uint x);
+
+	//! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y.
+	//! From GLM_GTX_integer extension.
+	GLM_FUNC_DECL uint mod(uint x, uint y);
+
+	//! Returns the number of leading zeros.
+	//! From GLM_GTX_integer extension.
+	GLM_FUNC_DECL uint nlz(uint x);
+
+	/// @}
+}//namespace glm
+
+#include "integer.inl"
diff --git a/third_party/glm/gtx/integer.inl b/third_party/glm/gtx/integer.inl
new file mode 100644
index 0000000000000000000000000000000000000000..eb5df30cfcd9d0d1fba6ffa380409818da69e806
--- /dev/null
+++ b/third_party/glm/gtx/integer.inl
@@ -0,0 +1,185 @@
+/// @ref gtx_integer
+
+namespace glm
+{
+	// pow
+	GLM_FUNC_QUALIFIER int pow(int x, uint y)
+	{
+		if(y == 0)
+			return x >= 0 ? 1 : -1;
+
+		int result = x;
+		for(uint i = 1; i < y; ++i)
+			result *= x;
+		return result;
+	}
+
+	// sqrt: From Christopher J. Musial, An integer square root, Graphics Gems, 1990, page 387
+	GLM_FUNC_QUALIFIER int sqrt(int x)
+	{
+		if(x <= 1) return x;
+
+		int NextTrial = x >> 1;
+		int CurrentAnswer;
+
+		do
+		{
+			CurrentAnswer = NextTrial;
+			NextTrial = (NextTrial + x / NextTrial) >> 1;
+		} while(NextTrial < CurrentAnswer);
+
+		return CurrentAnswer;
+	}
+
+// Henry Gordon Dietz: http://aggregate.org/MAGIC/
+namespace detail
+{
+	GLM_FUNC_QUALIFIER unsigned int ones32(unsigned int x)
+	{
+		/* 32-bit recursive reduction using SWAR...
+		but first step is mapping 2-bit values
+		into sum of 2 1-bit values in sneaky way
+		*/
+		x -= ((x >> 1) & 0x55555555);
+		x = (((x >> 2) & 0x33333333) + (x & 0x33333333));
+		x = (((x >> 4) + x) & 0x0f0f0f0f);
+		x += (x >> 8);
+		x += (x >> 16);
+		return(x & 0x0000003f);
+	}
+}//namespace detail
+
+	// Henry Gordon Dietz: http://aggregate.org/MAGIC/
+/*
+	GLM_FUNC_QUALIFIER unsigned int floor_log2(unsigned int x)
+	{
+		x |= (x >> 1);
+		x |= (x >> 2);
+		x |= (x >> 4);
+		x |= (x >> 8);
+		x |= (x >> 16);
+
+		return _detail::ones32(x) >> 1;
+	}
+*/
+	// mod
+	GLM_FUNC_QUALIFIER int mod(int x, int y)
+	{
+		return ((x % y) + y) % y;
+	}
+
+	// factorial (!12 max, integer only)
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType factorial(genType const& x)
+	{
+		genType Temp = x;
+		genType Result;
+		for(Result = 1; Temp > 1; --Temp)
+			Result *= Temp;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, T, Q> factorial(
+		vec<2, T, Q> const& x)
+	{
+		return vec<2, T, Q>(
+			factorial(x.x),
+			factorial(x.y));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> factorial(
+		vec<3, T, Q> const& x)
+	{
+		return vec<3, T, Q>(
+			factorial(x.x),
+			factorial(x.y),
+			factorial(x.z));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> factorial(
+		vec<4, T, Q> const& x)
+	{
+		return vec<4, T, Q>(
+			factorial(x.x),
+			factorial(x.y),
+			factorial(x.z),
+			factorial(x.w));
+	}
+
+	GLM_FUNC_QUALIFIER uint pow(uint x, uint y)
+	{
+		if (y == 0)
+			return 1u;
+
+		uint result = x;
+		for(uint i = 1; i < y; ++i)
+			result *= x;
+		return result;
+	}
+
+	GLM_FUNC_QUALIFIER uint sqrt(uint x)
+	{
+		if(x <= 1) return x;
+
+		uint NextTrial = x >> 1;
+		uint CurrentAnswer;
+
+		do
+		{
+			CurrentAnswer = NextTrial;
+			NextTrial = (NextTrial + x / NextTrial) >> 1;
+		} while(NextTrial < CurrentAnswer);
+
+		return CurrentAnswer;
+	}
+
+	GLM_FUNC_QUALIFIER uint mod(uint x, uint y)
+	{
+		return x - y * (x / y);
+	}
+
+//#if(GLM_COMPILER & (GLM_COMPILER_VC | GLM_COMPILER_GCC))
+
+	GLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x)
+	{
+		return 31u - static_cast<unsigned int>(findMSB(x));
+	}
+/*
+#else
+
+	// Hackers Delight: http://www.hackersdelight.org/HDcode/nlz.c.txt
+	GLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x)
+	{
+		int y, m, n;
+
+		y = -int(x >> 16);      // If left half of x is 0,
+		m = (y >> 16) & 16;  // set n = 16.  If left half
+		n = 16 - m;          // is nonzero, set n = 0 and
+		x = x >> m;          // shift x right 16.
+							// Now x is of the form 0000xxxx.
+		y = x - 0x100;       // If positions 8-15 are 0,
+		m = (y >> 16) & 8;   // add 8 to n and shift x left 8.
+		n = n + m;
+		x = x << m;
+
+		y = x - 0x1000;      // If positions 12-15 are 0,
+		m = (y >> 16) & 4;   // add 4 to n and shift x left 4.
+		n = n + m;
+		x = x << m;
+
+		y = x - 0x4000;      // If positions 14-15 are 0,
+		m = (y >> 16) & 2;   // add 2 to n and shift x left 2.
+		n = n + m;
+		x = x << m;
+
+		y = x >> 14;         // Set y = 0, 1, 2, or 3.
+		m = y & ~(y >> 1);   // Set m = 0, 1, 2, or 2 resp.
+		return unsigned(n + 2 - m);
+	}
+
+#endif//(GLM_COMPILER)
+*/
+}//namespace glm
diff --git a/third_party/glm/gtx/intersect.hpp b/third_party/glm/gtx/intersect.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c7aec6f2233d029f68267048563e92cfe9a18eb6
--- /dev/null
+++ b/third_party/glm/gtx/intersect.hpp
@@ -0,0 +1,90 @@
+/// @ref gtx_intersect
+/// @file glm/gtx/intersect.hpp
+///
+/// @see core (dependence)
+/// @see gtx_closest_point (dependence)
+///
+/// @defgroup gtx_intersect GLM_GTX_intersect
+/// @ingroup gtx
+///
+/// Include <glm/gtx/intersect.hpp> to use the features of this extension.
+///
+/// Add intersection functions
+
+#pragma once
+
+// Dependency:
+#include <cfloat>
+#include <limits>
+#include "../glm.hpp"
+#include "../geometric.hpp"
+#include "../gtx/closest_point.hpp"
+#include "../gtx/vector_query.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_closest_point extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_intersect
+	/// @{
+
+	//! Compute the intersection of a ray and a plane.
+	//! Ray direction and plane normal must be unit length.
+	//! From GLM_GTX_intersect extension.
+	template<typename genType>
+	GLM_FUNC_DECL bool intersectRayPlane(
+		genType const& orig, genType const& dir,
+		genType const& planeOrig, genType const& planeNormal,
+		typename genType::value_type & intersectionDistance);
+
+	//! Compute the intersection of a ray and a triangle.
+	/// Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/
+	//! From GLM_GTX_intersect extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool intersectRayTriangle(
+		vec<3, T, Q> const& orig, vec<3, T, Q> const& dir,
+		vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, vec<3, T, Q> const& v2,
+		vec<2, T, Q>& baryPosition, T& distance);
+
+	//! Compute the intersection of a line and a triangle.
+	//! From GLM_GTX_intersect extension.
+	template<typename genType>
+	GLM_FUNC_DECL bool intersectLineTriangle(
+		genType const& orig, genType const& dir,
+		genType const& vert0, genType const& vert1, genType const& vert2,
+		genType & position);
+
+	//! Compute the intersection distance of a ray and a sphere.
+	//! The ray direction vector is unit length.
+	//! From GLM_GTX_intersect extension.
+	template<typename genType>
+	GLM_FUNC_DECL bool intersectRaySphere(
+		genType const& rayStarting, genType const& rayNormalizedDirection,
+		genType const& sphereCenter, typename genType::value_type const sphereRadiusSquared,
+		typename genType::value_type & intersectionDistance);
+
+	//! Compute the intersection of a ray and a sphere.
+	//! From GLM_GTX_intersect extension.
+	template<typename genType>
+	GLM_FUNC_DECL bool intersectRaySphere(
+		genType const& rayStarting, genType const& rayNormalizedDirection,
+		genType const& sphereCenter, const typename genType::value_type sphereRadius,
+		genType & intersectionPosition, genType & intersectionNormal);
+
+	//! Compute the intersection of a line and a sphere.
+	//! From GLM_GTX_intersect extension
+	template<typename genType>
+	GLM_FUNC_DECL bool intersectLineSphere(
+		genType const& point0, genType const& point1,
+		genType const& sphereCenter, typename genType::value_type sphereRadius,
+		genType & intersectionPosition1, genType & intersectionNormal1,
+		genType & intersectionPosition2 = genType(), genType & intersectionNormal2 = genType());
+
+	/// @}
+}//namespace glm
+
+#include "intersect.inl"
diff --git a/third_party/glm/gtx/intersect.inl b/third_party/glm/gtx/intersect.inl
new file mode 100644
index 0000000000000000000000000000000000000000..925a903d4a02462b5fac8efc112b819c3e3c6688
--- /dev/null
+++ b/third_party/glm/gtx/intersect.inl
@@ -0,0 +1,200 @@
+/// @ref gtx_intersect
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER bool intersectRayPlane
+	(
+		genType const& orig, genType const& dir,
+		genType const& planeOrig, genType const& planeNormal,
+		typename genType::value_type & intersectionDistance
+	)
+	{
+		typename genType::value_type d = glm::dot(dir, planeNormal);
+		typename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();
+
+		if(glm::abs(d) > Epsilon)  // if dir and planeNormal are not perpendicular
+		{
+			typename genType::value_type const tmp_intersectionDistance = 	glm::dot(planeOrig - orig, planeNormal) / d;
+			if (tmp_intersectionDistance > static_cast<typename genType::value_type>(0)) { // allow only intersections
+				intersectionDistance = tmp_intersectionDistance;
+				return true;
+			}
+		}
+
+		return false;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool intersectRayTriangle
+	(
+		vec<3, T, Q> const& orig, vec<3, T, Q> const& dir,
+		vec<3, T, Q> const& vert0, vec<3, T, Q> const& vert1, vec<3, T, Q> const& vert2,
+		vec<2, T, Q>& baryPosition, T& distance
+	)
+	{
+		// find vectors for two edges sharing vert0
+		vec<3, T, Q> const edge1 = vert1 - vert0;
+		vec<3, T, Q> const edge2 = vert2 - vert0;
+
+		// begin calculating determinant - also used to calculate U parameter
+		vec<3, T, Q> const p = glm::cross(dir, edge2);
+
+		// if determinant is near zero, ray lies in plane of triangle
+		T const det = glm::dot(edge1, p);
+
+		vec<3, T, Q> Perpendicular(0);
+
+		if (det > static_cast<T>(0))
+		{
+			// calculate distance from vert0 to ray origin
+			vec<3, T, Q> const dist = orig - vert0;
+
+			// calculate U parameter and test bounds
+			baryPosition.x = glm::dot(dist, p);
+			if(baryPosition.x < static_cast<T>(0) || baryPosition.x > det)
+				return false;
+
+			// prepare to test V parameter
+			Perpendicular = glm::cross(dist, edge1);
+
+			// calculate V parameter and test bounds
+			baryPosition.y = glm::dot(dir, Perpendicular);
+			if((baryPosition.y < static_cast<T>(0)) || ((baryPosition.x + baryPosition.y) > det))
+				return false;
+		}
+		else if(det < static_cast<T>(0))
+		{
+			// calculate distance from vert0 to ray origin
+			vec<3, T, Q> const dist = orig - vert0;
+
+			// calculate U parameter and test bounds
+			baryPosition.x = glm::dot(dist, p);
+			if((baryPosition.x > static_cast<T>(0)) || (baryPosition.x < det))
+				return false;
+
+			// prepare to test V parameter
+			Perpendicular = glm::cross(dist, edge1);
+
+			// calculate V parameter and test bounds
+			baryPosition.y = glm::dot(dir, Perpendicular);
+			if((baryPosition.y > static_cast<T>(0)) || (baryPosition.x + baryPosition.y < det))
+				return false;
+		}
+		else
+			return false; // ray is parallel to the plane of the triangle
+
+		T inv_det = static_cast<T>(1) / det;
+
+		// calculate distance, ray intersects triangle
+		distance = glm::dot(edge2, Perpendicular) * inv_det;
+		baryPosition *= inv_det;
+
+		return true;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER bool intersectLineTriangle
+	(
+		genType const& orig, genType const& dir,
+		genType const& vert0, genType const& vert1, genType const& vert2,
+		genType & position
+	)
+	{
+		typename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();
+
+		genType edge1 = vert1 - vert0;
+		genType edge2 = vert2 - vert0;
+
+		genType Perpendicular = cross(dir, edge2);
+
+		typename genType::value_type det = dot(edge1, Perpendicular);
+
+		if (det > -Epsilon && det < Epsilon)
+			return false;
+		typename genType::value_type inv_det = typename genType::value_type(1) / det;
+
+		genType Tangent = orig - vert0;
+
+		position.y = dot(Tangent, Perpendicular) * inv_det;
+		if (position.y < typename genType::value_type(0) || position.y > typename genType::value_type(1))
+			return false;
+
+		genType Cotangent = cross(Tangent, edge1);
+
+		position.z = dot(dir, Cotangent) * inv_det;
+		if (position.z < typename genType::value_type(0) || position.y + position.z > typename genType::value_type(1))
+			return false;
+
+		position.x = dot(edge2, Cotangent) * inv_det;
+
+		return true;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER bool intersectRaySphere
+	(
+		genType const& rayStarting, genType const& rayNormalizedDirection,
+		genType const& sphereCenter, const typename genType::value_type sphereRadiusSquared,
+		typename genType::value_type & intersectionDistance
+	)
+	{
+		typename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();
+		genType diff = sphereCenter - rayStarting;
+		typename genType::value_type t0 = dot(diff, rayNormalizedDirection);
+		typename genType::value_type dSquared = dot(diff, diff) - t0 * t0;
+		if( dSquared > sphereRadiusSquared )
+		{
+			return false;
+		}
+		typename genType::value_type t1 = sqrt( sphereRadiusSquared - dSquared );
+		intersectionDistance = t0 > t1 + Epsilon ? t0 - t1 : t0 + t1;
+		return intersectionDistance > Epsilon;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER bool intersectRaySphere
+	(
+		genType const& rayStarting, genType const& rayNormalizedDirection,
+		genType const& sphereCenter, const typename genType::value_type sphereRadius,
+		genType & intersectionPosition, genType & intersectionNormal
+	)
+	{
+		typename genType::value_type distance;
+		if( intersectRaySphere( rayStarting, rayNormalizedDirection, sphereCenter, sphereRadius * sphereRadius, distance ) )
+		{
+			intersectionPosition = rayStarting + rayNormalizedDirection * distance;
+			intersectionNormal = (intersectionPosition - sphereCenter) / sphereRadius;
+			return true;
+		}
+		return false;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER bool intersectLineSphere
+	(
+		genType const& point0, genType const& point1,
+		genType const& sphereCenter, typename genType::value_type sphereRadius,
+		genType & intersectionPoint1, genType & intersectionNormal1,
+		genType & intersectionPoint2, genType & intersectionNormal2
+	)
+	{
+		typename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();
+		genType dir = normalize(point1 - point0);
+		genType diff = sphereCenter - point0;
+		typename genType::value_type t0 = dot(diff, dir);
+		typename genType::value_type dSquared = dot(diff, diff) - t0 * t0;
+		if( dSquared > sphereRadius * sphereRadius )
+		{
+			return false;
+		}
+		typename genType::value_type t1 = sqrt( sphereRadius * sphereRadius - dSquared );
+		if( t0 < t1 + Epsilon )
+			t1 = -t1;
+		intersectionPoint1 = point0 + dir * (t0 - t1);
+		intersectionNormal1 = (intersectionPoint1 - sphereCenter) / sphereRadius;
+		intersectionPoint2 = point0 + dir * (t0 + t1);
+		intersectionNormal2 = (intersectionPoint2 - sphereCenter) / sphereRadius;
+		return true;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/io.hpp b/third_party/glm/gtx/io.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5afc8ccf79b6d8a447f2a48cd3e84cbc8c6015b5
--- /dev/null
+++ b/third_party/glm/gtx/io.hpp
@@ -0,0 +1,210 @@
+/// @ref gtx_io
+/// @file glm/gtx/io.hpp
+/// @author Jan P Springer (regnirpsj@gmail.com)
+///
+/// @see core (dependence)
+/// @see gtc_matrix_access (dependence)
+/// @see gtc_quaternion (dependence)
+///
+/// @defgroup gtx_io GLM_GTX_io
+/// @ingroup gtx
+///
+/// Include <glm/gtx/io.hpp> to use the features of this extension.
+///
+/// std::[w]ostream support for glm types
+///
+/// std::[w]ostream support for glm types + qualifier/width/etc. manipulators
+/// based on howard hinnant's std::chrono io proposal
+/// [http://home.roadrunner.com/~hinnant/bloomington/chrono_io.html]
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtx/quaternion.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_io is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_io extension included")
+#endif
+
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic push
+#	pragma clang diagnostic ignored "-Wpadded"
+#	pragma clang diagnostic ignored "-Wshorten-64-to-32"
+#	pragma clang diagnostic ignored "-Wglobal-constructors"
+#endif
+
+#include <iosfwd>  // std::basic_ostream<> (fwd)
+#include <locale>  // std::locale, std::locale::facet, std::locale::id
+#include <utility> // std::pair<>
+
+namespace glm
+{
+	/// @addtogroup gtx_io
+	/// @{
+
+	namespace io
+	{
+		enum order_type { column_major, row_major};
+
+		template<typename CTy>
+		class format_punct : public std::locale::facet
+		{
+			typedef CTy char_type;
+
+		public:
+
+			static std::locale::id id;
+
+			bool       formatted;
+			unsigned   precision;
+			unsigned   width;
+			char_type  separator;
+			char_type  delim_left;
+			char_type  delim_right;
+			char_type  space;
+			char_type  newline;
+			order_type order;
+
+			GLM_FUNC_DISCARD_DECL explicit format_punct(size_t a = 0);
+			GLM_FUNC_DISCARD_DECL explicit format_punct(format_punct const&);
+		};
+
+		template<typename CTy, typename CTr = std::char_traits<CTy> >
+		class basic_state_saver {
+
+		public:
+
+			GLM_FUNC_DISCARD_DECL explicit basic_state_saver(std::basic_ios<CTy,CTr>&);
+			GLM_FUNC_DISCARD_DECL ~basic_state_saver();
+
+		private:
+
+			typedef ::std::basic_ios<CTy,CTr>      state_type;
+			typedef typename state_type::char_type char_type;
+			typedef ::std::ios_base::fmtflags      flags_type;
+			typedef ::std::streamsize              streamsize_type;
+			typedef ::std::locale const            locale_type;
+
+			state_type&     state_;
+			flags_type      flags_;
+			streamsize_type precision_;
+			streamsize_type width_;
+			char_type       fill_;
+			locale_type     locale_;
+
+			GLM_FUNC_DECL basic_state_saver& operator=(basic_state_saver const&);
+		};
+
+		typedef basic_state_saver<char>     state_saver;
+		typedef basic_state_saver<wchar_t> wstate_saver;
+
+		template<typename CTy, typename CTr = std::char_traits<CTy> >
+		class basic_format_saver
+		{
+		public:
+
+			GLM_FUNC_DISCARD_DECL explicit basic_format_saver(std::basic_ios<CTy,CTr>&);
+			GLM_FUNC_DISCARD_DECL ~basic_format_saver();
+
+		private:
+
+			basic_state_saver<CTy> const bss_;
+
+			GLM_FUNC_DECL basic_format_saver& operator=(basic_format_saver const&);
+		};
+
+		typedef basic_format_saver<char>     format_saver;
+		typedef basic_format_saver<wchar_t> wformat_saver;
+
+		struct precision
+		{
+			unsigned value;
+
+			GLM_FUNC_DISCARD_DECL explicit precision(unsigned);
+		};
+
+		struct width
+		{
+			unsigned value;
+
+			GLM_FUNC_DISCARD_DECL explicit width(unsigned);
+		};
+
+		template<typename CTy>
+		struct delimeter
+		{
+			CTy value[3];
+
+			GLM_FUNC_DISCARD_DECL explicit delimeter(CTy /* left */, CTy /* right */, CTy /* separator */ = ',');
+		};
+
+		struct order
+		{
+			order_type value;
+
+			GLM_FUNC_DISCARD_DECL explicit order(order_type);
+		};
+
+		// functions, inlined (inline)
+
+		template<typename FTy, typename CTy, typename CTr>
+		FTy const& get_facet(std::basic_ios<CTy,CTr>&);
+		template<typename FTy, typename CTy, typename CTr>
+		std::basic_ios<CTy,CTr>& formatted(std::basic_ios<CTy,CTr>&);
+		template<typename FTy, typename CTy, typename CTr>
+		std::basic_ios<CTy,CTr>& unformatted(std::basic_ios<CTy,CTr>&);
+
+		template<typename CTy, typename CTr>
+		std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, precision const&);
+		template<typename CTy, typename CTr>
+		std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, width const&);
+		template<typename CTy, typename CTr>
+		std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, delimeter<CTy> const&);
+		template<typename CTy, typename CTr>
+		std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>&, order const&);
+	}//namespace io
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, qua<T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<1, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<2, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<3, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, vec<4, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 2, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 3, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<2, 4, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 2, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 3, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<3, 4, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 2, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 3, T, Q> const&);
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>&, mat<4, 4, T, Q> const&);
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr> &,
+                                                         std::pair<mat<4, 4, T, Q> const, mat<4, 4, T, Q> const> const&);
+
+	/// @}
+}//namespace glm
+
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic pop
+#endif
+
+#include "io.inl"
diff --git a/third_party/glm/gtx/io.inl b/third_party/glm/gtx/io.inl
new file mode 100644
index 0000000000000000000000000000000000000000..d4ef825eb26a5df5aa2cb52c1d22b8e1ddc601e2
--- /dev/null
+++ b/third_party/glm/gtx/io.inl
@@ -0,0 +1,452 @@
+/// @ref gtx_io
+/// @author Jan P Springer (regnirpsj@gmail.com)
+
+#include <iomanip>                  // std::fixed, std::setfill<>, std::setprecision, std::right, std::setw
+#include <ostream>                  // std::basic_ostream<>
+#include "../gtc/matrix_access.hpp" // glm::col, glm::row
+#include "../gtx/type_trait.hpp"    // glm::type<>
+
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic push
+#	pragma clang diagnostic ignored "-Wpadded"
+#	pragma clang diagnostic ignored "-Wshorten-64-to-32"
+#	pragma clang diagnostic ignored "-Wglobal-constructors"
+#endif
+
+namespace glm{
+namespace io
+{
+	template<typename CTy>
+	GLM_FUNC_QUALIFIER format_punct<CTy>::format_punct(size_t a)
+		: std::locale::facet(a)
+		, formatted(true)
+		, precision(3)
+		, width(1 + 4 + 1 + precision)
+		, separator(',')
+		, delim_left('[')
+		, delim_right(']')
+		, space(' ')
+		, newline('\n')
+		, order(column_major)
+	{}
+
+	template<typename CTy>
+	GLM_FUNC_QUALIFIER format_punct<CTy>::format_punct(format_punct const& a)
+		: std::locale::facet(0)
+		, formatted(a.formatted)
+		, precision(a.precision)
+		, width(a.width)
+		, separator(a.separator)
+		, delim_left(a.delim_left)
+		, delim_right(a.delim_right)
+		, space(a.space)
+		, newline(a.newline)
+		, order(a.order)
+	{}
+
+	template<typename CTy> std::locale::id format_punct<CTy>::id;
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER basic_state_saver<CTy, CTr>::basic_state_saver(std::basic_ios<CTy, CTr>& a)
+		: state_(a)
+		, flags_(a.flags())
+		, precision_(a.precision())
+		, width_(a.width())
+		, fill_(a.fill())
+		, locale_(a.getloc())
+	{}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER basic_state_saver<CTy, CTr>::~basic_state_saver()
+	{
+		state_.imbue(locale_);
+		state_.fill(fill_);
+		state_.width(width_);
+		state_.precision(precision_);
+		state_.flags(flags_);
+	}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER basic_format_saver<CTy, CTr>::basic_format_saver(std::basic_ios<CTy, CTr>& a)
+		: bss_(a)
+	{
+		a.imbue(std::locale(a.getloc(), new format_punct<CTy>(get_facet<format_punct<CTy> >(a))));
+	}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER
+	basic_format_saver<CTy, CTr>::~basic_format_saver()
+	{}
+
+	GLM_FUNC_QUALIFIER precision::precision(unsigned a)
+		: value(a)
+	{}
+
+	GLM_FUNC_QUALIFIER width::width(unsigned a)
+		: value(a)
+	{}
+
+	template<typename CTy>
+	GLM_FUNC_QUALIFIER delimeter<CTy>::delimeter(CTy a, CTy b, CTy c)
+		: value()
+	{
+		value[0] = a;
+		value[1] = b;
+		value[2] = c;
+	}
+
+	GLM_FUNC_QUALIFIER order::order(order_type a)
+		: value(a)
+	{}
+
+	template<typename FTy, typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER FTy const& get_facet(std::basic_ios<CTy, CTr>& ios)
+	{
+		if(!std::has_facet<FTy>(ios.getloc()))
+			ios.imbue(std::locale(ios.getloc(), new FTy));
+
+		return std::use_facet<FTy>(ios.getloc());
+	}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER std::basic_ios<CTy, CTr>& formatted(std::basic_ios<CTy, CTr>& ios)
+	{
+		const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(ios)).formatted = true;
+		return ios;
+	}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER std::basic_ios<CTy, CTr>& unformatted(std::basic_ios<CTy, CTr>& ios)
+	{
+		const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(ios)).formatted = false;
+		return ios;
+	}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, precision const& a)
+	{
+		const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).precision = a.value;
+		return os;
+	}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, width const& a)
+	{
+		const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).width = a.value;
+		return os;
+	}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER  std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, delimeter<CTy> const& a)
+	{
+		format_punct<CTy> & fmt(const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)));
+
+		fmt.delim_left  = a.value[0];
+		fmt.delim_right = a.value[1];
+		fmt.separator   = a.value[2];
+
+		return os;
+	}
+
+	template<typename CTy, typename CTr>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(std::basic_ostream<CTy, CTr>& os, order const& a)
+	{
+		const_cast<format_punct<CTy>&>(get_facet<format_punct<CTy> >(os)).order = a.value;
+		return os;
+	}
+} // namespace io
+
+namespace detail
+{
+	template<typename CTy, typename CTr, typename V>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>&
+	print_vector_on(std::basic_ostream<CTy, CTr>& os, V const& a)
+	{
+		typename std::basic_ostream<CTy, CTr>::sentry const cerberus(os);
+
+		if(cerberus)
+		{
+			io::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));
+
+			length_t const& components(type<V>::components);
+
+			if(fmt.formatted)
+			{
+				io::basic_state_saver<CTy> const bss(os);
+
+				os << std::fixed << std::right << std::setprecision(static_cast<std::streamsize>(fmt.precision)) << std::setfill(fmt.space) << fmt.delim_left;
+
+				for(length_t i(0); i < components; ++i)
+				{
+					os << std::setw(static_cast<int>(fmt.width)) << a[i];
+					if(components-1 != i)
+						os << fmt.separator;
+				}
+
+				os << fmt.delim_right;
+			}
+			else
+			{
+				for(length_t i(0); i < components; ++i)
+				{
+					os << a[i];
+
+					if(components-1 != i)
+						os << fmt.space;
+				}
+			}
+		}
+
+		return os;
+	}
+}//namespace detail
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, qua<T, Q> const& a)
+	{
+		return detail::print_vector_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<1, T, Q> const& a)
+	{
+		return detail::print_vector_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<2, T, Q> const& a)
+	{
+		return detail::print_vector_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<3, T, Q> const& a)
+	{
+		return detail::print_vector_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, vec<4, T, Q> const& a)
+	{
+		return detail::print_vector_on(os, a);
+	}
+
+namespace detail
+{
+	template<typename CTy, typename CTr, template<length_t, length_t, typename, qualifier> class M, length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& print_matrix_on(std::basic_ostream<CTy, CTr>& os, M<C, R, T, Q> const& a)
+	{
+		typename std::basic_ostream<CTy,CTr>::sentry const cerberus(os);
+
+		if(cerberus)
+		{
+			io::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));
+
+			length_t const& cols(type<M<C, R, T, Q> >::cols);
+			length_t const& rows(type<M<C, R, T, Q> >::rows);
+
+			if(fmt.formatted)
+			{
+				os << fmt.newline << fmt.delim_left;
+
+				switch(fmt.order)
+				{
+					case io::column_major:
+					{
+						for(length_t i(0); i < rows; ++i)
+						{
+							if (0 != i)
+								os << fmt.space;
+
+							os << row(a, i);
+
+							if(rows-1 != i)
+								os << fmt.newline;
+						}
+					}
+					break;
+
+					case io::row_major:
+					{
+						for(length_t i(0); i < cols; ++i)
+						{
+							if(0 != i)
+								os << fmt.space;
+
+							os << column(a, i);
+
+							if(cols-1 != i)
+								os << fmt.newline;
+						}
+					}
+					break;
+				}
+
+				os << fmt.delim_right;
+			}
+			else
+			{
+				switch (fmt.order)
+				{
+					case io::column_major:
+					{
+						for(length_t i(0); i < cols; ++i)
+						{
+							os << column(a, i);
+
+							if(cols - 1 != i)
+								os << fmt.space;
+						}
+					}
+					break;
+
+					case io::row_major:
+					{
+						for (length_t i(0); i < rows; ++i)
+						{
+							os << row(a, i);
+
+							if (rows-1 != i)
+								os << fmt.space;
+						}
+					}
+					break;
+				}
+			}
+		}
+
+		return os;
+	}
+}//namespace detail
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 2, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 3, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<2, 4, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 2, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr>& operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 3, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<3, 4, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 2, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 3, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy,CTr> & operator<<(std::basic_ostream<CTy,CTr>& os, mat<4, 4, T, Q> const& a)
+	{
+		return detail::print_matrix_on(os, a);
+	}
+
+namespace detail
+{
+	template<typename CTy, typename CTr, template<length_t, length_t, typename, qualifier> class M, length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& print_matrix_pair_on(std::basic_ostream<CTy, CTr>& os, std::pair<M<C, R, T, Q> const, M<C, R, T, Q> const> const& a)
+	{
+		typename std::basic_ostream<CTy,CTr>::sentry const cerberus(os);
+
+		if(cerberus)
+		{
+			io::format_punct<CTy> const& fmt(io::get_facet<io::format_punct<CTy> >(os));
+			M<C, R, T, Q> const& ml(a.first);
+			M<C, R, T, Q> const& mr(a.second);
+			length_t const& cols(type<M<C, R, T, Q> >::cols);
+			length_t const& rows(type<M<C, R, T, Q> >::rows);
+
+			if(fmt.formatted)
+			{
+				os << fmt.newline << fmt.delim_left;
+
+				switch(fmt.order)
+				{
+					case io::column_major:
+					{
+						for(length_t i(0); i < rows; ++i)
+						{
+							if(0 != i)
+								os << fmt.space;
+
+							os << row(ml, i) << ((rows-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << row(mr, i);
+
+							if(rows-1 != i)
+								os << fmt.newline;
+						}
+					}
+					break;
+					case io::row_major:
+					{
+						for(length_t i(0); i < cols; ++i)
+						{
+							if(0 != i)
+								os << fmt.space;
+
+							os << column(ml, i) << ((cols-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << column(mr, i);
+
+							if(cols-1 != i)
+								os << fmt.newline;
+						}
+					}
+					break;
+				}
+
+				os << fmt.delim_right;
+			}
+			else
+			{
+				os << ml << fmt.space << mr;
+			}
+		}
+
+		return os;
+	}
+}//namespace detail
+
+	template<typename CTy, typename CTr, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER std::basic_ostream<CTy, CTr>& operator<<(
+		std::basic_ostream<CTy, CTr> & os,
+		std::pair<mat<4, 4, T, Q> const,
+		mat<4, 4, T, Q> const> const& a)
+	{
+		return detail::print_matrix_pair_on(os, a);
+	}
+}//namespace glm
+
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic pop
+#endif
+
diff --git a/third_party/glm/gtx/log_base.hpp b/third_party/glm/gtx/log_base.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..915c7a4a059dc0d25e2331bea4bd4cfd0e1d0491
--- /dev/null
+++ b/third_party/glm/gtx/log_base.hpp
@@ -0,0 +1,46 @@
+/// @ref gtx_log_base
+/// @file glm/gtx/log_base.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_log_base GLM_GTX_log_base
+/// @ingroup gtx
+///
+/// Include <glm/gtx/log_base.hpp> to use the features of this extension.
+///
+/// Logarithm for any base. base can be a vector or a scalar.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_log_base is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_log_base extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_log_base
+	/// @{
+
+	/// Logarithm for any base.
+	/// From GLM_GTX_log_base.
+	template<typename genType>
+	GLM_FUNC_DECL genType log(
+		genType const& x,
+		genType const& base);
+
+	/// Logarithm for any base.
+	/// From GLM_GTX_log_base.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> sign(
+		vec<L, T, Q> const& x,
+		vec<L, T, Q> const& base);
+
+	/// @}
+}//namespace glm
+
+#include "log_base.inl"
diff --git a/third_party/glm/gtx/log_base.inl b/third_party/glm/gtx/log_base.inl
new file mode 100644
index 0000000000000000000000000000000000000000..4bbb8e895abbdac32e58cc4e66f700ac86ba17a4
--- /dev/null
+++ b/third_party/glm/gtx/log_base.inl
@@ -0,0 +1,16 @@
+/// @ref gtx_log_base
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType log(genType const& x, genType const& base)
+	{
+		return glm::log(x) / glm::log(base);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, T, Q> log(vec<L, T, Q> const& x, vec<L, T, Q> const& base)
+	{
+		return glm::log(x) / glm::log(base);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/matrix_cross_product.hpp b/third_party/glm/gtx/matrix_cross_product.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..882a1d760dad63f1702666e804197721a3c0c2da
--- /dev/null
+++ b/third_party/glm/gtx/matrix_cross_product.hpp
@@ -0,0 +1,45 @@
+/// @ref gtx_matrix_cross_product
+/// @file glm/gtx/matrix_cross_product.hpp
+///
+/// @see core (dependence)
+/// @see gtx_extented_min_max (dependence)
+///
+/// @defgroup gtx_matrix_cross_product GLM_GTX_matrix_cross_product
+/// @ingroup gtx
+///
+/// Include <glm/gtx/matrix_cross_product.hpp> to use the features of this extension.
+///
+/// Build cross product matrices
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_matrix_cross_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_matrix_cross_product extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_matrix_cross_product
+	/// @{
+
+	//! Build a cross product matrix.
+	//! From GLM_GTX_matrix_cross_product extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> matrixCross3(
+		vec<3, T, Q> const& x);
+
+	//! Build a cross product matrix.
+	//! From GLM_GTX_matrix_cross_product extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> matrixCross4(
+		vec<3, T, Q> const& x);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_cross_product.inl"
diff --git a/third_party/glm/gtx/matrix_cross_product.inl b/third_party/glm/gtx/matrix_cross_product.inl
new file mode 100644
index 0000000000000000000000000000000000000000..3a153977cf59d977d3f4c318569751dee4f27331
--- /dev/null
+++ b/third_party/glm/gtx/matrix_cross_product.inl
@@ -0,0 +1,37 @@
+/// @ref gtx_matrix_cross_product
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> matrixCross3
+	(
+		vec<3, T, Q> const& x
+	)
+	{
+		mat<3, 3, T, Q> Result(T(0));
+		Result[0][1] = x.z;
+		Result[1][0] = -x.z;
+		Result[0][2] = -x.y;
+		Result[2][0] = x.y;
+		Result[1][2] = x.x;
+		Result[2][1] = -x.x;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> matrixCross4
+	(
+		vec<3, T, Q> const& x
+	)
+	{
+		mat<4, 4, T, Q> Result(T(0));
+		Result[0][1] = x.z;
+		Result[1][0] = -x.z;
+		Result[0][2] = -x.y;
+		Result[2][0] = x.y;
+		Result[1][2] = x.x;
+		Result[2][1] = -x.x;
+		return Result;
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/matrix_decompose.hpp b/third_party/glm/gtx/matrix_decompose.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..19ac8a8b7dfa445652a6880d975040696985328f
--- /dev/null
+++ b/third_party/glm/gtx/matrix_decompose.hpp
@@ -0,0 +1,50 @@
+/// @ref gtx_matrix_decompose
+/// @file glm/gtx/matrix_decompose.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_matrix_decompose GLM_GTX_matrix_decompose
+/// @ingroup gtx
+///
+/// Include <glm/gtx/matrix_decompose.hpp> to use the features of this extension.
+///
+/// Decomposes a model matrix to translations, rotation and scale components
+
+#pragma once
+
+// Dependencies
+#include "../mat4x4.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+#include "../geometric.hpp"
+#include "../gtc/quaternion.hpp"
+#include "../gtc/matrix_transform.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_matrix_decompose is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_matrix_decompose extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_matrix_decompose
+	/// @{
+
+	/// Decomposes a model matrix to translations, rotation and scale components
+	/// @see gtx_matrix_decompose
+	template<typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL bool decompose(
+		mat<4, 4, T, Q> const& modelMatrix,
+		vec<3, T, Q> & scale, qua<T, Q> & orientation, vec<3, T, Q> & translation, vec<3, T, Q> & skew, vec<4, T, Q> & perspective);
+
+	// Recomposes a model matrix from a previously-decomposed matrix
+	template <typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL mat<4, 4, T, Q> recompose(
+		vec<3, T, Q> const& scale, qua<T, Q> const& orientation, vec<3, T, Q> const& translation,
+		vec<3, T, Q> const& skew, vec<4, T, Q> const& perspective);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_decompose.inl"
diff --git a/third_party/glm/gtx/matrix_decompose.inl b/third_party/glm/gtx/matrix_decompose.inl
new file mode 100644
index 0000000000000000000000000000000000000000..1b587e2a1b00dbd9210514acab3214c1933662d9
--- /dev/null
+++ b/third_party/glm/gtx/matrix_decompose.inl
@@ -0,0 +1,234 @@
+/// @ref gtx_matrix_decompose
+
+#include "../gtc/constants.hpp"
+#include "../gtc/epsilon.hpp"
+#include "../gtx/transform.hpp"
+
+namespace glm{
+namespace detail
+{
+	/// Make a linear combination of two vectors and return the result.
+	// result = (a * ascl) + (b * bscl)
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> combine(
+		vec<3, T, Q> const& a,
+		vec<3, T, Q> const& b,
+		T ascl, T bscl)
+	{
+		return (a * ascl) + (b * bscl);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> scale(vec<3, T, Q> const& v, T desiredLength)
+	{
+		return v * desiredLength / length(v);
+	}
+}//namespace detail
+
+	// Matrix decompose
+	// http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp
+	// Decomposes the mode matrix to translations,rotation scale components
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool decompose(mat<4, 4, T, Q> const& ModelMatrix, vec<3, T, Q> & Scale, qua<T, Q> & Orientation, vec<3, T, Q> & Translation, vec<3, T, Q> & Skew, vec<4, T, Q> & Perspective)
+	{
+		mat<4, 4, T, Q> LocalMatrix(ModelMatrix);
+
+		// Normalize the matrix.
+		if(epsilonEqual(LocalMatrix[3][3], static_cast<T>(0), epsilon<T>()))
+			return false;
+
+		for(length_t i = 0; i < 4; ++i)
+		for(length_t j = 0; j < 4; ++j)
+			LocalMatrix[i][j] /= LocalMatrix[3][3];
+
+		// perspectiveMatrix is used to solve for perspective, but it also provides
+		// an easy way to test for singularity of the upper 3x3 component.
+		mat<4, 4, T, Q> PerspectiveMatrix(LocalMatrix);
+
+		for(length_t i = 0; i < 3; i++)
+			PerspectiveMatrix[i][3] = static_cast<T>(0);
+		PerspectiveMatrix[3][3] = static_cast<T>(1);
+
+		/// TODO: Fixme!
+		if(epsilonEqual(determinant(PerspectiveMatrix), static_cast<T>(0), epsilon<T>()))
+			return false;
+
+		// First, isolate perspective.  This is the messiest.
+		if(
+			epsilonNotEqual(LocalMatrix[0][3], static_cast<T>(0), epsilon<T>()) ||
+			epsilonNotEqual(LocalMatrix[1][3], static_cast<T>(0), epsilon<T>()) ||
+			epsilonNotEqual(LocalMatrix[2][3], static_cast<T>(0), epsilon<T>()))
+		{
+			// rightHandSide is the right hand side of the equation.
+			vec<4, T, Q> RightHandSide;
+			RightHandSide[0] = LocalMatrix[0][3];
+			RightHandSide[1] = LocalMatrix[1][3];
+			RightHandSide[2] = LocalMatrix[2][3];
+			RightHandSide[3] = LocalMatrix[3][3];
+
+			// Solve the equation by inverting PerspectiveMatrix and multiplying
+			// rightHandSide by the inverse.  (This is the easiest way, not
+			// necessarily the best.)
+			mat<4, 4, T, Q> InversePerspectiveMatrix = glm::inverse(PerspectiveMatrix);//   inverse(PerspectiveMatrix, inversePerspectiveMatrix);
+			mat<4, 4, T, Q> TransposedInversePerspectiveMatrix = glm::transpose(InversePerspectiveMatrix);//   transposeMatrix4(inversePerspectiveMatrix, transposedInversePerspectiveMatrix);
+
+			Perspective = TransposedInversePerspectiveMatrix * RightHandSide;
+			//  v4MulPointByMatrix(rightHandSide, transposedInversePerspectiveMatrix, perspectivePoint);
+
+			// Clear the perspective partition
+			LocalMatrix[0][3] = LocalMatrix[1][3] = LocalMatrix[2][3] = static_cast<T>(0);
+			LocalMatrix[3][3] = static_cast<T>(1);
+		}
+		else
+		{
+			// No perspective.
+			Perspective = vec<4, T, Q>(0, 0, 0, 1);
+		}
+
+		// Next take care of translation (easy).
+		Translation = vec<3, T, Q>(LocalMatrix[3]);
+		LocalMatrix[3] = vec<4, T, Q>(0, 0, 0, LocalMatrix[3].w);
+
+		vec<3, T, Q> Row[3], Pdum3;
+
+		// Now get scale and shear.
+		for(length_t i = 0; i < 3; ++i)
+		for(length_t j = 0; j < 3; ++j)
+			Row[i][j] = LocalMatrix[i][j];
+
+		// Compute X scale factor and normalize first row.
+		Scale.x = length(Row[0]);// v3Length(Row[0]);
+
+		Row[0] = detail::scale(Row[0], static_cast<T>(1));
+
+		// Compute XY shear factor and make 2nd row orthogonal to 1st.
+		Skew.z = dot(Row[0], Row[1]);
+		Row[1] = detail::combine(Row[1], Row[0], static_cast<T>(1), -Skew.z);
+
+		// Now, compute Y scale and normalize 2nd row.
+		Scale.y = length(Row[1]);
+		Row[1] = detail::scale(Row[1], static_cast<T>(1));
+		Skew.z /= Scale.y;
+
+		// Compute XZ and YZ shears, orthogonalize 3rd row.
+		Skew.y = glm::dot(Row[0], Row[2]);
+		Row[2] = detail::combine(Row[2], Row[0], static_cast<T>(1), -Skew.y);
+		Skew.x = glm::dot(Row[1], Row[2]);
+		Row[2] = detail::combine(Row[2], Row[1], static_cast<T>(1), -Skew.x);
+
+		// Next, get Z scale and normalize 3rd row.
+		Scale.z = length(Row[2]);
+		Row[2] = detail::scale(Row[2], static_cast<T>(1));
+		Skew.y /= Scale.z;
+		Skew.x /= Scale.z;
+
+		// At this point, the matrix (in rows[]) is orthonormal.
+		// Check for a coordinate system flip.  If the determinant
+		// is -1, then negate the matrix and the scaling factors.
+		Pdum3 = cross(Row[1], Row[2]); // v3Cross(row[1], row[2], Pdum3);
+		if(dot(Row[0], Pdum3) < 0)
+		{
+			for(length_t i = 0; i < 3; i++)
+			{
+				Scale[i] *= static_cast<T>(-1);
+				Row[i] *= static_cast<T>(-1);
+			}
+		}
+
+		// Now, get the rotations out, as described in the gem.
+
+		// FIXME - Add the ability to return either quaternions (which are
+		// easier to recompose with) or Euler angles (rx, ry, rz), which
+		// are easier for authors to deal with. The latter will only be useful
+		// when we fix https://bugs.webkit.org/show_bug.cgi?id=23799, so I
+		// will leave the Euler angle code here for now.
+
+		// ret.rotateY = asin(-Row[0][2]);
+		// if (cos(ret.rotateY) != 0) {
+		//     ret.rotateX = atan2(Row[1][2], Row[2][2]);
+		//     ret.rotateZ = atan2(Row[0][1], Row[0][0]);
+		// } else {
+		//     ret.rotateX = atan2(-Row[2][0], Row[1][1]);
+		//     ret.rotateZ = 0;
+		// }
+
+		int i, j, k = 0;
+		T root, trace = Row[0].x + Row[1].y + Row[2].z;
+		if(trace > static_cast<T>(0))
+		{
+			root = sqrt(trace + static_cast<T>(1.0));
+			Orientation.w = static_cast<T>(0.5) * root;
+			root = static_cast<T>(0.5) / root;
+			Orientation.x = root * (Row[1].z - Row[2].y);
+			Orientation.y = root * (Row[2].x - Row[0].z);
+			Orientation.z = root * (Row[0].y - Row[1].x);
+		} // End if > 0
+		else
+		{
+			static int Next[3] = {1, 2, 0};
+			i = 0;
+			if(Row[1].y > Row[0].x) i = 1;
+			if(Row[2].z > Row[i][i]) i = 2;
+			j = Next[i];
+			k = Next[j];
+
+#           ifdef GLM_FORCE_QUAT_DATA_WXYZ
+                int off = 1;
+#           else
+                int off = 0;
+#           endif
+
+			root = sqrt(Row[i][i] - Row[j][j] - Row[k][k] + static_cast<T>(1.0));
+
+			Orientation[i + off] = static_cast<T>(0.5) * root;
+			root = static_cast<T>(0.5) / root;
+			Orientation[j + off] = root * (Row[i][j] + Row[j][i]);
+			Orientation[k + off] = root * (Row[i][k] + Row[k][i]);
+			Orientation.w = root * (Row[j][k] - Row[k][j]);
+		} // End if <= 0
+
+		return true;
+	}
+
+	// Recomposes a model matrix from a previously-decomposed matrix
+	// http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp
+	// https://stackoverflow.com/a/75573092/1047040
+	template <typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> recompose(
+		vec<3, T, Q> const& scale, qua<T, Q> const& orientation, vec<3, T, Q> const& translation,
+		vec<3, T, Q> const& skew, vec<4, T, Q> const& perspective)
+	{
+		glm::mat4 m = glm::mat4(1.f);
+
+		m[0][3] = perspective.x;
+		m[1][3] = perspective.y;
+		m[2][3] = perspective.z;
+		m[3][3] = perspective.w;
+
+		m *= glm::translate(translation);
+		m *= glm::mat4_cast(orientation);
+
+		if (abs(skew.x) > static_cast<T>(0)) {
+			glm::mat4 tmp(1.f);
+			tmp[2][1] = skew.x;
+			m *= tmp;
+		}
+
+		if (abs(skew.y) > static_cast<T>(0)) {
+			glm::mat4 tmp(1.f);
+			tmp[2][0] = skew.y;
+			m *= tmp;
+		}
+
+		if (abs(skew.z) > static_cast<T>(0)) {
+			glm::mat4 tmp(1.f);
+			tmp[1][0] = skew.z;
+			m *= tmp;
+		}
+
+		m *= glm::scale(scale);
+
+		return m;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/matrix_factorisation.hpp b/third_party/glm/gtx/matrix_factorisation.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..dc32847b62fdce42652ba7e00041aaa779174e68
--- /dev/null
+++ b/third_party/glm/gtx/matrix_factorisation.hpp
@@ -0,0 +1,67 @@
+/// @ref gtx_matrix_factorisation
+/// @file glm/gtx/matrix_factorisation.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_matrix_factorisation GLM_GTX_matrix_factorisation
+/// @ingroup gtx
+///
+/// Include <glm/gtx/matrix_factorisation.hpp> to use the features of this extension.
+///
+/// Functions to factor matrices in various forms
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_matrix_factorisation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_matrix_factorisation extension included")
+#endif
+
+/*
+Suggestions:
+ - Move helper functions flipud and fliplr to another file: They may be helpful in more general circumstances.
+ - Implement other types of matrix factorisation, such as: QL and LQ, L(D)U, eigendecompositions, etc...
+*/
+
+namespace glm
+{
+	/// @addtogroup gtx_matrix_factorisation
+	/// @{
+
+	/// Flips the matrix rows up and down.
+	///
+	/// From GLM_GTX_matrix_factorisation extension.
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL mat<C, R, T, Q> flipud(mat<C, R, T, Q> const& in);
+
+	/// Flips the matrix columns right and left.
+	///
+	/// From GLM_GTX_matrix_factorisation extension.
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL mat<C, R, T, Q> fliplr(mat<C, R, T, Q> const& in);
+
+	/// Performs QR factorisation of a matrix.
+	/// Returns 2 matrices, q and r, such that the columns of q are orthonormal and span the same subspace than those of the input matrix, r is an upper triangular matrix, and q*r=in.
+	/// Given an n-by-m input matrix, q has dimensions min(n,m)-by-m, and r has dimensions n-by-min(n,m).
+	///
+	/// From GLM_GTX_matrix_factorisation extension.
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL void qr_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& q, mat<C, (C < R ? C : R), T, Q>& r);
+
+	/// Performs RQ factorisation of a matrix.
+	/// Returns 2 matrices, r and q, such that r is an upper triangular matrix, the rows of q are orthonormal and span the same subspace than those of the input matrix, and r*q=in.
+	/// Note that in the context of RQ factorisation, the diagonal is seen as starting in the lower-right corner of the matrix, instead of the usual upper-left.
+	/// Given an n-by-m input matrix, r has dimensions min(n,m)-by-m, and q has dimensions n-by-min(n,m).
+	///
+	/// From GLM_GTX_matrix_factorisation extension.
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL void rq_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& r, mat<C, (C < R ? C : R), T, Q>& q);
+
+	/// @}
+}
+
+#include "matrix_factorisation.inl"
diff --git a/third_party/glm/gtx/matrix_factorisation.inl b/third_party/glm/gtx/matrix_factorisation.inl
new file mode 100644
index 0000000000000000000000000000000000000000..6f1683c007808eb023013900885f787a158eb7be
--- /dev/null
+++ b/third_party/glm/gtx/matrix_factorisation.inl
@@ -0,0 +1,84 @@
+/// @ref gtx_matrix_factorisation
+
+namespace glm
+{
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<C, R, T, Q> flipud(mat<C, R, T, Q> const& in)
+	{
+		mat<R, C, T, Q> tin = transpose(in);
+		tin = fliplr(tin);
+		mat<C, R, T, Q> out = transpose(tin);
+
+		return out;
+	}
+
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<C, R, T, Q> fliplr(mat<C, R, T, Q> const& in)
+	{
+		mat<C, R, T, Q> out;
+		for (length_t i = 0; i < C; i++)
+		{
+			out[i] = in[(C - i) - 1];
+		}
+
+		return out;
+	}
+
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER void qr_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& q, mat<C, (C < R ? C : R), T, Q>& r)
+	{
+		// Uses modified Gram-Schmidt method
+		// Source: https://en.wikipedia.org/wiki/Gram%E2%80%93Schmidt_process
+		// And https://en.wikipedia.org/wiki/QR_decomposition
+
+		//For all the linearly independs columns of the input...
+		// (there can be no more linearly independents columns than there are rows.)
+		for (length_t i = 0; i < (C < R ? C : R); i++)
+		{
+			//Copy in Q the input's i-th column.
+			q[i] = in[i];
+
+			//j = [0,i[
+			// Make that column orthogonal to all the previous ones by substracting to it the non-orthogonal projection of all the previous columns.
+			// Also: Fill the zero elements of R
+			for (length_t j = 0; j < i; j++)
+			{
+				q[i] -= dot(q[i], q[j])*q[j];
+				r[j][i] = 0;
+			}
+
+			//Now, Q i-th column is orthogonal to all the previous columns. Normalize it.
+			q[i] = normalize(q[i]);
+
+			//j = [i,C[
+			//Finally, compute the corresponding coefficients of R by computing the projection of the resulting column on the other columns of the input.
+			for (length_t j = i; j < C; j++)
+			{
+				r[j][i] = dot(in[j], q[i]);
+			}
+		}
+	}
+
+	template <length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER void rq_decompose(mat<C, R, T, Q> const& in, mat<(C < R ? C : R), R, T, Q>& r, mat<C, (C < R ? C : R), T, Q>& q)
+	{
+		// From https://en.wikipedia.org/wiki/QR_decomposition:
+		// The RQ decomposition transforms a matrix A into the product of an upper triangular matrix R (also known as right-triangular) and an orthogonal matrix Q. The only difference from QR decomposition is the order of these matrices.
+		// QR decomposition is Gram-Schmidt orthogonalization of columns of A, started from the first column.
+		// RQ decomposition is Gram-Schmidt orthogonalization of rows of A, started from the last row.
+
+		mat<R, C, T, Q> tin = transpose(in);
+		tin = fliplr(tin);
+
+		mat<R, (C < R ? C : R), T, Q> tr;
+		mat<(C < R ? C : R), C, T, Q> tq;
+		qr_decompose(tin, tq, tr);
+
+		tr = fliplr(tr);
+		r = transpose(tr);
+		r = fliplr(r);
+
+		tq = fliplr(tq);
+		q = transpose(tq);
+	}
+} //namespace glm
diff --git a/third_party/glm/gtx/matrix_interpolation.hpp b/third_party/glm/gtx/matrix_interpolation.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..e2767c83e9d1ca9ed3b887a5d3bf053ad4691ed2
--- /dev/null
+++ b/third_party/glm/gtx/matrix_interpolation.hpp
@@ -0,0 +1,58 @@
+/// @ref gtx_matrix_interpolation
+/// @file glm/gtx/matrix_interpolation.hpp
+/// @author Ghenadii Ursachi (the.asteroth@gmail.com)
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_matrix_interpolation GLM_GTX_matrix_interpolation
+/// @ingroup gtx
+///
+/// Include <glm/gtx/matrix_interpolation.hpp> to use the features of this extension.
+///
+/// Allows to directly interpolate two matrices.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_matrix_interpolation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_matrix_interpolation extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_matrix_interpolation
+	/// @{
+
+	/// Get the axis and angle of the rotation from a matrix.
+	/// From GLM_GTX_matrix_interpolation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL void axisAngle(
+		mat<4, 4, T, Q> const& Mat, vec<3, T, Q> & Axis, T & Angle);
+
+	/// Build a matrix from axis and angle.
+	/// From GLM_GTX_matrix_interpolation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> axisAngleMatrix(
+		vec<3, T, Q> const& Axis, T const Angle);
+
+	/// Extracts the rotation part of a matrix.
+	/// From GLM_GTX_matrix_interpolation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> extractMatrixRotation(
+		mat<4, 4, T, Q> const& Mat);
+
+	/// Build a interpolation of 4 * 4 matrixes.
+	/// From GLM_GTX_matrix_interpolation extension.
+	/// Warning! works only with rotation and/or translation matrixes, scale will generate unexpected results.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> interpolate(
+		mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const Delta);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_interpolation.inl"
diff --git a/third_party/glm/gtx/matrix_interpolation.inl b/third_party/glm/gtx/matrix_interpolation.inl
new file mode 100644
index 0000000000000000000000000000000000000000..f4ba3a6f3ac63e5f19135d23ce3f9210458304dd
--- /dev/null
+++ b/third_party/glm/gtx/matrix_interpolation.inl
@@ -0,0 +1,146 @@
+/// @ref gtx_matrix_interpolation
+
+#include "../ext/scalar_constants.hpp"
+
+#include <limits>
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER void axisAngle(mat<4, 4, T, Q> const& m, vec<3, T, Q>& axis, T& angle)
+	{
+		T const epsilon =
+		    std::numeric_limits<T>::epsilon() * static_cast<T>(1e2);
+
+        bool const nearSymmetrical =
+            abs(m[1][0] - m[0][1]) < epsilon &&
+            abs(m[2][0] - m[0][2]) < epsilon &&
+            abs(m[2][1] - m[1][2]) < epsilon;
+
+		if(nearSymmetrical)
+		{
+            bool const nearIdentity =
+                abs(m[1][0] + m[0][1]) < epsilon &&
+                abs(m[2][0] + m[0][2]) < epsilon &&
+                abs(m[2][1] + m[1][2]) < epsilon &&
+                abs(m[0][0] + m[1][1] + m[2][2] - T(3.0)) < epsilon;
+			if (nearIdentity)
+			{
+				angle = static_cast<T>(0.0);
+				axis = vec<3, T, Q>(
+				    static_cast<T>(1.0), static_cast<T>(0.0), static_cast<T>(0.0));
+				return;
+			}
+			angle = pi<T>();
+			T xx = (m[0][0] + static_cast<T>(1.0)) * static_cast<T>(0.5);
+			T yy = (m[1][1] + static_cast<T>(1.0)) * static_cast<T>(0.5);
+			T zz = (m[2][2] + static_cast<T>(1.0)) * static_cast<T>(0.5);
+			T xy = (m[1][0] + m[0][1]) * static_cast<T>(0.25);
+			T xz = (m[2][0] + m[0][2]) * static_cast<T>(0.25);
+			T yz = (m[2][1] + m[1][2]) * static_cast<T>(0.25);
+			if((xx > yy) && (xx > zz))
+			{
+				if(xx < epsilon)
+				{
+					axis.x = static_cast<T>(0.0);
+					axis.y = static_cast<T>(0.7071);
+					axis.z = static_cast<T>(0.7071);
+				}
+				else
+				{
+					axis.x = sqrt(xx);
+					axis.y = xy / axis.x;
+					axis.z = xz / axis.x;
+				}
+			}
+			else if (yy > zz)
+			{
+				if(yy < epsilon)
+				{
+					axis.x = static_cast<T>(0.7071);
+					axis.y = static_cast<T>(0.0);
+					axis.z = static_cast<T>(0.7071);
+				}
+				else
+				{
+					axis.y = sqrt(yy);
+					axis.x = xy / axis.y;
+					axis.z = yz / axis.y;
+				}
+			}
+			else
+			{
+				if (zz < epsilon)
+				{
+					axis.x = static_cast<T>(0.7071);
+					axis.y = static_cast<T>(0.7071);
+					axis.z = static_cast<T>(0.0);
+				}
+				else
+				{
+					axis.z = sqrt(zz);
+					axis.x = xz / axis.z;
+					axis.y = yz / axis.z;
+				}
+			}
+			return;
+		}
+
+		T const angleCos = (m[0][0] + m[1][1] + m[2][2] - static_cast<T>(1)) * static_cast<T>(0.5);
+		if(angleCos >= static_cast<T>(1.0))
+		{
+			angle = static_cast<T>(0.0);
+		}
+		else if (angleCos <= static_cast<T>(-1.0))
+		{
+			angle = pi<T>();
+		}
+		else
+		{
+			angle = acos(angleCos);
+		}
+
+        axis = glm::normalize(glm::vec<3, T, Q>(
+            m[1][2] - m[2][1], m[2][0] - m[0][2], m[0][1] - m[1][0]));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> axisAngleMatrix(vec<3, T, Q> const& axis, T const angle)
+	{
+		T c = cos(angle);
+		T s = sin(angle);
+		T t = static_cast<T>(1) - c;
+		vec<3, T, Q> n = normalize(axis);
+
+		return mat<4, 4, T, Q>(
+			t * n.x * n.x + c,          t * n.x * n.y + n.z * s,    t * n.x * n.z - n.y * s,    static_cast<T>(0.0),
+			t * n.x * n.y - n.z * s,    t * n.y * n.y + c,          t * n.y * n.z + n.x * s,    static_cast<T>(0.0),
+			t * n.x * n.z + n.y * s,    t * n.y * n.z - n.x * s,    t * n.z * n.z + c,          static_cast<T>(0.0),
+			static_cast<T>(0.0),        static_cast<T>(0.0),        static_cast<T>(0.0),        static_cast<T>(1.0));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> extractMatrixRotation(mat<4, 4, T, Q> const& m)
+	{
+		return mat<4, 4, T, Q>(
+			m[0][0], m[0][1], m[0][2], static_cast<T>(0.0),
+			m[1][0], m[1][1], m[1][2], static_cast<T>(0.0),
+			m[2][0], m[2][1], m[2][2], static_cast<T>(0.0),
+			static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(1.0));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> interpolate(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const delta)
+	{
+		mat<4, 4, T, Q> m1rot = extractMatrixRotation(m1);
+		mat<4, 4, T, Q> dltRotation = m2 * transpose(m1rot);
+		vec<3, T, Q> dltAxis;
+		T dltAngle;
+		axisAngle(dltRotation, dltAxis, dltAngle);
+		mat<4, 4, T, Q> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot;
+		out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);
+		out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);
+		out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);
+		return out;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/matrix_major_storage.hpp b/third_party/glm/gtx/matrix_major_storage.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f5185786cd55b9bc7d6e00d1fc866ba4f587f3b4
--- /dev/null
+++ b/third_party/glm/gtx/matrix_major_storage.hpp
@@ -0,0 +1,117 @@
+/// @ref gtx_matrix_major_storage
+/// @file glm/gtx/matrix_major_storage.hpp
+///
+/// @see core (dependence)
+/// @see gtx_extented_min_max (dependence)
+///
+/// @defgroup gtx_matrix_major_storage GLM_GTX_matrix_major_storage
+/// @ingroup gtx
+///
+/// Include <glm/gtx/matrix_major_storage.hpp> to use the features of this extension.
+///
+/// Build matrices with specific matrix order, row or column
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_matrix_major_storage is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_matrix_major_storage extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_matrix_major_storage
+	/// @{
+
+	//! Build a row major matrix from row vectors.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2(
+		vec<2, T, Q> const& v1,
+		vec<2, T, Q> const& v2);
+
+	//! Build a row major matrix from other matrix.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2(
+		mat<2, 2, T, Q> const& m);
+
+	//! Build a row major matrix from row vectors.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3(
+		vec<3, T, Q> const& v1,
+		vec<3, T, Q> const& v2,
+		vec<3, T, Q> const& v3);
+
+	//! Build a row major matrix from other matrix.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3(
+		mat<3, 3, T, Q> const& m);
+
+	//! Build a row major matrix from row vectors.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4(
+		vec<4, T, Q> const& v1,
+		vec<4, T, Q> const& v2,
+		vec<4, T, Q> const& v3,
+		vec<4, T, Q> const& v4);
+
+	//! Build a row major matrix from other matrix.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4(
+		mat<4, 4, T, Q> const& m);
+
+	//! Build a column major matrix from column vectors.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 2, T, Q> colMajor2(
+		vec<2, T, Q> const& v1,
+		vec<2, T, Q> const& v2);
+
+	//! Build a column major matrix from other matrix.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 2, T, Q> colMajor2(
+		mat<2, 2, T, Q> const& m);
+
+	//! Build a column major matrix from column vectors.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> colMajor3(
+		vec<3, T, Q> const& v1,
+		vec<3, T, Q> const& v2,
+		vec<3, T, Q> const& v3);
+
+	//! Build a column major matrix from other matrix.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> colMajor3(
+		mat<3, 3, T, Q> const& m);
+
+	//! Build a column major matrix from column vectors.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> colMajor4(
+		vec<4, T, Q> const& v1,
+		vec<4, T, Q> const& v2,
+		vec<4, T, Q> const& v3,
+		vec<4, T, Q> const& v4);
+
+	//! Build a column major matrix from other matrix.
+	//! From GLM_GTX_matrix_major_storage extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> colMajor4(
+		mat<4, 4, T, Q> const& m);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_major_storage.inl"
diff --git a/third_party/glm/gtx/matrix_major_storage.inl b/third_party/glm/gtx/matrix_major_storage.inl
new file mode 100644
index 0000000000000000000000000000000000000000..279dd3433d0bd6dd5509cc1da75ee5b212eac784
--- /dev/null
+++ b/third_party/glm/gtx/matrix_major_storage.inl
@@ -0,0 +1,166 @@
+/// @ref gtx_matrix_major_storage
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2
+	(
+		vec<2, T, Q> const& v1,
+		vec<2, T, Q> const& v2
+	)
+	{
+		mat<2, 2, T, Q> Result;
+		Result[0][0] = v1.x;
+		Result[1][0] = v1.y;
+		Result[0][1] = v2.x;
+		Result[1][1] = v2.y;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2(
+		const mat<2, 2, T, Q>& m)
+	{
+		mat<2, 2, T, Q> Result;
+		Result[0][0] = m[0][0];
+		Result[0][1] = m[1][0];
+		Result[1][0] = m[0][1];
+		Result[1][1] = m[1][1];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3(
+		const vec<3, T, Q>& v1,
+		const vec<3, T, Q>& v2,
+		const vec<3, T, Q>& v3)
+	{
+		mat<3, 3, T, Q> Result;
+		Result[0][0] = v1.x;
+		Result[1][0] = v1.y;
+		Result[2][0] = v1.z;
+		Result[0][1] = v2.x;
+		Result[1][1] = v2.y;
+		Result[2][1] = v2.z;
+		Result[0][2] = v3.x;
+		Result[1][2] = v3.y;
+		Result[2][2] = v3.z;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3(
+		const mat<3, 3, T, Q>& m)
+	{
+		mat<3, 3, T, Q> Result;
+		Result[0][0] = m[0][0];
+		Result[0][1] = m[1][0];
+		Result[0][2] = m[2][0];
+		Result[1][0] = m[0][1];
+		Result[1][1] = m[1][1];
+		Result[1][2] = m[2][1];
+		Result[2][0] = m[0][2];
+		Result[2][1] = m[1][2];
+		Result[2][2] = m[2][2];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4(
+		const vec<4, T, Q>& v1,
+		const vec<4, T, Q>& v2,
+		const vec<4, T, Q>& v3,
+		const vec<4, T, Q>& v4)
+	{
+		mat<4, 4, T, Q> Result;
+		Result[0][0] = v1.x;
+		Result[1][0] = v1.y;
+		Result[2][0] = v1.z;
+		Result[3][0] = v1.w;
+		Result[0][1] = v2.x;
+		Result[1][1] = v2.y;
+		Result[2][1] = v2.z;
+		Result[3][1] = v2.w;
+		Result[0][2] = v3.x;
+		Result[1][2] = v3.y;
+		Result[2][2] = v3.z;
+		Result[3][2] = v3.w;
+		Result[0][3] = v4.x;
+		Result[1][3] = v4.y;
+		Result[2][3] = v4.z;
+		Result[3][3] = v4.w;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4(
+		const mat<4, 4, T, Q>& m)
+	{
+		mat<4, 4, T, Q> Result;
+		Result[0][0] = m[0][0];
+		Result[0][1] = m[1][0];
+		Result[0][2] = m[2][0];
+		Result[0][3] = m[3][0];
+		Result[1][0] = m[0][1];
+		Result[1][1] = m[1][1];
+		Result[1][2] = m[2][1];
+		Result[1][3] = m[3][1];
+		Result[2][0] = m[0][2];
+		Result[2][1] = m[1][2];
+		Result[2][2] = m[2][2];
+		Result[2][3] = m[3][2];
+		Result[3][0] = m[0][3];
+		Result[3][1] = m[1][3];
+		Result[3][2] = m[2][3];
+		Result[3][3] = m[3][3];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2(
+		const vec<2, T, Q>& v1,
+		const vec<2, T, Q>& v2)
+	{
+		return mat<2, 2, T, Q>(v1, v2);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2(
+		const mat<2, 2, T, Q>& m)
+	{
+		return mat<2, 2, T, Q>(m);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3(
+		const vec<3, T, Q>& v1,
+		const vec<3, T, Q>& v2,
+		const vec<3, T, Q>& v3)
+	{
+		return mat<3, 3, T, Q>(v1, v2, v3);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3(
+		const mat<3, 3, T, Q>& m)
+	{
+		return mat<3, 3, T, Q>(m);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4(
+		const vec<4, T, Q>& v1,
+		const vec<4, T, Q>& v2,
+		const vec<4, T, Q>& v3,
+		const vec<4, T, Q>& v4)
+	{
+		return mat<4, 4, T, Q>(v1, v2, v3, v4);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4(
+		const mat<4, 4, T, Q>& m)
+	{
+		return mat<4, 4, T, Q>(m);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/matrix_operation.hpp b/third_party/glm/gtx/matrix_operation.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..07ed8e843dda34cbf7302918b1fabf6367ff1c24
--- /dev/null
+++ b/third_party/glm/gtx/matrix_operation.hpp
@@ -0,0 +1,101 @@
+/// @ref gtx_matrix_operation
+/// @file glm/gtx/matrix_operation.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_matrix_operation GLM_GTX_matrix_operation
+/// @ingroup gtx
+///
+/// Include <glm/gtx/matrix_operation.hpp> to use the features of this extension.
+///
+/// Build diagonal matrices from vectors.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_matrix_operation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_matrix_operation extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_matrix_operation
+	/// @{
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 2, T, Q> diagonal2x2(
+		vec<2, T, Q> const& v);
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 3, T, Q> diagonal2x3(
+		vec<2, T, Q> const& v);
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 4, T, Q> diagonal2x4(
+		vec<2, T, Q> const& v);
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 2, T, Q> diagonal3x2(
+		vec<2, T, Q> const& v);
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> diagonal3x3(
+		vec<3, T, Q> const& v);
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 4, T, Q> diagonal3x4(
+		vec<3, T, Q> const& v);
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 2, T, Q> diagonal4x2(
+		vec<2, T, Q> const& v);
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 3, T, Q> diagonal4x3(
+		vec<3, T, Q> const& v);
+
+	//! Build a diagonal matrix.
+	//! From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> diagonal4x4(
+		vec<4, T, Q> const& v);
+
+	/// Build an adjugate  matrix.
+	/// From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m);
+
+	/// Build an adjugate  matrix.
+	/// From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m);
+
+	/// Build an adjugate  matrix.
+	/// From GLM_GTX_matrix_operation extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_operation.inl"
diff --git a/third_party/glm/gtx/matrix_operation.inl b/third_party/glm/gtx/matrix_operation.inl
new file mode 100644
index 0000000000000000000000000000000000000000..a4f4a850002fd6982aa16571900c558932c5c724
--- /dev/null
+++ b/third_party/glm/gtx/matrix_operation.inl
@@ -0,0 +1,176 @@
+/// @ref gtx_matrix_operation
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, Q> diagonal2x2
+	(
+		vec<2, T, Q> const& v
+	)
+	{
+		mat<2, 2, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 3, T, Q> diagonal2x3
+	(
+		vec<2, T, Q> const& v
+	)
+	{
+		mat<2, 3, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 4, T, Q> diagonal2x4
+	(
+		vec<2, T, Q> const& v
+	)
+	{
+		mat<2, 4, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 2, T, Q> diagonal3x2
+	(
+		vec<2, T, Q> const& v
+	)
+	{
+		mat<3, 2, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> diagonal3x3
+	(
+		vec<3, T, Q> const& v
+	)
+	{
+		mat<3, 3, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		Result[2][2] = v[2];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 4, T, Q> diagonal3x4
+	(
+		vec<3, T, Q> const& v
+	)
+	{
+		mat<3, 4, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		Result[2][2] = v[2];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> diagonal4x4
+	(
+		vec<4, T, Q> const& v
+	)
+	{
+		mat<4, 4, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		Result[2][2] = v[2];
+		Result[3][3] = v[3];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 3, T, Q> diagonal4x3
+	(
+		vec<3, T, Q> const& v
+	)
+	{
+		mat<4, 3, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		Result[2][2] = v[2];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 2, T, Q> diagonal4x2
+	(
+		vec<2, T, Q> const& v
+	)
+	{
+		mat<4, 2, T, Q> Result(static_cast<T>(1));
+		Result[0][0] = v[0];
+		Result[1][1] = v[1];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m)
+	{
+		return mat<2, 2, T, Q>(
+			+m[1][1], -m[0][1],
+			-m[1][0], +m[0][0]);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m)
+	{
+		T const m00 = determinant(mat<2, 2, T, Q>(m[1][1], m[2][1], m[1][2], m[2][2]));
+		T const m01 = determinant(mat<2, 2, T, Q>(m[0][1], m[2][1], m[0][2], m[2][2]));
+		T const m02 = determinant(mat<2, 2, T, Q>(m[0][1], m[1][1], m[0][2], m[1][2]));
+
+		T const m10 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][2], m[2][2]));
+		T const m11 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][2], m[2][2]));
+		T const m12 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][2], m[1][2]));
+
+		T const m20 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][1], m[2][1]));
+		T const m21 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][1], m[2][1]));
+		T const m22 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][1], m[1][1]));
+
+		return mat<3, 3, T, Q>(
+			+m00, -m01, +m02,
+			-m10, +m11, -m12,
+			+m20, -m21, +m22);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m)
+	{
+		T const m00 = determinant(mat<3, 3, T, Q>(m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3]));
+		T const m01 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3]));
+		T const m02 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], m[3][3]));
+		T const m03 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2]));
+
+		T const m10 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3]));
+		T const m11 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3]));
+		T const m12 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], m[3][3]));
+		T const m13 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2]));
+
+		T const m20 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[3][1], m[3][2], m[3][3]));
+		T const m21 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[3][0], m[3][2], m[3][3]));
+		T const m22 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[3][0], m[3][1], m[3][3]));
+		T const m23 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[3][0], m[3][1], m[3][2]));
+
+		T const m30 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3]));
+		T const m31 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3]));
+		T const m32 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3]));
+		T const m33 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2]));
+
+		return mat<4, 4, T, Q>(
+			+m00, -m10, +m20, -m30,
+			-m01, +m11, -m21, +m31,
+			+m02, -m12, +m22, -m32,
+			-m03, +m13, -m23, +m33);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/matrix_query.hpp b/third_party/glm/gtx/matrix_query.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..de8c65593dfa0cd539b75a16b229ac61242d1667
--- /dev/null
+++ b/third_party/glm/gtx/matrix_query.hpp
@@ -0,0 +1,75 @@
+/// @ref gtx_matrix_query
+/// @file glm/gtx/matrix_query.hpp
+///
+/// @see core (dependence)
+/// @see gtx_vector_query (dependence)
+///
+/// @defgroup gtx_matrix_query GLM_GTX_matrix_query
+/// @ingroup gtx
+///
+/// Include <glm/gtx/matrix_query.hpp> to use the features of this extension.
+///
+/// Query to evaluate matrix properties
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtx/vector_query.hpp"
+#include <limits>
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_matrix_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_matrix_query extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_matrix_query
+	/// @{
+
+	/// Return whether a matrix a null matrix.
+	/// From GLM_GTX_matrix_query extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon);
+
+	/// Return whether a matrix a null matrix.
+	/// From GLM_GTX_matrix_query extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon);
+
+	/// Return whether a matrix is a null matrix.
+	/// From GLM_GTX_matrix_query extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon);
+
+	/// Return whether a matrix is an identity matrix.
+	/// From GLM_GTX_matrix_query extension.
+	template<length_t C, length_t R, typename T, qualifier Q, template<length_t, length_t, typename, qualifier> class matType>
+	GLM_FUNC_DECL bool isIdentity(matType<C, R, T, Q> const& m, T const& epsilon);
+
+	/// Return whether a matrix is a normalized matrix.
+	/// From GLM_GTX_matrix_query extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon);
+
+	/// Return whether a matrix is a normalized matrix.
+	/// From GLM_GTX_matrix_query extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon);
+
+	/// Return whether a matrix is a normalized matrix.
+	/// From GLM_GTX_matrix_query extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon);
+
+	/// Return whether a matrix is an orthonormalized matrix.
+	/// From GLM_GTX_matrix_query extension.
+	template<length_t C, length_t R, typename T, qualifier Q, template<length_t, length_t, typename, qualifier> class matType>
+	GLM_FUNC_DECL bool isOrthogonal(matType<C, R, T, Q> const& m, T const& epsilon);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_query.inl"
diff --git a/third_party/glm/gtx/matrix_query.inl b/third_party/glm/gtx/matrix_query.inl
new file mode 100644
index 0000000000000000000000000000000000000000..dc3ec8453b68cae055c09bfe4ed9f16b72d5dc34
--- /dev/null
+++ b/third_party/glm/gtx/matrix_query.inl
@@ -0,0 +1,119 @@
+/// @ref gtx_matrix_query
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon)
+	{
+		bool result = true;
+		for(length_t i = 0; result && i < m.length() ; ++i)
+			result = isNull(m[i], epsilon);
+		return result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon)
+	{
+		bool result = true;
+		for(length_t i = 0; result && i < m.length() ; ++i)
+			result = isNull(m[i], epsilon);
+		return result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon)
+	{
+		bool result = true;
+		for(length_t i = 0; result && i < m.length() ; ++i)
+			result = isNull(m[i], epsilon);
+		return result;
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isIdentity(mat<C, R, T, Q> const& m, T const& epsilon)
+	{
+		bool result = true;
+		for(length_t i = 0; result && i < m.length(); ++i)
+		{
+			for(length_t j = 0; result && j < glm::min(i, m[0].length()); ++j)
+				result = abs(m[i][j]) <= epsilon;
+			if(result && i < m[0].length())
+				result = abs(m[i][i] - 1) <= epsilon;
+			for(length_t j = i + 1; result && j < m[0].length(); ++j)
+				result = abs(m[i][j]) <= epsilon;
+		}
+		return result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon)
+	{
+		bool result(true);
+		for(length_t i = 0; result && i < m.length(); ++i)
+			result = isNormalized(m[i], epsilon);
+		for(length_t i = 0; result && i < m.length(); ++i)
+		{
+			typename mat<2, 2, T, Q>::col_type v;
+			for(length_t j = 0; j < m.length(); ++j)
+				v[j] = m[j][i];
+			result = isNormalized(v, epsilon);
+		}
+		return result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon)
+	{
+		bool result(true);
+		for(length_t i = 0; result && i < m.length(); ++i)
+			result = isNormalized(m[i], epsilon);
+		for(length_t i = 0; result && i < m.length(); ++i)
+		{
+			typename mat<3, 3, T, Q>::col_type v;
+			for(length_t j = 0; j < m.length(); ++j)
+				v[j] = m[j][i];
+			result = isNormalized(v, epsilon);
+		}
+		return result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon)
+	{
+		bool result(true);
+		for(length_t i = 0; result && i < m.length(); ++i)
+			result = isNormalized(m[i], epsilon);
+		for(length_t i = 0; result && i < m.length(); ++i)
+		{
+			typename mat<4, 4, T, Q>::col_type v;
+			for(length_t j = 0; j < m.length(); ++j)
+				v[j] = m[j][i];
+			result = isNormalized(v, epsilon);
+		}
+		return result;
+	}
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isOrthogonal(mat<C, R, T, Q> const& m, T const& epsilon)
+	{
+		bool result = true;
+		for(length_t i(0); result && i < m.length(); ++i)
+		{
+			result = isNormalized(m[i], epsilon);
+			for(length_t j(i + 1); result && j < m.length(); ++j)
+				result = abs(dot(m[i], m[j])) <= epsilon;
+		}
+
+		if(result)
+		{
+			mat<C, R, T, Q> tmp = transpose(m);
+			for(length_t i(0); result && i < m.length(); ++i)
+			{
+				result = isNormalized(tmp[i], epsilon);
+				for(length_t j(i + 1); result && j < m.length(); ++j)
+					result = abs(dot(tmp[i], tmp[j])) <= epsilon;
+			}
+		}
+		return result;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/matrix_transform_2d.hpp b/third_party/glm/gtx/matrix_transform_2d.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..deb8da2dc63ffa3f35f7a5ae1b5b6e67e5f47b14
--- /dev/null
+++ b/third_party/glm/gtx/matrix_transform_2d.hpp
@@ -0,0 +1,79 @@
+/// @ref gtx_matrix_transform_2d
+/// @file glm/gtx/matrix_transform_2d.hpp
+/// @author Miguel Ángel Pérez Martínez
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_matrix_transform_2d GLM_GTX_matrix_transform_2d
+/// @ingroup gtx
+///
+/// Include <glm/gtx/matrix_transform_2d.hpp> to use the features of this extension.
+///
+/// Defines functions that generate common 2d transformation matrices.
+
+#pragma once
+
+// Dependency:
+#include "../mat3x3.hpp"
+#include "../vec2.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_matrix_transform_2d is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_matrix_transform_2d extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_matrix_transform_2d
+	/// @{
+
+	/// Builds a translation 3 * 3 matrix created from a vector of 2 components.
+	///
+	/// @param m Input matrix multiplied by this translation matrix.
+	/// @param v Coordinates of a translation vector.
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate(
+		mat<3, 3, T, Q> const& m,
+		vec<2, T, Q> const& v);
+
+	/// Builds a rotation 3 * 3 matrix created from an angle.
+	///
+	/// @param m Input matrix multiplied by this translation matrix.
+	/// @param angle Rotation angle expressed in radians.
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate(
+		mat<3, 3, T, Q> const& m,
+		T angle);
+
+	/// Builds a scale 3 * 3 matrix created from a vector of 2 components.
+	///
+	/// @param m Input matrix multiplied by this translation matrix.
+	/// @param v Coordinates of a scale vector.
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale(
+		mat<3, 3, T, Q> const& m,
+		vec<2, T, Q> const& v);
+
+	/// Builds an horizontal (parallel to the x axis) shear 3 * 3 matrix.
+	///
+	/// @param m Input matrix multiplied by this translation matrix.
+	/// @param y Shear factor.
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX(
+		mat<3, 3, T, Q> const& m,
+		T y);
+
+	/// Builds a vertical (parallel to the y axis) shear 3 * 3 matrix.
+	///
+	/// @param m Input matrix multiplied by this translation matrix.
+	/// @param x Shear factor.
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY(
+		mat<3, 3, T, Q> const& m,
+		T x);
+
+	/// @}
+}//namespace glm
+
+#include "matrix_transform_2d.inl"
diff --git a/third_party/glm/gtx/matrix_transform_2d.inl b/third_party/glm/gtx/matrix_transform_2d.inl
new file mode 100644
index 0000000000000000000000000000000000000000..a68d24dc9825c97cf47753779ed97834ea77aba0
--- /dev/null
+++ b/third_party/glm/gtx/matrix_transform_2d.inl
@@ -0,0 +1,68 @@
+/// @ref gtx_matrix_transform_2d
+/// @author Miguel Ángel Pérez Martínez
+
+#include "../trigonometric.hpp"
+
+namespace glm
+{
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate(
+		mat<3, 3, T, Q> const& m,
+		vec<2, T, Q> const& v)
+	{
+		mat<3, 3, T, Q> Result(m);
+		Result[2] = m[0] * v[0] + m[1] * v[1] + m[2];
+		return Result;
+	}
+
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate(
+		mat<3, 3, T, Q> const& m,
+		T angle)
+	{
+		T const a = angle;
+		T const c = cos(a);
+		T const s = sin(a);
+
+		mat<3, 3, T, Q> Result;
+		Result[0] = m[0] * c + m[1] * s;
+		Result[1] = m[0] * -s + m[1] * c;
+		Result[2] = m[2];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale(
+		mat<3, 3, T, Q> const& m,
+		vec<2, T, Q> const& v)
+	{
+		mat<3, 3, T, Q> Result;
+		Result[0] = m[0] * v[0];
+		Result[1] = m[1] * v[1];
+		Result[2] = m[2];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX(
+		mat<3, 3, T, Q> const& m,
+		T y)
+	{
+		mat<3, 3, T, Q> Result(1);
+		Result[0][1] = y;
+		return m * Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY(
+		mat<3, 3, T, Q> const& m,
+		T x)
+	{
+		mat<3, 3, T, Q> Result(1);
+		Result[1][0] = x;
+		return m * Result;
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/mixed_product.hpp b/third_party/glm/gtx/mixed_product.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a091274cbb3e50ad6a4c7bdb0796312744d5916c
--- /dev/null
+++ b/third_party/glm/gtx/mixed_product.hpp
@@ -0,0 +1,39 @@
+/// @ref gtx_mixed_product
+/// @file glm/gtx/mixed_product.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_mixed_product GLM_GTX_mixed_producte
+/// @ingroup gtx
+///
+/// Include <glm/gtx/mixed_product.hpp> to use the features of this extension.
+///
+/// Mixed product of 3 vectors.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_mixed_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_mixed_product extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_mixed_product
+	/// @{
+
+	/// @brief Mixed product of 3 vectors (from GLM_GTX_mixed_product extension)
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T mixedProduct(
+		vec<3, T, Q> const& v1,
+		vec<3, T, Q> const& v2,
+		vec<3, T, Q> const& v3);
+
+	/// @}
+}// namespace glm
+
+#include "mixed_product.inl"
diff --git a/third_party/glm/gtx/mixed_product.inl b/third_party/glm/gtx/mixed_product.inl
new file mode 100644
index 0000000000000000000000000000000000000000..e5cdbdb49a2bb7457dd74ca08cdac0615d26b9c4
--- /dev/null
+++ b/third_party/glm/gtx/mixed_product.inl
@@ -0,0 +1,15 @@
+/// @ref gtx_mixed_product
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T mixedProduct
+	(
+		vec<3, T, Q> const& v1,
+		vec<3, T, Q> const& v2,
+		vec<3, T, Q> const& v3
+	)
+	{
+		return dot(cross(v1, v2), v3);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/norm.hpp b/third_party/glm/gtx/norm.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ba6958bf55b2d9de65b4ba1e5d62d876ba62951c
--- /dev/null
+++ b/third_party/glm/gtx/norm.hpp
@@ -0,0 +1,85 @@
+/// @ref gtx_norm
+/// @file glm/gtx/norm.hpp
+///
+/// @see core (dependence)
+/// @see gtx_quaternion (dependence)
+/// @see gtx_component_wise (dependence)
+///
+/// @defgroup gtx_norm GLM_GTX_norm
+/// @ingroup gtx
+///
+/// Include <glm/gtx/norm.hpp> to use the features of this extension.
+///
+/// Various ways to compute vector norms.
+
+#pragma once
+
+// Dependency:
+#include "../geometric.hpp"
+#include "../gtx/component_wise.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_norm is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_norm extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_norm
+	/// @{
+
+	/// Returns the squared length of x.
+	/// From GLM_GTX_norm extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T length2(vec<L, T, Q> const& x);
+
+	/// Returns the squared distance between p0 and p1, i.e., length2(p0 - p1).
+	/// From GLM_GTX_norm extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T distance2(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1);
+
+	//! Returns the L1 norm between x and y.
+	//! From GLM_GTX_norm extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);
+
+	//! Returns the L1 norm of v.
+	//! From GLM_GTX_norm extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& v);
+
+	//! Returns the L2 norm between x and y.
+	//! From GLM_GTX_norm extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);
+
+	//! Returns the L2 norm of v.
+	//! From GLM_GTX_norm extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x);
+
+	//! Returns the L norm between x and y.
+	//! From GLM_GTX_norm extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth);
+
+	//! Returns the L norm of v.
+	//! From GLM_GTX_norm extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, unsigned int Depth);
+
+	//! Returns the LMax norm between x and y.
+	//! From GLM_GTX_norm extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y);
+
+	//! Returns the LMax norm of v.
+	//! From GLM_GTX_norm extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x);
+
+	/// @}
+}//namespace glm
+
+#include "norm.inl"
diff --git a/third_party/glm/gtx/norm.inl b/third_party/glm/gtx/norm.inl
new file mode 100644
index 0000000000000000000000000000000000000000..4a9f796451fd20ee13564b7eea58cbe46bc8da2a
--- /dev/null
+++ b/third_party/glm/gtx/norm.inl
@@ -0,0 +1,95 @@
+/// @ref gtx_norm
+
+#include "../detail/qualifier.hpp"
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q, bool Aligned>
+	struct compute_length2
+	{
+		GLM_FUNC_QUALIFIER static T call(vec<L, T, Q> const& v)
+		{
+			return dot(v, v);
+		}
+	};
+}//namespace detail
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType length2(genType x)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'length2' accepts only floating-point inputs");
+		return x * x;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T length2(vec<L, T, Q> const& v)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'length2' accepts only floating-point inputs");
+		return detail::compute_length2<L, T, Q, detail::is_aligned<Q>::value>::call(v);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER T distance2(T p0, T p1)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'distance2' accepts only floating-point inputs");
+		return length2(p1 - p0);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T distance2(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'distance2' accepts only floating-point inputs");
+		return length2(p1 - p0);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b)
+	{
+		return abs(b.x - a.x) + abs(b.y - a.y) + abs(b.z - a.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& v)
+	{
+		return abs(v.x) + abs(v.y) + abs(v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b
+	)
+	{
+		return length(b - a);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& v)
+	{
+		return length(v);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth)
+	{
+		return pow(pow(abs(y.x - x.x), T(Depth)) + pow(abs(y.y - x.y), T(Depth)) + pow(abs(y.z - x.z), T(Depth)), T(1) / T(Depth));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& v, unsigned int Depth)
+	{
+		return pow(pow(abs(v.x), T(Depth)) + pow(abs(v.y), T(Depth)) + pow(abs(v.z), T(Depth)), T(1) / T(Depth));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& a, vec<3, T, Q> const& b)
+	{
+		return compMax(abs(b - a));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& v)
+	{
+		return compMax(abs(v));
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/normal.hpp b/third_party/glm/gtx/normal.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8b3a4b54b34db2c463978431848f78a162892491
--- /dev/null
+++ b/third_party/glm/gtx/normal.hpp
@@ -0,0 +1,39 @@
+/// @ref gtx_normal
+/// @file glm/gtx/normal.hpp
+///
+/// @see core (dependence)
+/// @see gtx_extented_min_max (dependence)
+///
+/// @defgroup gtx_normal GLM_GTX_normal
+/// @ingroup gtx
+///
+/// Include <glm/gtx/normal.hpp> to use the features of this extension.
+///
+/// Compute the normal of a triangle.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_normal is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_normal extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_normal
+	/// @{
+
+	/// Computes triangle normal from triangle points.
+	///
+	/// @see gtx_normal
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> triangleNormal(vec<3, T, Q> const& p1, vec<3, T, Q> const& p2, vec<3, T, Q> const& p3);
+
+	/// @}
+}//namespace glm
+
+#include "normal.inl"
diff --git a/third_party/glm/gtx/normal.inl b/third_party/glm/gtx/normal.inl
new file mode 100644
index 0000000000000000000000000000000000000000..74f9fc9945854fbe607e87ef47bf506a332b8966
--- /dev/null
+++ b/third_party/glm/gtx/normal.inl
@@ -0,0 +1,15 @@
+/// @ref gtx_normal
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> triangleNormal
+	(
+		vec<3, T, Q> const& p1,
+		vec<3, T, Q> const& p2,
+		vec<3, T, Q> const& p3
+	)
+	{
+		return normalize(cross(p1 - p2, p1 - p3));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/normalize_dot.hpp b/third_party/glm/gtx/normalize_dot.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..04a6b08a98a49e3bc4d4f6f5764d7924a8bf6cd5
--- /dev/null
+++ b/third_party/glm/gtx/normalize_dot.hpp
@@ -0,0 +1,47 @@
+/// @ref gtx_normalize_dot
+/// @file glm/gtx/normalize_dot.hpp
+///
+/// @see core (dependence)
+/// @see gtx_fast_square_root (dependence)
+///
+/// @defgroup gtx_normalize_dot GLM_GTX_normalize_dot
+/// @ingroup gtx
+///
+/// Include <glm/gtx/normalize_dot.hpp> to use the features of this extension.
+///
+/// Dot product of vectors that need to be normalize with a single square root.
+
+#pragma once
+
+// Dependency:
+#include "../gtx/fast_square_root.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_normalize_dot is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_normalize_dot extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_normalize_dot
+	/// @{
+
+	/// Normalize parameters and returns the dot product of x and y.
+	/// It's faster that dot(normalize(x), normalize(y)).
+	///
+	/// @see gtx_normalize_dot extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T normalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Normalize parameters and returns the dot product of x and y.
+	/// Faster that dot(fastNormalize(x), fastNormalize(y)).
+	///
+	/// @see gtx_normalize_dot extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T fastNormalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// @}
+}//namespace glm
+
+#include "normalize_dot.inl"
diff --git a/third_party/glm/gtx/normalize_dot.inl b/third_party/glm/gtx/normalize_dot.inl
new file mode 100644
index 0000000000000000000000000000000000000000..7bcd9a534a8f4df3a12118c746aadd6f264e264e
--- /dev/null
+++ b/third_party/glm/gtx/normalize_dot.inl
@@ -0,0 +1,16 @@
+/// @ref gtx_normalize_dot
+
+namespace glm
+{
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T normalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T fastNormalizeDot(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		return glm::dot(x, y) * glm::fastInverseSqrt(glm::dot(x, x) * glm::dot(y, y));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/number_precision.hpp b/third_party/glm/gtx/number_precision.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..5b9663ed7436b2016855737d8c53ac10478b7396
--- /dev/null
+++ b/third_party/glm/gtx/number_precision.hpp
@@ -0,0 +1,44 @@
+/// @ref gtx_number_precision
+/// @file glm/gtx/number_precision.hpp
+///
+/// @see core (dependence)
+/// @see gtc_type_precision (dependence)
+/// @see gtc_quaternion (dependence)
+///
+/// @defgroup gtx_number_precision GLM_GTX_number_precision
+/// @ingroup gtx
+///
+/// Include <glm/gtx/number_precision.hpp> to use the features of this extension.
+///
+/// Defined size types.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/type_precision.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_number_precision is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_number_precision extension included")
+#endif
+
+namespace glm{
+	/////////////////////////////
+	// Unsigned int vector types
+
+	/// @addtogroup gtx_number_precision
+	/// @{
+
+	//////////////////////
+	// Float matrix types
+
+	typedef f32			f32mat1;	//!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)
+	typedef f32			f32mat1x1;	//!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)
+	typedef f64			f64mat1;	//!< \brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)
+	typedef f64			f64mat1x1;	//!< \brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension)
+
+	/// @}
+}//namespace glm
+
diff --git a/third_party/glm/gtx/optimum_pow.hpp b/third_party/glm/gtx/optimum_pow.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ac34e7e1ff950b6fa68cfacedebdae98745c266d
--- /dev/null
+++ b/third_party/glm/gtx/optimum_pow.hpp
@@ -0,0 +1,50 @@
+/// @ref gtx_optimum_pow
+/// @file glm/gtx/optimum_pow.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_optimum_pow GLM_GTX_optimum_pow
+/// @ingroup gtx
+///
+/// Include <glm/gtx/optimum_pow.hpp> to use the features of this extension.
+///
+/// Integer exponentiation of power functions.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_optimum_pow is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_optimum_pow extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_optimum_pow
+	/// @{
+
+	/// Returns x raised to the power of 2.
+	///
+	/// @see gtx_optimum_pow
+	template<typename genType>
+	GLM_FUNC_DECL genType pow2(genType const& x);
+
+	/// Returns x raised to the power of 3.
+	///
+	/// @see gtx_optimum_pow
+	template<typename genType>
+	GLM_FUNC_DECL genType pow3(genType const& x);
+
+	/// Returns x raised to the power of 4.
+	///
+	/// @see gtx_optimum_pow
+	template<typename genType>
+	GLM_FUNC_DECL genType pow4(genType const& x);
+
+	/// @}
+}//namespace glm
+
+#include "optimum_pow.inl"
diff --git a/third_party/glm/gtx/optimum_pow.inl b/third_party/glm/gtx/optimum_pow.inl
new file mode 100644
index 0000000000000000000000000000000000000000..a26c19c18bfbd6b84d7c1be07d9448c6fbcb7e01
--- /dev/null
+++ b/third_party/glm/gtx/optimum_pow.inl
@@ -0,0 +1,22 @@
+/// @ref gtx_optimum_pow
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType pow2(genType const& x)
+	{
+		return x * x;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType pow3(genType const& x)
+	{
+		return x * x * x;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType pow4(genType const& x)
+	{
+		return (x * x) * (x * x);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/orthonormalize.hpp b/third_party/glm/gtx/orthonormalize.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..801b7558a46792a606264d6b3624d3fbce92fb71
--- /dev/null
+++ b/third_party/glm/gtx/orthonormalize.hpp
@@ -0,0 +1,47 @@
+/// @ref gtx_orthonormalize
+/// @file glm/gtx/orthonormalize.hpp
+///
+/// @see core (dependence)
+/// @see gtx_extented_min_max (dependence)
+///
+/// @defgroup gtx_orthonormalize GLM_GTX_orthonormalize
+/// @ingroup gtx
+///
+/// Include <glm/gtx/orthonormalize.hpp> to use the features of this extension.
+///
+/// Orthonormalize matrices.
+
+#pragma once
+
+// Dependency:
+#include "../vec3.hpp"
+#include "../mat3x3.hpp"
+#include "../geometric.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_orthonormalize is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_orthonormalize extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_orthonormalize
+	/// @{
+
+	/// Returns the orthonormalized matrix of m.
+	///
+	/// @see gtx_orthonormalize
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m);
+
+	/// Orthonormalizes x according y.
+	///
+	/// @see gtx_orthonormalize
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y);
+
+	/// @}
+}//namespace glm
+
+#include "orthonormalize.inl"
diff --git a/third_party/glm/gtx/orthonormalize.inl b/third_party/glm/gtx/orthonormalize.inl
new file mode 100644
index 0000000000000000000000000000000000000000..cb553ba62157b3fca6c704777242bf473cdbe483
--- /dev/null
+++ b/third_party/glm/gtx/orthonormalize.inl
@@ -0,0 +1,29 @@
+/// @ref gtx_orthonormalize
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m)
+	{
+		mat<3, 3, T, Q> r = m;
+
+		r[0] = normalize(r[0]);
+
+		T d0 = dot(r[0], r[1]);
+		r[1] -= r[0] * d0;
+		r[1] = normalize(r[1]);
+
+		T d1 = dot(r[1], r[2]);
+		d0 = dot(r[0], r[2]);
+		r[2] -= r[0] * d0 + r[1] * d1;
+		r[2] = normalize(r[2]);
+
+		return r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y)
+	{
+		return normalize(x - y * dot(y, x));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/pca.hpp b/third_party/glm/gtx/pca.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..26f9aecdf122b0be2fbed4485ef686a5bab04a32
--- /dev/null
+++ b/third_party/glm/gtx/pca.hpp
@@ -0,0 +1,112 @@
+/// @ref gtx_pca
+/// @file glm/gtx/pca.hpp
+///
+/// @see core (dependence)
+/// @see ext_scalar_relational (dependence)
+///
+/// @defgroup gtx_pca GLM_GTX_pca
+/// @ingroup gtx
+///
+/// Include <glm/gtx/pca.hpp> to use the features of this extension.
+///
+/// Implements functions required for fundamental 'princple component analysis' in 2D, 3D, and 4D:
+///   1) Computing a covariance matrics from a list of _relative_ position vectors
+///   2) Compute the eigenvalues and eigenvectors of the covariance matrics
+/// This is useful, e.g., to compute an object-aligned bounding box from vertices of an object.
+/// https://en.wikipedia.org/wiki/Principal_component_analysis
+///
+/// Example:
+/// ```
+/// std::vector<glm::dvec3> ptData;
+/// // ... fill ptData with some point data, e.g. vertices
+/// 
+/// glm::dvec3 center = computeCenter(ptData);
+/// 
+/// glm::dmat3 covarMat = glm::computeCovarianceMatrix(ptData.data(), ptData.size(), center);
+/// 
+/// glm::dvec3 evals;
+/// glm::dmat3 evecs;
+/// int evcnt = glm::findEigenvaluesSymReal(covarMat, evals, evecs);
+/// 
+/// if(evcnt != 3)
+///     // ... error handling
+/// 
+/// glm::sortEigenvalues(evals, evecs);
+/// 
+/// // ... now evecs[0] points in the direction (symmetric) of the largest spatial distribution within ptData
+/// ```
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../ext/scalar_relational.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_pca is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_pca extension included")
+#endif
+
+namespace glm {
+	/// @addtogroup gtx_pca
+	/// @{
+
+	/// Compute a covariance matrix form an array of relative coordinates `v` (e.g., relative to the center of gravity of the object)
+	/// @param v Points to a memory holding `n` times vectors
+	/// @param n Number of points in v
+	template<length_t D, typename T, qualifier Q>
+	GLM_INLINE mat<D, D, T, Q> computeCovarianceMatrix(vec<D, T, Q> const* v, size_t n);
+
+	/// Compute a covariance matrix form an array of absolute coordinates `v` and a precomputed center of gravity `c`
+	/// @param v Points to a memory holding `n` times vectors
+	/// @param n Number of points in v
+	/// @param c Precomputed center of gravity
+	template<length_t D, typename T, qualifier Q>
+	GLM_INLINE mat<D, D, T, Q> computeCovarianceMatrix(vec<D, T, Q> const* v, size_t n, vec<D, T, Q> const& c);
+
+	/// Compute a covariance matrix form a pair of iterators `b` (begin) and `e` (end) of a container with relative coordinates (e.g., relative to the center of gravity of the object)
+	/// Dereferencing an iterator of type I must yield a `vec&lt;D, T, Q%gt;`
+	template<length_t D, typename T, qualifier Q, typename I>
+	GLM_FUNC_DECL mat<D, D, T, Q> computeCovarianceMatrix(I const& b, I const& e);
+
+	/// Compute a covariance matrix form a pair of iterators `b` (begin) and `e` (end) of a container with absolute coordinates and a precomputed center of gravity `c`
+	/// Dereferencing an iterator of type I must yield a `vec&lt;D, T, Q%gt;`
+	template<length_t D, typename T, qualifier Q, typename I>
+	GLM_FUNC_DECL mat<D, D, T, Q> computeCovarianceMatrix(I const& b, I const& e, vec<D, T, Q> const& c);
+
+	/// Assuming the provided covariance matrix `covarMat` is symmetric and real-valued, this function find the `D` Eigenvalues of the matrix, and also provides the corresponding Eigenvectors.
+	/// Note: the data in `outEigenvalues` and `outEigenvectors` are in matching order, i.e. `outEigenvector[i]` is the Eigenvector of the Eigenvalue `outEigenvalue[i]`.
+	/// This is a numeric implementation to find the Eigenvalues, using 'QL decomposition` (variant of QR decomposition: https://en.wikipedia.org/wiki/QR_decomposition).
+	///
+	/// @param[in] covarMat A symmetric, real-valued covariance matrix, e.g. computed from computeCovarianceMatrix
+	/// @param[out] outEigenvalues Vector to receive the found eigenvalues
+	/// @param[out] outEigenvectors Matrix to receive the found eigenvectors corresponding to the found eigenvalues, as column vectors
+	/// @return The number of eigenvalues found, usually D if the precondition of the covariance matrix is met.
+	template<length_t D, typename T, qualifier Q>
+	GLM_FUNC_DECL unsigned int findEigenvaluesSymReal
+	(
+		mat<D, D, T, Q> const& covarMat,
+		vec<D, T, Q>& outEigenvalues,
+		mat<D, D, T, Q>& outEigenvectors
+	);
+
+	/// Sorts a group of Eigenvalues&Eigenvectors, for largest Eigenvalue to smallest Eigenvalue.
+	/// The data in `outEigenvalues` and `outEigenvectors` are assumed to be matching order, i.e. `outEigenvector[i]` is the Eigenvector of the Eigenvalue `outEigenvalue[i]`.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL void sortEigenvalues(vec<2, T, Q>& eigenvalues, mat<2, 2, T, Q>& eigenvectors);
+
+	/// Sorts a group of Eigenvalues&Eigenvectors, for largest Eigenvalue to smallest Eigenvalue.
+	/// The data in `outEigenvalues` and `outEigenvectors` are assumed to be matching order, i.e. `outEigenvector[i]` is the Eigenvector of the Eigenvalue `outEigenvalue[i]`.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL void sortEigenvalues(vec<3, T, Q>& eigenvalues, mat<3, 3, T, Q>& eigenvectors);
+
+	/// Sorts a group of Eigenvalues&Eigenvectors, for largest Eigenvalue to smallest Eigenvalue.
+	/// The data in `outEigenvalues` and `outEigenvectors` are assumed to be matching order, i.e. `outEigenvector[i]` is the Eigenvector of the Eigenvalue `outEigenvalue[i]`.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DISCARD_DECL void sortEigenvalues(vec<4, T, Q>& eigenvalues, mat<4, 4, T, Q>& eigenvectors);
+
+	/// @}
+}//namespace glm
+
+#include "pca.inl"
diff --git a/third_party/glm/gtx/pca.inl b/third_party/glm/gtx/pca.inl
new file mode 100644
index 0000000000000000000000000000000000000000..94cae946e8a26b19bf8773dcec615ec42900b10b
--- /dev/null
+++ b/third_party/glm/gtx/pca.inl
@@ -0,0 +1,343 @@
+/// @ref gtx_pca
+
+#ifndef GLM_HAS_CXX11_STL
+#include <algorithm>
+#else
+#include <utility>
+#endif
+
+namespace glm {
+
+
+	template<length_t D, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<D, D, T, Q> computeCovarianceMatrix(vec<D, T, Q> const* v, size_t n)
+	{
+		return computeCovarianceMatrix<D, T, Q, vec<D, T, Q> const*>(v, v + n);
+	}
+
+
+	template<length_t D, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<D, D, T, Q> computeCovarianceMatrix(vec<D, T, Q> const* v, size_t n, vec<D, T, Q> const& c)
+	{
+		return computeCovarianceMatrix<D, T, Q, vec<D, T, Q> const*>(v, v + n, c);
+	}
+
+
+	template<length_t D, typename T, qualifier Q, typename I>
+	GLM_FUNC_QUALIFIER mat<D, D, T, Q> computeCovarianceMatrix(I const& b, I const& e)
+	{
+		glm::mat<D, D, T, Q> m(0);
+
+		size_t cnt = 0;
+		for(I i = b; i != e; i++)
+		{
+			vec<D, T, Q> const& v = *i;
+			for(length_t x = 0; x < D; ++x)
+				for(length_t y = 0; y < D; ++y)
+					m[x][y] += static_cast<T>(v[x] * v[y]);
+			cnt++;
+		}
+		if(cnt > 0)
+			m /= static_cast<T>(cnt);
+
+		return m;
+	}
+
+
+	template<length_t D, typename T, qualifier Q, typename I>
+	GLM_FUNC_QUALIFIER mat<D, D, T, Q> computeCovarianceMatrix(I const& b, I const& e, vec<D, T, Q> const& c)
+	{
+		glm::mat<D, D, T, Q> m(0);
+		glm::vec<D, T, Q> v;
+
+		size_t cnt = 0;
+		for(I i = b; i != e; i++)
+		{
+			v = *i - c;
+			for(length_t x = 0; x < D; ++x)
+				for(length_t y = 0; y < D; ++y)
+					m[x][y] += static_cast<T>(v[x] * v[y]);
+			cnt++;
+		}
+		if(cnt > 0)
+			m /= static_cast<T>(cnt);
+
+		return m;
+	}
+
+	namespace _internal_
+	{
+
+		template<typename T>
+		GLM_FUNC_QUALIFIER static T transferSign(T const& v, T const& s)
+		{
+			return ((s) >= 0 ? glm::abs(v) : -glm::abs(v));
+		}
+
+		template<typename T>
+		GLM_FUNC_QUALIFIER static T pythag(T const& a, T const& b) {
+			static const T epsilon = static_cast<T>(0.0000001);
+			T absa = glm::abs(a);
+			T absb = glm::abs(b);
+			if(absa > absb) {
+				absb /= absa;
+				absb *= absb;
+				return absa * glm::sqrt(static_cast<T>(1) + absb);
+			}
+			if(glm::equal<T>(absb, 0, epsilon)) return static_cast<T>(0);
+			absa /= absb;
+			absa *= absa;
+			return absb * glm::sqrt(static_cast<T>(1) + absa);
+		}
+
+	}
+
+	template<length_t D, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER unsigned int findEigenvaluesSymReal
+	(
+		mat<D, D, T, Q> const& covarMat,
+		vec<D, T, Q>& outEigenvalues,
+		mat<D, D, T, Q>& outEigenvectors
+	)
+	{
+		using _internal_::transferSign;
+		using _internal_::pythag;
+
+		T a[D * D]; // matrix -- input and workspace for algorithm (will be changed inplace)
+		T d[D]; // diagonal elements
+		T e[D]; // off-diagonal elements
+
+		for(length_t r = 0; r < D; r++)
+			for(length_t c = 0; c < D; c++)
+				a[(r) * D + (c)] = covarMat[c][r];
+
+		// 1. Householder reduction.
+		length_t l, k, j, i;
+		T scale, hh, h, g, f;
+		static const T epsilon = static_cast<T>(0.0000001);
+
+		for(i = D; i >= 2; i--)
+		{
+			l = i - 1;
+			h = scale = 0;
+			if(l > 1)
+			{
+				for(k = 1; k <= l; k++)
+				{
+					scale += glm::abs(a[(i - 1) * D + (k - 1)]);
+				}
+				if(glm::equal<T>(scale, 0, epsilon))
+				{
+					e[i - 1] = a[(i - 1) * D + (l - 1)];
+				}
+				else
+				{
+					for(k = 1; k <= l; k++)
+					{
+						a[(i - 1) * D + (k - 1)] /= scale;
+						h += a[(i - 1) * D + (k - 1)] * a[(i - 1) * D + (k - 1)];
+					}
+					f = a[(i - 1) * D + (l - 1)];
+					g = ((f >= 0) ? -glm::sqrt(h) : glm::sqrt(h));
+					e[i - 1] = scale * g;
+					h -= f * g;
+					a[(i - 1) * D + (l - 1)] = f - g;
+					f = 0;
+					for(j = 1; j <= l; j++)
+					{
+						a[(j - 1) * D + (i - 1)] = a[(i - 1) * D + (j - 1)] / h;
+						g = 0;
+						for(k = 1; k <= j; k++)
+						{
+							g += a[(j - 1) * D + (k - 1)] * a[(i - 1) * D + (k - 1)];
+						}
+						for(k = j + 1; k <= l; k++)
+						{
+							g += a[(k - 1) * D + (j - 1)] * a[(i - 1) * D + (k - 1)];
+						}
+						e[j - 1] = g / h;
+						f += e[j - 1] * a[(i - 1) * D + (j - 1)];
+					}
+					hh = f / (h + h);
+					for(j = 1; j <= l; j++)
+					{
+						f = a[(i - 1) * D + (j - 1)];
+						e[j - 1] = g = e[j - 1] - hh * f;
+						for(k = 1; k <= j; k++)
+						{
+							a[(j - 1) * D + (k - 1)] -= (f * e[k - 1] + g * a[(i - 1) * D + (k - 1)]);
+						}
+					}
+				}
+			}
+			else
+			{
+				e[i - 1] = a[(i - 1) * D + (l - 1)];
+			}
+			d[i - 1] = h;
+		}
+		d[0] = 0;
+		e[0] = 0;
+		for(i = 1; i <= D; i++)
+		{
+			l = i - 1;
+			if(!glm::equal<T>(d[i - 1], 0, epsilon))
+			{
+				for(j = 1; j <= l; j++)
+				{
+					g = 0;
+					for(k = 1; k <= l; k++)
+					{
+						g += a[(i - 1) * D + (k - 1)] * a[(k - 1) * D + (j - 1)];
+					}
+					for(k = 1; k <= l; k++)
+					{
+						a[(k - 1) * D + (j - 1)] -= g * a[(k - 1) * D + (i - 1)];
+					}
+				}
+			}
+			d[i - 1] = a[(i - 1) * D + (i - 1)];
+			a[(i - 1) * D + (i - 1)] = 1;
+			for(j = 1; j <= l; j++)
+			{
+				a[(j - 1) * D + (i - 1)] = a[(i - 1) * D + (j - 1)] = 0;
+			}
+		}
+
+		// 2. Calculation of eigenvalues and eigenvectors (QL algorithm)
+		length_t m, iter;
+		T s, r, p, dd, c, b;
+		const length_t MAX_ITER = 30;
+
+		for(i = 2; i <= D; i++)
+		{
+			e[i - 2] = e[i - 1];
+		}
+		e[D - 1] = 0;
+
+		for(l = 1; l <= D; l++)
+		{
+			iter = 0;
+			do
+			{
+				for(m = l; m <= D - 1; m++)
+				{
+					dd = glm::abs(d[m - 1]) + glm::abs(d[m - 1 + 1]);
+					if(glm::equal<T>(glm::abs(e[m - 1]) + dd, dd, epsilon))
+						break;
+				}
+				if(m != l)
+				{
+					if(iter++ == MAX_ITER)
+					{
+						return 0; // Too many iterations in FindEigenvalues
+					}
+					g = (d[l - 1 + 1] - d[l - 1]) / (2 * e[l - 1]);
+					r = pythag<T>(g, 1);
+					g = d[m - 1] - d[l - 1] + e[l - 1] / (g + transferSign(r, g));
+					s = c = 1;
+					p = 0;
+					for(i = m - 1; i >= l; i--)
+					{
+						f = s * e[i - 1];
+						b = c * e[i - 1];
+						e[i - 1 + 1] = r = pythag(f, g);
+						if(glm::equal<T>(r, 0, epsilon))
+						{
+							d[i - 1 + 1] -= p;
+							e[m - 1] = 0;
+							break;
+						}
+						s = f / r;
+						c = g / r;
+						g = d[i - 1 + 1] - p;
+						r = (d[i - 1] - g) * s + 2 * c * b;
+						d[i - 1 + 1] = g + (p = s * r);
+						g = c * r - b;
+						for(k = 1; k <= D; k++)
+						{
+							f = a[(k - 1) * D + (i - 1 + 1)];
+							a[(k - 1) * D + (i - 1 + 1)] = s * a[(k - 1) * D + (i - 1)] + c * f;
+							a[(k - 1) * D + (i - 1)] = c * a[(k - 1) * D + (i - 1)] - s * f;
+						}
+					}
+					if(glm::equal<T>(r, 0, epsilon) && (i >= l))
+						continue;
+					d[l - 1] -= p;
+					e[l - 1] = g;
+					e[m - 1] = 0;
+				}
+			} while(m != l);
+		}
+
+		// 3. output
+		for(i = 0; i < D; i++)
+			outEigenvalues[i] = d[i];
+		for(i = 0; i < D; i++)
+			for(j = 0; j < D; j++)
+				outEigenvectors[i][j] = a[(j) * D + (i)];
+
+		return D;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER void sortEigenvalues(vec<2, T, Q>& eigenvalues, mat<2, 2, T, Q>& eigenvectors)
+	{
+		if (eigenvalues[0] < eigenvalues[1])
+		{
+			std::swap(eigenvalues[0], eigenvalues[1]);
+			std::swap(eigenvectors[0], eigenvectors[1]);
+		}
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER void sortEigenvalues(vec<3, T, Q>& eigenvalues, mat<3, 3, T, Q>& eigenvectors)
+	{
+		if (eigenvalues[0] < eigenvalues[1])
+		{
+			std::swap(eigenvalues[0], eigenvalues[1]);
+			std::swap(eigenvectors[0], eigenvectors[1]);
+		}
+		if (eigenvalues[0] < eigenvalues[2])
+		{
+			std::swap(eigenvalues[0], eigenvalues[2]);
+			std::swap(eigenvectors[0], eigenvectors[2]);
+		}
+		if (eigenvalues[1] < eigenvalues[2])
+		{
+			std::swap(eigenvalues[1], eigenvalues[2]);
+			std::swap(eigenvectors[1], eigenvectors[2]);
+		}
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER void sortEigenvalues(vec<4, T, Q>& eigenvalues, mat<4, 4, T, Q>& eigenvectors)
+	{
+		if (eigenvalues[0] < eigenvalues[2])
+		{
+			std::swap(eigenvalues[0], eigenvalues[2]);
+			std::swap(eigenvectors[0], eigenvectors[2]);
+		}
+		if (eigenvalues[1] < eigenvalues[3])
+		{
+			std::swap(eigenvalues[1], eigenvalues[3]);
+			std::swap(eigenvectors[1], eigenvectors[3]);
+		}
+		if (eigenvalues[0] < eigenvalues[1])
+		{
+			std::swap(eigenvalues[0], eigenvalues[1]);
+			std::swap(eigenvectors[0], eigenvectors[1]);
+		}
+		if (eigenvalues[2] < eigenvalues[3])
+		{
+			std::swap(eigenvalues[2], eigenvalues[3]);
+			std::swap(eigenvectors[2], eigenvectors[3]);
+		}
+		if (eigenvalues[1] < eigenvalues[2])
+		{
+			std::swap(eigenvalues[1], eigenvalues[2]);
+			std::swap(eigenvectors[1], eigenvectors[2]);
+		}
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/perpendicular.hpp b/third_party/glm/gtx/perpendicular.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4087ab04a71f00903f8dc4f6d3ab821e738ecaab
--- /dev/null
+++ b/third_party/glm/gtx/perpendicular.hpp
@@ -0,0 +1,39 @@
+/// @ref gtx_perpendicular
+/// @file glm/gtx/perpendicular.hpp
+///
+/// @see core (dependence)
+/// @see gtx_projection (dependence)
+///
+/// @defgroup gtx_perpendicular GLM_GTX_perpendicular
+/// @ingroup gtx
+///
+/// Include <glm/gtx/perpendicular.hpp> to use the features of this extension.
+///
+/// Perpendicular of a vector from other one
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtx/projection.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_perpendicular is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_perpendicular extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_perpendicular
+	/// @{
+
+	//! Projects x a perpendicular axis of Normal.
+	//! From GLM_GTX_perpendicular extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType perp(genType const& x, genType const& Normal);
+
+	/// @}
+}//namespace glm
+
+#include "perpendicular.inl"
diff --git a/third_party/glm/gtx/perpendicular.inl b/third_party/glm/gtx/perpendicular.inl
new file mode 100644
index 0000000000000000000000000000000000000000..1e72f334230dee397361c2bae3af71600ee0a722
--- /dev/null
+++ b/third_party/glm/gtx/perpendicular.inl
@@ -0,0 +1,10 @@
+/// @ref gtx_perpendicular
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType perp(genType const& x, genType const& Normal)
+	{
+		return x - proj(x, Normal);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/polar_coordinates.hpp b/third_party/glm/gtx/polar_coordinates.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c27aacfe616581c09bf0985ccbb0055629a9878c
--- /dev/null
+++ b/third_party/glm/gtx/polar_coordinates.hpp
@@ -0,0 +1,46 @@
+/// @ref gtx_polar_coordinates
+/// @file glm/gtx/polar_coordinates.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_polar_coordinates GLM_GTX_polar_coordinates
+/// @ingroup gtx
+///
+/// Include <glm/gtx/polar_coordinates.hpp> to use the features of this extension.
+///
+/// Conversion from Euclidean space to polar space and revert.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_polar_coordinates is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_polar_coordinates extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_polar_coordinates
+	/// @{
+
+	/// Convert Euclidean to Polar coordinates, x is the latitude, y the longitude and z the xz distance.
+	///
+	/// @see gtx_polar_coordinates
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> polar(
+		vec<3, T, Q> const& euclidean);
+
+	/// Convert Polar to Euclidean coordinates.
+	///
+	/// @see gtx_polar_coordinates
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> euclidean(
+		vec<2, T, Q> const& polar);
+
+	/// @}
+}//namespace glm
+
+#include "polar_coordinates.inl"
diff --git a/third_party/glm/gtx/polar_coordinates.inl b/third_party/glm/gtx/polar_coordinates.inl
new file mode 100644
index 0000000000000000000000000000000000000000..371c8dddebd1cf197ab8527b4bb8098edf733814
--- /dev/null
+++ b/third_party/glm/gtx/polar_coordinates.inl
@@ -0,0 +1,36 @@
+/// @ref gtx_polar_coordinates
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> polar
+	(
+		vec<3, T, Q> const& euclidean
+	)
+	{
+		T const Length(length(euclidean));
+		vec<3, T, Q> const tmp(euclidean / Length);
+		T const xz_dist(sqrt(tmp.x * tmp.x + tmp.z * tmp.z));
+
+		return vec<3, T, Q>(
+			asin(tmp.y),	// latitude
+			atan(tmp.x, tmp.z),		// longitude
+			xz_dist);				// xz distance
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> euclidean
+	(
+		vec<2, T, Q> const& polar
+	)
+	{
+		T const latitude(polar.x);
+		T const longitude(polar.y);
+
+		return vec<3, T, Q>(
+			cos(latitude) * sin(longitude),
+			sin(latitude),
+			cos(latitude) * cos(longitude));
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/projection.hpp b/third_party/glm/gtx/projection.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a438f396e6e724f374befb9b8452b3ca8af63fdc
--- /dev/null
+++ b/third_party/glm/gtx/projection.hpp
@@ -0,0 +1,41 @@
+/// @ref gtx_projection
+/// @file glm/gtx/projection.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_projection GLM_GTX_projection
+/// @ingroup gtx
+///
+/// Include <glm/gtx/projection.hpp> to use the features of this extension.
+///
+/// Projection of a vector to other one
+
+#pragma once
+
+// Dependency:
+#include "../geometric.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_projection is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_projection extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_projection
+	/// @{
+
+	/// Projects x on Normal.
+	///
+	/// @param[in] x A vector to project
+	/// @param[in] Normal A normal that doesn't need to be of unit length.
+	///
+	/// @see gtx_projection
+	template<typename genType>
+	GLM_FUNC_DECL genType proj(genType const& x, genType const& Normal);
+
+	/// @}
+}//namespace glm
+
+#include "projection.inl"
diff --git a/third_party/glm/gtx/projection.inl b/third_party/glm/gtx/projection.inl
new file mode 100644
index 0000000000000000000000000000000000000000..f23f884fb93a2c246d4560ec1f18c7292f9205c6
--- /dev/null
+++ b/third_party/glm/gtx/projection.inl
@@ -0,0 +1,10 @@
+/// @ref gtx_projection
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType proj(genType const& x, genType const& Normal)
+	{
+		return glm::dot(x, Normal) / glm::dot(Normal, Normal) * Normal;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/quaternion.hpp b/third_party/glm/gtx/quaternion.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f51c521cc36509089e97ad9e41dd6a9da95f8016
--- /dev/null
+++ b/third_party/glm/gtx/quaternion.hpp
@@ -0,0 +1,172 @@
+/// @ref gtx_quaternion
+/// @file glm/gtx/quaternion.hpp
+///
+/// @see core (dependence)
+/// @see gtx_extented_min_max (dependence)
+///
+/// @defgroup gtx_quaternion GLM_GTX_quaternion
+/// @ingroup gtx
+///
+/// Include <glm/gtx/quaternion.hpp> to use the features of this extension.
+///
+/// Extended quaternion types and functions
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/constants.hpp"
+#include "../gtc/quaternion.hpp"
+#include "../ext/quaternion_exponential.hpp"
+#include "../gtx/norm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_quaternion extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_quaternion
+	/// @{
+
+	/// Create an identity quaternion.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR qua<T, Q> quat_identity();
+
+	/// Compute a cross product between a quaternion and a vector.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> cross(
+		qua<T, Q> const& q,
+		vec<3, T, Q> const& v);
+
+	//! Compute a cross product between a vector and a quaternion.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> cross(
+		vec<3, T, Q> const& v,
+		qua<T, Q> const& q);
+
+	//! Compute a point on a path according squad equation.
+	//! q1 and q2 are control points; s1 and s2 are intermediate control points.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> squad(
+		qua<T, Q> const& q1,
+		qua<T, Q> const& q2,
+		qua<T, Q> const& s1,
+		qua<T, Q> const& s2,
+		T const& h);
+
+	//! Returns an intermediate control point for squad interpolation.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> intermediate(
+		qua<T, Q> const& prev,
+		qua<T, Q> const& curr,
+		qua<T, Q> const& next);
+
+	//! Returns quarternion square root.
+	///
+	/// @see gtx_quaternion
+	//template<typename T, qualifier Q>
+	//qua<T, Q> sqrt(
+	//	qua<T, Q> const& q);
+
+	//! Rotates a 3 components vector by a quaternion.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> rotate(
+		qua<T, Q> const& q,
+		vec<3, T, Q> const& v);
+
+	/// Rotates a 4 components vector by a quaternion.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> rotate(
+		qua<T, Q> const& q,
+		vec<4, T, Q> const& v);
+
+	/// Extract the real component of a quaternion.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T extractRealComponent(
+		qua<T, Q> const& q);
+
+	/// Converts a quaternion to a 3 * 3 matrix.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> toMat3(
+		qua<T, Q> const& x){return mat3_cast(x);}
+
+	/// Converts a quaternion to a 4 * 4 matrix.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> toMat4(
+		qua<T, Q> const& x){return mat4_cast(x);}
+
+	/// Converts a 3 * 3 matrix to a quaternion.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> toQuat(
+		mat<3, 3, T, Q> const& x){return quat_cast(x);}
+
+	/// Converts a 4 * 4 matrix to a quaternion.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> toQuat(
+		mat<4, 4, T, Q> const& x){return quat_cast(x);}
+
+	/// Quaternion interpolation using the rotation short path.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> shortMix(
+		qua<T, Q> const& x,
+		qua<T, Q> const& y,
+		T const& a);
+
+	/// Quaternion normalized linear interpolation.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> fastMix(
+		qua<T, Q> const& x,
+		qua<T, Q> const& y,
+		T const& a);
+
+	/// Compute the rotation between two vectors.
+	/// @param orig vector, needs to be normalized
+	/// @param dest vector, needs to be normalized
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> rotation(
+		vec<3, T, Q> const& orig,
+		vec<3, T, Q> const& dest);
+
+	/// Returns the squared length of x.
+	///
+	/// @see gtx_quaternion
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR T length2(qua<T, Q> const& q);
+
+	/// @}
+}//namespace glm
+
+#include "quaternion.inl"
diff --git a/third_party/glm/gtx/quaternion.inl b/third_party/glm/gtx/quaternion.inl
new file mode 100644
index 0000000000000000000000000000000000000000..5e18899a714ab4066c80f5e13c38f81ee1a014d5
--- /dev/null
+++ b/third_party/glm/gtx/quaternion.inl
@@ -0,0 +1,159 @@
+/// @ref gtx_quaternion
+
+#include <limits>
+#include "../gtc/constants.hpp"
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> quat_identity()
+	{
+		return qua<T, Q>::wxyz(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> cross(vec<3, T, Q> const& v, qua<T, Q> const& q)
+	{
+		return inverse(q) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> cross(qua<T, Q> const& q, vec<3, T, Q> const& v)
+	{
+		return q * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> squad
+	(
+		qua<T, Q> const& q1,
+		qua<T, Q> const& q2,
+		qua<T, Q> const& s1,
+		qua<T, Q> const& s2,
+		T const& h)
+	{
+		return mix(mix(q1, q2, h), mix(s1, s2, h), static_cast<T>(2) * (static_cast<T>(1) - h) * h);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> intermediate
+	(
+		qua<T, Q> const& prev,
+		qua<T, Q> const& curr,
+		qua<T, Q> const& next
+	)
+	{
+		qua<T, Q> invQuat = inverse(curr);
+		return exp((log(next * invQuat) + log(prev * invQuat)) / static_cast<T>(-4)) * curr;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rotate(qua<T, Q> const& q, vec<3, T, Q> const& v)
+	{
+		return q * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> rotate(qua<T, Q> const& q, vec<4, T, Q> const& v)
+	{
+		return q * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T extractRealComponent(qua<T, Q> const& q)
+	{
+		T w = static_cast<T>(1) - q.x * q.x - q.y * q.y - q.z * q.z;
+		if(w < T(0))
+			return T(0);
+		else
+			return -sqrt(w);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER GLM_CONSTEXPR T length2(qua<T, Q> const& q)
+	{
+		return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> shortMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
+	{
+		if(a <= static_cast<T>(0)) return x;
+		if(a >= static_cast<T>(1)) return y;
+
+		T fCos = dot(x, y);
+		qua<T, Q> y2(y); //BUG!!! qua<T> y2;
+		if(fCos < static_cast<T>(0))
+		{
+			y2 = -y;
+			fCos = -fCos;
+		}
+
+		//if(fCos > 1.0f) // problem
+		T k0, k1;
+		if(fCos > (static_cast<T>(1) - epsilon<T>()))
+		{
+			k0 = static_cast<T>(1) - a;
+			k1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;
+		}
+		else
+		{
+			T fSin = sqrt(T(1) - fCos * fCos);
+			T fAngle = atan(fSin, fCos);
+			T fOneOverSin = static_cast<T>(1) / fSin;
+			k0 = sin((static_cast<T>(1) - a) * fAngle) * fOneOverSin;
+			k1 = sin((static_cast<T>(0) + a) * fAngle) * fOneOverSin;
+		}
+
+		return qua<T, Q>::wxyz(
+			k0 * x.w + k1 * y2.w,
+			k0 * x.x + k1 * y2.x,
+			k0 * x.y + k1 * y2.y,
+			k0 * x.z + k1 * y2.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> fastMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
+	{
+		return glm::normalize(x * (static_cast<T>(1) - a) + (y * a));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest)
+	{
+		T cosTheta = dot(orig, dest);
+		vec<3, T, Q> rotationAxis;
+
+		if(cosTheta >= static_cast<T>(1) - epsilon<T>()) {
+			// orig and dest point in the same direction
+			return quat_identity<T,Q>();
+		}
+
+		if(cosTheta < static_cast<T>(-1) + epsilon<T>())
+		{
+			// special case when vectors in opposite directions :
+			// there is no "ideal" rotation axis
+			// So guess one; any will do as long as it's perpendicular to start
+			// This implementation favors a rotation around the Up axis (Y),
+			// since it's often what you want to do.
+			rotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig);
+			if(length2(rotationAxis) < epsilon<T>()) // bad luck, they were parallel, try again!
+				rotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig);
+
+			rotationAxis = normalize(rotationAxis);
+			return angleAxis(pi<T>(), rotationAxis);
+		}
+
+		// Implementation from Stan Melax's Game Programming Gems 1 article
+		rotationAxis = cross(orig, dest);
+
+		T s = sqrt((T(1) + cosTheta) * static_cast<T>(2));
+		T invs = static_cast<T>(1) / s;
+
+		return qua<T, Q>::wxyz(
+			s * static_cast<T>(0.5f),
+			rotationAxis.x * invs,
+			rotationAxis.y * invs,
+			rotationAxis.z * invs);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/range.hpp b/third_party/glm/gtx/range.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..50c5e57be6754f2f2377cebb5085fe3d57926e13
--- /dev/null
+++ b/third_party/glm/gtx/range.hpp
@@ -0,0 +1,96 @@
+/// @ref gtx_range
+/// @file glm/gtx/range.hpp
+/// @author Joshua Moerman
+///
+/// @defgroup gtx_range GLM_GTX_range
+/// @ingroup gtx
+///
+/// Include <glm/gtx/range.hpp> to use the features of this extension.
+///
+/// Defines begin and end for vectors and matrices. Useful for range-based for loop.
+/// The range is defined over the elements, not over columns or rows (e.g. mat4 has 16 elements).
+
+#pragma once
+
+// Dependencies
+#include "../detail/setup.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_range is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_range extension included")
+#endif
+
+#include "../gtc/type_ptr.hpp"
+#include "../gtc/vec1.hpp"
+
+namespace glm
+{
+	/// @addtogroup gtx_range
+	/// @{
+
+#	if GLM_COMPILER & GLM_COMPILER_VC
+#		pragma warning(push)
+#		pragma warning(disable : 4100) // unreferenced formal parameter
+#	endif
+
+	template<typename T, qualifier Q>
+	inline length_t components(vec<1, T, Q> const& v)
+	{
+		return v.length();
+	}
+
+	template<typename T, qualifier Q>
+	inline length_t components(vec<2, T, Q> const& v)
+	{
+		return v.length();
+	}
+
+	template<typename T, qualifier Q>
+	inline length_t components(vec<3, T, Q> const& v)
+	{
+		return v.length();
+	}
+
+	template<typename T, qualifier Q>
+	inline length_t components(vec<4, T, Q> const& v)
+	{
+		return v.length();
+	}
+
+	template<typename genType>
+	inline length_t components(genType const& m)
+	{
+		return m.length() * m[0].length();
+	}
+
+	template<typename genType>
+	inline typename genType::value_type const * begin(genType const& v)
+	{
+		return value_ptr(v);
+	}
+
+	template<typename genType>
+	inline typename genType::value_type const * end(genType const& v)
+	{
+		return begin(v) + components(v);
+	}
+
+	template<typename genType>
+	inline typename genType::value_type * begin(genType& v)
+	{
+		return value_ptr(v);
+	}
+
+	template<typename genType>
+	inline typename genType::value_type * end(genType& v)
+	{
+		return begin(v) + components(v);
+	}
+
+#	if GLM_COMPILER & GLM_COMPILER_VC
+#		pragma warning(pop)
+#	endif
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/gtx/raw_data.hpp b/third_party/glm/gtx/raw_data.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..3bc27b98dd73aeded67029fd31d0c08835d0e0fe
--- /dev/null
+++ b/third_party/glm/gtx/raw_data.hpp
@@ -0,0 +1,49 @@
+/// @ref gtx_raw_data
+/// @file glm/gtx/raw_data.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_raw_data GLM_GTX_raw_data
+/// @ingroup gtx
+///
+/// Include <glm/gtx/raw_data.hpp> to use the features of this extension.
+///
+/// Projection of a vector to other one
+
+#pragma once
+
+// Dependencies
+#include "../ext/scalar_uint_sized.hpp"
+#include "../detail/setup.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_raw_data is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_raw_data extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_raw_data
+	/// @{
+
+	//! Type for byte numbers.
+	//! From GLM_GTX_raw_data extension.
+	typedef detail::uint8		byte;
+
+	//! Type for word numbers.
+	//! From GLM_GTX_raw_data extension.
+	typedef detail::uint16		word;
+
+	//! Type for dword numbers.
+	//! From GLM_GTX_raw_data extension.
+	typedef detail::uint32		dword;
+
+	//! Type for qword numbers.
+	//! From GLM_GTX_raw_data extension.
+	typedef detail::uint64		qword;
+
+	/// @}
+}// namespace glm
+
+#include "raw_data.inl"
diff --git a/third_party/glm/gtx/raw_data.inl b/third_party/glm/gtx/raw_data.inl
new file mode 100644
index 0000000000000000000000000000000000000000..c740317d334e7f08181df5ac2522aef7e85bbdb4
--- /dev/null
+++ b/third_party/glm/gtx/raw_data.inl
@@ -0,0 +1,2 @@
+/// @ref gtx_raw_data
+
diff --git a/third_party/glm/gtx/rotate_normalized_axis.hpp b/third_party/glm/gtx/rotate_normalized_axis.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..02c3f5c7e4485257abb207436a348648996eb6b1
--- /dev/null
+++ b/third_party/glm/gtx/rotate_normalized_axis.hpp
@@ -0,0 +1,66 @@
+/// @ref gtx_rotate_normalized_axis
+/// @file glm/gtx/rotate_normalized_axis.hpp
+///
+/// @see core (dependence)
+/// @see gtc_matrix_transform
+/// @see gtc_quaternion
+///
+/// @defgroup gtx_rotate_normalized_axis GLM_GTX_rotate_normalized_axis
+/// @ingroup gtx
+///
+/// Include <glm/gtx/rotate_normalized_axis.hpp> to use the features of this extension.
+///
+/// Quaternions and matrices rotations around normalized axis.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/epsilon.hpp"
+#include "../gtc/quaternion.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_rotate_normalized_axis is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_rotate_normalized_axis extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_rotate_normalized_axis
+	/// @{
+
+	/// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.
+	///
+	/// @param m Input matrix multiplied by this rotation matrix.
+	/// @param angle Rotation angle expressed in radians.
+	/// @param axis Rotation axis, must be normalized.
+	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
+	///
+	/// @see gtx_rotate_normalized_axis
+	/// @see - rotate(T angle, T x, T y, T z)
+	/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
+	/// @see - rotate(T angle, vec<3, T, Q> const& v)
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> rotateNormalizedAxis(
+		mat<4, 4, T, Q> const& m,
+		T const& angle,
+		vec<3, T, Q> const& axis);
+
+	/// Rotates a quaternion from a vector of 3 components normalized axis and an angle.
+	///
+	/// @param q Source orientation
+	/// @param angle Angle expressed in radians.
+	/// @param axis Normalized axis of the rotation, must be normalized.
+	///
+	/// @see gtx_rotate_normalized_axis
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL qua<T, Q> rotateNormalizedAxis(
+		qua<T, Q> const& q,
+		T const& angle,
+		vec<3, T, Q> const& axis);
+
+	/// @}
+}//namespace glm
+
+#include "rotate_normalized_axis.inl"
diff --git a/third_party/glm/gtx/rotate_normalized_axis.inl b/third_party/glm/gtx/rotate_normalized_axis.inl
new file mode 100644
index 0000000000000000000000000000000000000000..352a56cb17acc26f1e75bdf2abf17d31a5a011f5
--- /dev/null
+++ b/third_party/glm/gtx/rotate_normalized_axis.inl
@@ -0,0 +1,58 @@
+/// @ref gtx_rotate_normalized_axis
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotateNormalizedAxis
+	(
+		mat<4, 4, T, Q> const& m,
+		T const& angle,
+		vec<3, T, Q> const& v
+	)
+	{
+		T const a = angle;
+		T const c = cos(a);
+		T const s = sin(a);
+
+		vec<3, T, Q> const axis(v);
+
+		vec<3, T, Q> const temp((static_cast<T>(1) - c) * axis);
+
+		mat<4, 4, T, Q> Rotate;
+		Rotate[0][0] = c + temp[0] * axis[0];
+		Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
+		Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
+
+		Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
+		Rotate[1][1] = c + temp[1] * axis[1];
+		Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
+
+		Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
+		Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
+		Rotate[2][2] = c + temp[2] * axis[2];
+
+		mat<4, 4, T, Q> Result;
+		Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
+		Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
+		Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
+		Result[3] = m[3];
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER qua<T, Q> rotateNormalizedAxis
+	(
+		qua<T, Q> const& q,
+		T const& angle,
+		vec<3, T, Q> const& v
+	)
+	{
+		vec<3, T, Q> const Tmp(v);
+
+		T const AngleRad(angle);
+		T const Sin = sin(AngleRad * T(0.5));
+
+		return q * qua<T, Q>::wxyz(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);
+		//return gtc::quaternion::cross(q, tquat<T, Q>(cos(AngleRad * T(0.5)), Tmp.x * fSin, Tmp.y * fSin, Tmp.z * fSin));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/rotate_vector.hpp b/third_party/glm/gtx/rotate_vector.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..b7345bf41e6214447191cb3c786cc897aee36784
--- /dev/null
+++ b/third_party/glm/gtx/rotate_vector.hpp
@@ -0,0 +1,121 @@
+/// @ref gtx_rotate_vector
+/// @file glm/gtx/rotate_vector.hpp
+///
+/// @see core (dependence)
+/// @see gtx_transform (dependence)
+///
+/// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector
+/// @ingroup gtx
+///
+/// Include <glm/gtx/rotate_vector.hpp> to use the features of this extension.
+///
+/// Function to directly rotate a vector
+
+#pragma once
+
+// Dependency:
+#include "../gtx/transform.hpp"
+#include "../gtc/epsilon.hpp"
+#include "../ext/vector_relational.hpp"
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_rotate_vector is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_rotate_vector extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_rotate_vector
+	/// @{
+
+	/// Returns Spherical interpolation between two vectors
+	///
+	/// @param x A first vector
+	/// @param y A second vector
+	/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
+	///
+	/// @see gtx_rotate_vector
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> slerp(
+		vec<3, T, Q> const& x,
+		vec<3, T, Q> const& y,
+		T const& a);
+
+	//! Rotate a two dimensional vector.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<2, T, Q> rotate(
+		vec<2, T, Q> const& v,
+		T const& angle);
+
+	//! Rotate a three dimensional vector around an axis.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> rotate(
+		vec<3, T, Q> const& v,
+		T const& angle,
+		vec<3, T, Q> const& normal);
+
+	//! Rotate a four dimensional vector around an axis.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> rotate(
+		vec<4, T, Q> const& v,
+		T const& angle,
+		vec<3, T, Q> const& normal);
+
+	//! Rotate a three dimensional vector around the X axis.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> rotateX(
+		vec<3, T, Q> const& v,
+		T const& angle);
+
+	//! Rotate a three dimensional vector around the Y axis.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> rotateY(
+		vec<3, T, Q> const& v,
+		T const& angle);
+
+	//! Rotate a three dimensional vector around the Z axis.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<3, T, Q> rotateZ(
+		vec<3, T, Q> const& v,
+		T const& angle);
+
+	//! Rotate a four dimensional vector around the X axis.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> rotateX(
+		vec<4, T, Q> const& v,
+		T const& angle);
+
+	//! Rotate a four dimensional vector around the Y axis.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> rotateY(
+		vec<4, T, Q> const& v,
+		T const& angle);
+
+	//! Rotate a four dimensional vector around the Z axis.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL vec<4, T, Q> rotateZ(
+		vec<4, T, Q> const& v,
+		T const& angle);
+
+	//! Build a rotation matrix from a normal and a up vector.
+	//! From GLM_GTX_rotate_vector extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> orientation(
+		vec<3, T, Q> const& Normal,
+		vec<3, T, Q> const& Up);
+
+	/// @}
+}//namespace glm
+
+#include "rotate_vector.inl"
diff --git a/third_party/glm/gtx/rotate_vector.inl b/third_party/glm/gtx/rotate_vector.inl
new file mode 100644
index 0000000000000000000000000000000000000000..f8136e765e0567723bfcfe6b3b13c6334ab4d5c1
--- /dev/null
+++ b/third_party/glm/gtx/rotate_vector.inl
@@ -0,0 +1,187 @@
+/// @ref gtx_rotate_vector
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> slerp
+	(
+		vec<3, T, Q> const& x,
+		vec<3, T, Q> const& y,
+		T const& a
+	)
+	{
+		// get cosine of angle between vectors (-1 -> 1)
+		T CosAlpha = dot(x, y);
+		// get angle (0 -> pi)
+		T Alpha = acos(CosAlpha);
+		// get sine of angle between vectors (0 -> 1)
+		T SinAlpha = sin(Alpha);
+		// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi
+		T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;
+		T t2 = sin(a * Alpha) / SinAlpha;
+
+		// interpolate src vectors
+		return x * t1 + y * t2;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, T, Q> rotate
+	(
+		vec<2, T, Q> const& v,
+		T const& angle
+	)
+	{
+		vec<2, T, Q> Result;
+		T const Cos(cos(angle));
+		T const Sin(sin(angle));
+
+		Result.x = v.x * Cos - v.y * Sin;
+		Result.y = v.x * Sin + v.y * Cos;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rotate
+	(
+		vec<3, T, Q> const& v,
+		T const& angle,
+		vec<3, T, Q> const& normal
+	)
+	{
+		return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;
+	}
+	/*
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(
+		const vec<3, T, Q>& x,
+		T angle,
+		const vec<3, T, Q>& normal)
+	{
+		const T Cos = cos(radians(angle));
+		const T Sin = sin(radians(angle));
+		return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;
+	}
+	*/
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> rotate
+	(
+		vec<4, T, Q> const& v,
+		T const& angle,
+		vec<3, T, Q> const& normal
+	)
+	{
+		return rotate(angle, normal) * v;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX
+	(
+		vec<3, T, Q> const& v,
+		T const& angle
+	)
+	{
+		vec<3, T, Q> Result(v);
+		T const Cos(cos(angle));
+		T const Sin(sin(angle));
+
+		Result.y = v.y * Cos - v.z * Sin;
+		Result.z = v.y * Sin + v.z * Cos;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY
+	(
+		vec<3, T, Q> const& v,
+		T const& angle
+	)
+	{
+		vec<3, T, Q> Result = v;
+		T const Cos(cos(angle));
+		T const Sin(sin(angle));
+
+		Result.x =  v.x * Cos + v.z * Sin;
+		Result.z = -v.x * Sin + v.z * Cos;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ
+	(
+		vec<3, T, Q> const& v,
+		T const& angle
+	)
+	{
+		vec<3, T, Q> Result = v;
+		T const Cos(cos(angle));
+		T const Sin(sin(angle));
+
+		Result.x = v.x * Cos - v.y * Sin;
+		Result.y = v.x * Sin + v.y * Cos;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX
+	(
+		vec<4, T, Q> const& v,
+		T const& angle
+	)
+	{
+		vec<4, T, Q> Result = v;
+		T const Cos(cos(angle));
+		T const Sin(sin(angle));
+
+		Result.y = v.y * Cos - v.z * Sin;
+		Result.z = v.y * Sin + v.z * Cos;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY
+	(
+		vec<4, T, Q> const& v,
+		T const& angle
+	)
+	{
+		vec<4, T, Q> Result = v;
+		T const Cos(cos(angle));
+		T const Sin(sin(angle));
+
+		Result.x =  v.x * Cos + v.z * Sin;
+		Result.z = -v.x * Sin + v.z * Cos;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ
+	(
+		vec<4, T, Q> const& v,
+		T const& angle
+	)
+	{
+		vec<4, T, Q> Result = v;
+		T const Cos(cos(angle));
+		T const Sin(sin(angle));
+
+		Result.x = v.x * Cos - v.y * Sin;
+		Result.y = v.x * Sin + v.y * Cos;
+		return Result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation
+	(
+		vec<3, T, Q> const& Normal,
+		vec<3, T, Q> const& Up
+	)
+	{
+		if(all(equal(Normal, Up, epsilon<T>())))
+			return mat<4, 4, T, Q>(static_cast<T>(1));
+
+		vec<3, T, Q> RotationAxis = cross(Up, Normal);
+		T Angle = acos(dot(Normal, Up));
+
+		return rotate(Angle, RotationAxis);
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/scalar_multiplication.hpp b/third_party/glm/gtx/scalar_multiplication.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..97df00003550093bfbec4a01bfde6ac8878b63e7
--- /dev/null
+++ b/third_party/glm/gtx/scalar_multiplication.hpp
@@ -0,0 +1,80 @@
+/// @ref gtx_scalar_multiplication
+/// @file glm/gtx/scalar_multiplication.hpp
+/// @author Joshua Moerman
+///
+/// @defgroup gtx_scalar_multiplication GLM_GTX_scalar_multiplication
+/// @ingroup gtx
+///
+/// Include <glm/gtx/scalar_multiplication.hpp> to use the features of this extension.
+///
+/// Enables scalar multiplication for all types
+///
+/// Since GLSL is very strict about types, the following (often used) combinations do not work:
+///    double * vec4
+///    int * vec4
+///    vec4 / int
+/// So we'll fix that! Of course "float * vec4" should remain the same (hence the enable_if magic)
+
+#pragma once
+
+#include "../detail/setup.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_scalar_multiplication is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_scalar_multiplication extension included")
+#endif
+
+#include "../vec2.hpp"
+#include "../vec3.hpp"
+#include "../vec4.hpp"
+#include "../mat2x2.hpp"
+#include <type_traits>
+
+namespace glm
+{
+	/// @addtogroup gtx_scalar_multiplication
+	/// @{
+
+	template<typename T, typename Vec>
+	using return_type_scalar_multiplication = typename std::enable_if<
+		!std::is_same<T, float>::value       // T may not be a float
+		&& std::is_arithmetic<T>::value, Vec // But it may be an int or double (no vec3 or mat3, ...)
+	>::type;
+
+#define GLM_IMPLEMENT_SCAL_MULT(Vec) \
+	template<typename T> \
+	return_type_scalar_multiplication<T, Vec> \
+	operator*(T const& s, Vec rh){ \
+		return rh *= static_cast<float>(s); \
+	} \
+	 \
+	template<typename T> \
+	return_type_scalar_multiplication<T, Vec> \
+	operator*(Vec lh, T const& s){ \
+		return lh *= static_cast<float>(s); \
+	} \
+	 \
+	template<typename T> \
+	return_type_scalar_multiplication<T, Vec> \
+	operator/(Vec lh, T const& s){ \
+		return lh *= 1.0f / static_cast<float>(s); \
+	}
+
+GLM_IMPLEMENT_SCAL_MULT(vec2)
+GLM_IMPLEMENT_SCAL_MULT(vec3)
+GLM_IMPLEMENT_SCAL_MULT(vec4)
+
+GLM_IMPLEMENT_SCAL_MULT(mat2)
+GLM_IMPLEMENT_SCAL_MULT(mat2x3)
+GLM_IMPLEMENT_SCAL_MULT(mat2x4)
+GLM_IMPLEMENT_SCAL_MULT(mat3x2)
+GLM_IMPLEMENT_SCAL_MULT(mat3)
+GLM_IMPLEMENT_SCAL_MULT(mat3x4)
+GLM_IMPLEMENT_SCAL_MULT(mat4x2)
+GLM_IMPLEMENT_SCAL_MULT(mat4x3)
+GLM_IMPLEMENT_SCAL_MULT(mat4)
+
+#undef GLM_IMPLEMENT_SCAL_MULT
+	/// @}
+} // namespace glm
diff --git a/third_party/glm/gtx/scalar_relational.hpp b/third_party/glm/gtx/scalar_relational.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..e8409329b62c4b95fd5ad6ab2c88d8d323f0b012
--- /dev/null
+++ b/third_party/glm/gtx/scalar_relational.hpp
@@ -0,0 +1,34 @@
+/// @ref gtx_scalar_relational
+/// @file glm/gtx/scalar_relational.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_scalar_relational GLM_GTX_scalar_relational
+/// @ingroup gtx
+///
+/// Include <glm/gtx/scalar_relational.hpp> to use the features of this extension.
+///
+/// Extend a position from a source to a position at a defined length.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_scalar_relational is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_scalar_relational extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_scalar_relational
+	/// @{
+
+
+
+	/// @}
+}//namespace glm
+
+#include "scalar_relational.inl"
diff --git a/third_party/glm/gtx/scalar_relational.inl b/third_party/glm/gtx/scalar_relational.inl
new file mode 100644
index 0000000000000000000000000000000000000000..c2a121cff9771266eb1de59182a1dc962f9a5e54
--- /dev/null
+++ b/third_party/glm/gtx/scalar_relational.inl
@@ -0,0 +1,88 @@
+/// @ref gtx_scalar_relational
+
+namespace glm
+{
+	template<typename T>
+	GLM_FUNC_QUALIFIER bool lessThan
+	(
+		T const& x,
+		T const& y
+	)
+	{
+		return x < y;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER bool lessThanEqual
+	(
+		T const& x,
+		T const& y
+	)
+	{
+		return x <= y;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER bool greaterThan
+	(
+		T const& x,
+		T const& y
+	)
+	{
+		return x > y;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER bool greaterThanEqual
+	(
+		T const& x,
+		T const& y
+	)
+	{
+		return x >= y;
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER bool equal
+	(
+		T const& x,
+		T const& y
+	)
+	{
+		return detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(x, y);
+	}
+
+	template<typename T>
+	GLM_FUNC_QUALIFIER bool notEqual
+	(
+		T const& x,
+		T const& y
+	)
+	{
+		return !detail::compute_equal<T, std::numeric_limits<T>::is_iec559>::call(x, y);
+	}
+
+	GLM_FUNC_QUALIFIER bool any
+	(
+		bool const& x
+	)
+	{
+		return x;
+	}
+
+	GLM_FUNC_QUALIFIER bool all
+	(
+		bool const& x
+	)
+	{
+		return x;
+	}
+
+	GLM_FUNC_QUALIFIER bool not_
+	(
+		bool const& x
+	)
+	{
+		return !x;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/spline.hpp b/third_party/glm/gtx/spline.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..8df5584913672e08afb1d6ff7acd8a6bba254569
--- /dev/null
+++ b/third_party/glm/gtx/spline.hpp
@@ -0,0 +1,63 @@
+/// @ref gtx_spline
+/// @file glm/gtx/spline.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_spline GLM_GTX_spline
+/// @ingroup gtx
+///
+/// Include <glm/gtx/spline.hpp> to use the features of this extension.
+///
+/// Spline functions
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtx/optimum_pow.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_spline is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_spline extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_spline
+	/// @{
+
+	/// Return a point from a catmull rom curve.
+	/// @see gtx_spline extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType catmullRom(
+		genType const& v1,
+		genType const& v2,
+		genType const& v3,
+		genType const& v4,
+		typename genType::value_type const& s);
+
+	/// Return a point from a hermite curve.
+	/// @see gtx_spline extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType hermite(
+		genType const& v1,
+		genType const& t1,
+		genType const& v2,
+		genType const& t2,
+		typename genType::value_type const& s);
+
+	/// Return a point from a cubic curve.
+	/// @see gtx_spline extension.
+	template<typename genType>
+	GLM_FUNC_DECL genType cubic(
+		genType const& v1,
+		genType const& v2,
+		genType const& v3,
+		genType const& v4,
+		typename genType::value_type const& s);
+
+	/// @}
+}//namespace glm
+
+#include "spline.inl"
diff --git a/third_party/glm/gtx/spline.inl b/third_party/glm/gtx/spline.inl
new file mode 100644
index 0000000000000000000000000000000000000000..c3fd0565629139357a81ffdcae55f8e89b4831dd
--- /dev/null
+++ b/third_party/glm/gtx/spline.inl
@@ -0,0 +1,60 @@
+/// @ref gtx_spline
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType catmullRom
+	(
+		genType const& v1,
+		genType const& v2,
+		genType const& v3,
+		genType const& v4,
+		typename genType::value_type const& s
+	)
+	{
+		typename genType::value_type s2 = pow2(s);
+		typename genType::value_type s3 = pow3(s);
+
+		typename genType::value_type f1 = -s3 + typename genType::value_type(2) * s2 - s;
+		typename genType::value_type f2 = typename genType::value_type(3) * s3 - typename genType::value_type(5) * s2 + typename genType::value_type(2);
+		typename genType::value_type f3 = typename genType::value_type(-3) * s3 + typename genType::value_type(4) * s2 + s;
+		typename genType::value_type f4 = s3 - s2;
+
+		return (f1 * v1 + f2 * v2 + f3 * v3 + f4 * v4) / typename genType::value_type(2);
+
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType hermite
+	(
+		genType const& v1,
+		genType const& t1,
+		genType const& v2,
+		genType const& t2,
+		typename genType::value_type const& s
+	)
+	{
+		typename genType::value_type s2 = pow2(s);
+		typename genType::value_type s3 = pow3(s);
+
+		typename genType::value_type f1 = typename genType::value_type(2) * s3 - typename genType::value_type(3) * s2 + typename genType::value_type(1);
+		typename genType::value_type f2 = typename genType::value_type(-2) * s3 + typename genType::value_type(3) * s2;
+		typename genType::value_type f3 = s3 - typename genType::value_type(2) * s2 + s;
+		typename genType::value_type f4 = s3 - s2;
+
+		return f1 * v1 + f2 * v2 + f3 * t1 + f4 * t2;
+	}
+
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType cubic
+	(
+		genType const& v1,
+		genType const& v2,
+		genType const& v3,
+		genType const& v4,
+		typename genType::value_type const& s
+	)
+	{
+		return ((v1 * s + v2) * s + v3) * s + v4;
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/std_based_type.hpp b/third_party/glm/gtx/std_based_type.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..864885de7a2f2a148454fe2637a2229a4558c80a
--- /dev/null
+++ b/third_party/glm/gtx/std_based_type.hpp
@@ -0,0 +1,66 @@
+/// @ref gtx_std_based_type
+/// @file glm/gtx/std_based_type.hpp
+///
+/// @see core (dependence)
+/// @see gtx_extented_min_max (dependence)
+///
+/// @defgroup gtx_std_based_type GLM_GTX_std_based_type
+/// @ingroup gtx
+///
+/// Include <glm/gtx/std_based_type.hpp> to use the features of this extension.
+///
+/// Adds vector types based on STL value types.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include <cstdlib>
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_std_based_type is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_std_based_type extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_std_based_type
+	/// @{
+
+	/// Vector type based of one std::size_t component.
+	/// @see GLM_GTX_std_based_type
+	typedef vec<1, std::size_t, defaultp>		size1;
+
+	/// Vector type based of two std::size_t components.
+	/// @see GLM_GTX_std_based_type
+	typedef vec<2, std::size_t, defaultp>		size2;
+
+	/// Vector type based of three std::size_t components.
+	/// @see GLM_GTX_std_based_type
+	typedef vec<3, std::size_t, defaultp>		size3;
+
+	/// Vector type based of four std::size_t components.
+	/// @see GLM_GTX_std_based_type
+	typedef vec<4, std::size_t, defaultp>		size4;
+
+	/// Vector type based of one std::size_t component.
+	/// @see GLM_GTX_std_based_type
+	typedef vec<1, std::size_t, defaultp>		size1_t;
+
+	/// Vector type based of two std::size_t components.
+	/// @see GLM_GTX_std_based_type
+	typedef vec<2, std::size_t, defaultp>		size2_t;
+
+	/// Vector type based of three std::size_t components.
+	/// @see GLM_GTX_std_based_type
+	typedef vec<3, std::size_t, defaultp>		size3_t;
+
+	/// Vector type based of four std::size_t components.
+	/// @see GLM_GTX_std_based_type
+	typedef vec<4, std::size_t, defaultp>		size4_t;
+
+	/// @}
+}//namespace glm
+
+#include "std_based_type.inl"
diff --git a/third_party/glm/gtx/std_based_type.inl b/third_party/glm/gtx/std_based_type.inl
new file mode 100644
index 0000000000000000000000000000000000000000..9c34bdb6e0f7348895bd59a256588731bb759da5
--- /dev/null
+++ b/third_party/glm/gtx/std_based_type.inl
@@ -0,0 +1,6 @@
+/// @ref gtx_std_based_type
+
+namespace glm
+{
+
+}
diff --git a/third_party/glm/gtx/string_cast.hpp b/third_party/glm/gtx/string_cast.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..2958edc469a82a0ddb857d035cb26b95c15aba70
--- /dev/null
+++ b/third_party/glm/gtx/string_cast.hpp
@@ -0,0 +1,45 @@
+/// @ref gtx_string_cast
+/// @file glm/gtx/string_cast.hpp
+///
+/// @see core (dependence)
+/// @see gtx_integer (dependence)
+/// @see gtx_quaternion (dependence)
+///
+/// @defgroup gtx_string_cast GLM_GTX_string_cast
+/// @ingroup gtx
+///
+/// Include <glm/gtx/string_cast.hpp> to use the features of this extension.
+///
+/// Setup strings for GLM type values
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/type_precision.hpp"
+#include "../gtc/quaternion.hpp"
+#include "../gtx/dual_quaternion.hpp"
+#include <string>
+#include <cmath>
+#include <cstring>
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_string_cast is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_string_cast extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_string_cast
+	/// @{
+
+	/// Create a string from a GLM vector or matrix typed variable.
+	/// @see gtx_string_cast extension.
+	template<typename genType>
+	GLM_FUNC_DECL std::string to_string(genType const& x);
+
+	/// @}
+}//namespace glm
+
+#include "string_cast.inl"
diff --git a/third_party/glm/gtx/string_cast.inl b/third_party/glm/gtx/string_cast.inl
new file mode 100644
index 0000000000000000000000000000000000000000..875f2be3c142e0b2b227e26bdc814d6bd4670cfa
--- /dev/null
+++ b/third_party/glm/gtx/string_cast.inl
@@ -0,0 +1,497 @@
+/// @ref gtx_string_cast
+
+#include <cstdarg>
+#include <cstdio>
+
+namespace glm{
+namespace detail
+{
+	template <typename T>
+	struct cast
+	{
+		typedef T value_type;
+	};
+
+	template <>
+	struct cast<float>
+	{
+		typedef double value_type;
+	};
+
+	GLM_FUNC_QUALIFIER std::string format(const char* message, ...) {
+		std::size_t const STRING_BUFFER(4096);
+
+		assert(message != NULL);
+		assert(strlen(message) < STRING_BUFFER);
+
+		char buffer[STRING_BUFFER];
+		va_list list;
+
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic push
+#	pragma clang diagnostic ignored "-Wformat-nonliteral"
+#endif
+
+		va_start(list, message);
+		vsnprintf(buffer, STRING_BUFFER, message, list);
+		va_end(list);
+
+#if GLM_COMPILER & GLM_COMPILER_CLANG
+#	pragma clang diagnostic pop
+#endif
+
+		return buffer;
+	}
+
+	static const char* LabelTrue = "true";
+	static const char* LabelFalse = "false";
+
+	template<typename T, bool isFloat = false>
+	struct literal
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "%d";}
+	};
+
+	template<typename T>
+	struct literal<T, true>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "%f";}
+	};
+
+#	if GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC
+	template<>
+	struct literal<uint64_t, false>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "%lld";}
+	};
+
+	template<>
+	struct literal<int64_t, false>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "%lld";}
+	};
+#	endif//GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC
+
+	template<typename T>
+	struct prefix{};
+
+	template<>
+	struct prefix<float>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "";}
+	};
+
+	template<>
+	struct prefix<double>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "d";}
+	};
+
+	template<>
+	struct prefix<bool>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "b";}
+	};
+
+	template<>
+	struct prefix<uint8_t>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "u8";}
+	};
+
+	template<>
+	struct prefix<int8_t>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "i8";}
+	};
+
+	template<>
+	struct prefix<uint16_t>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "u16";}
+	};
+
+	template<>
+	struct prefix<int16_t>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "i16";}
+	};
+
+	template<>
+	struct prefix<uint32_t>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "u";}
+	};
+
+	template<>
+	struct prefix<int32_t>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "i";}
+	};
+
+	template<>
+	struct prefix<uint64_t>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "u64";}
+	};
+
+	template<>
+	struct prefix<int64_t>
+	{
+		GLM_FUNC_QUALIFIER static char const * value() {return "i64";}
+	};
+
+	template<typename matType>
+	struct compute_to_string
+	{};
+
+	template<qualifier Q>
+	struct compute_to_string<vec<1, bool, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(vec<1, bool, Q> const& x)
+		{
+			return detail::format("bvec1(%s)",
+				x[0] ? detail::LabelTrue : detail::LabelFalse);
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_to_string<vec<2, bool, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(vec<2, bool, Q> const& x)
+		{
+			return detail::format("bvec2(%s, %s)",
+				x[0] ? detail::LabelTrue : detail::LabelFalse,
+				x[1] ? detail::LabelTrue : detail::LabelFalse);
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_to_string<vec<3, bool, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(vec<3, bool, Q> const& x)
+		{
+			return detail::format("bvec3(%s, %s, %s)",
+				x[0] ? detail::LabelTrue : detail::LabelFalse,
+				x[1] ? detail::LabelTrue : detail::LabelFalse,
+				x[2] ? detail::LabelTrue : detail::LabelFalse);
+		}
+	};
+
+	template<qualifier Q>
+	struct compute_to_string<vec<4, bool, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(vec<4, bool, Q> const& x)
+		{
+			return detail::format("bvec4(%s, %s, %s, %s)",
+				x[0] ? detail::LabelTrue : detail::LabelFalse,
+				x[1] ? detail::LabelTrue : detail::LabelFalse,
+				x[2] ? detail::LabelTrue : detail::LabelFalse,
+				x[3] ? detail::LabelTrue : detail::LabelFalse);
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<vec<1, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(vec<1, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%svec1(%s)",
+				PrefixStr,
+				LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<vec<2, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(vec<2, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%svec2(%s, %s)",
+				PrefixStr,
+				LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0]),
+				static_cast<typename cast<T>::value_type>(x[1]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<vec<3, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(vec<3, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%svec3(%s, %s, %s)",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0]),
+				static_cast<typename cast<T>::value_type>(x[1]),
+				static_cast<typename cast<T>::value_type>(x[2]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<vec<4, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(vec<4, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%svec4(%s, %s, %s, %s)",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0]),
+				static_cast<typename cast<T>::value_type>(x[1]),
+				static_cast<typename cast<T>::value_type>(x[2]),
+				static_cast<typename cast<T>::value_type>(x[3]));
+		}
+	};
+
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<2, 2, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<2, 2, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat2x2((%s, %s), (%s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<2, 3, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<2, 3, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat2x3((%s, %s, %s), (%s, %s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<2, 4, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<2, 4, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat2x4((%s, %s, %s, %s), (%s, %s, %s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<3, 2, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<3, 2, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat3x2((%s, %s), (%s, %s), (%s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]),
+				static_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<3, 3, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<3, 3, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat3x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]),
+				static_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<3, 4, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<3, 4, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat3x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]),
+				static_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]), static_cast<typename cast<T>::value_type>(x[2][3]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<4, 2, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<4, 2, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat4x2((%s, %s), (%s, %s), (%s, %s), (%s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]),
+				static_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]),
+				static_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<4, 3, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<4, 3, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat4x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s), (%s, %s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]),
+				static_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]),
+				static_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]), static_cast<typename cast<T>::value_type>(x[3][2]));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<mat<4, 4, T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(mat<4, 4, T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%smat4x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x[0][0]), static_cast<typename cast<T>::value_type>(x[0][1]), static_cast<typename cast<T>::value_type>(x[0][2]), static_cast<typename cast<T>::value_type>(x[0][3]),
+				static_cast<typename cast<T>::value_type>(x[1][0]), static_cast<typename cast<T>::value_type>(x[1][1]), static_cast<typename cast<T>::value_type>(x[1][2]), static_cast<typename cast<T>::value_type>(x[1][3]),
+				static_cast<typename cast<T>::value_type>(x[2][0]), static_cast<typename cast<T>::value_type>(x[2][1]), static_cast<typename cast<T>::value_type>(x[2][2]), static_cast<typename cast<T>::value_type>(x[2][3]),
+				static_cast<typename cast<T>::value_type>(x[3][0]), static_cast<typename cast<T>::value_type>(x[3][1]), static_cast<typename cast<T>::value_type>(x[3][2]), static_cast<typename cast<T>::value_type>(x[3][3]));
+		}
+	};
+
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<qua<T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(qua<T, Q> const& q)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%squat(%s, {%s, %s, %s})",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(q.w),
+				static_cast<typename cast<T>::value_type>(q.x),
+				static_cast<typename cast<T>::value_type>(q.y),
+				static_cast<typename cast<T>::value_type>(q.z));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_to_string<tdualquat<T, Q> >
+	{
+		GLM_FUNC_QUALIFIER static std::string call(tdualquat<T, Q> const& x)
+		{
+			char const * PrefixStr = prefix<T>::value();
+			char const * LiteralStr = literal<T, std::numeric_limits<T>::is_iec559>::value();
+			std::string FormatStr(detail::format("%sdualquat((%s, {%s, %s, %s}), (%s, {%s, %s, %s}))",
+				PrefixStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr,
+				LiteralStr, LiteralStr, LiteralStr, LiteralStr));
+
+			return detail::format(FormatStr.c_str(),
+				static_cast<typename cast<T>::value_type>(x.real.w),
+				static_cast<typename cast<T>::value_type>(x.real.x),
+				static_cast<typename cast<T>::value_type>(x.real.y),
+				static_cast<typename cast<T>::value_type>(x.real.z),
+				static_cast<typename cast<T>::value_type>(x.dual.w),
+				static_cast<typename cast<T>::value_type>(x.dual.x),
+				static_cast<typename cast<T>::value_type>(x.dual.y),
+				static_cast<typename cast<T>::value_type>(x.dual.z));
+		}
+	};
+
+}//namespace detail
+
+template<class matType>
+GLM_FUNC_QUALIFIER std::string to_string(matType const& x)
+{
+	return detail::compute_to_string<matType>::call(x);
+}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/texture.hpp b/third_party/glm/gtx/texture.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..608c6ad03f930b546c2d15d4f5221f7ee7c52d83
--- /dev/null
+++ b/third_party/glm/gtx/texture.hpp
@@ -0,0 +1,44 @@
+/// @ref gtx_texture
+/// @file glm/gtx/texture.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_texture GLM_GTX_texture
+/// @ingroup gtx
+///
+/// Include <glm/gtx/texture.hpp> to use the features of this extension.
+///
+/// Wrapping mode of texture coordinates.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/integer.hpp"
+#include "../gtx/component_wise.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_texture is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_texture extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_texture
+	/// @{
+
+	/// Compute the number of mipmaps levels necessary to create a mipmap complete texture
+	///
+	/// @param Extent Extent of the texture base level mipmap
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point or signed integer scalar types
+	/// @tparam Q Value from qualifier enum
+	template <length_t L, typename T, qualifier Q>
+	T levels(vec<L, T, Q> const& Extent);
+
+	/// @}
+}// namespace glm
+
+#include "texture.inl"
+
diff --git a/third_party/glm/gtx/texture.inl b/third_party/glm/gtx/texture.inl
new file mode 100644
index 0000000000000000000000000000000000000000..593c826141b0e0c35b513bfbac623e9a6ecb3168
--- /dev/null
+++ b/third_party/glm/gtx/texture.inl
@@ -0,0 +1,17 @@
+/// @ref gtx_texture
+
+namespace glm
+{
+	template <length_t L, typename T, qualifier Q>
+	inline T levels(vec<L, T, Q> const& Extent)
+	{
+		return glm::log2(compMax(Extent)) + static_cast<T>(1);
+	}
+
+	template <typename T>
+	inline T levels(T Extent)
+	{
+		return vec<1, T, defaultp>(Extent).x;
+	}
+}//namespace glm
+
diff --git a/third_party/glm/gtx/transform.hpp b/third_party/glm/gtx/transform.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9707b5041b663c00613b70137b707997c3e4cf46
--- /dev/null
+++ b/third_party/glm/gtx/transform.hpp
@@ -0,0 +1,58 @@
+/// @ref gtx_transform
+/// @file glm/gtx/transform.hpp
+///
+/// @see core (dependence)
+/// @see gtc_matrix_transform (dependence)
+/// @see gtx_transform
+/// @see gtx_transform2
+///
+/// @defgroup gtx_transform GLM_GTX_transform
+/// @ingroup gtx
+///
+/// Include <glm/gtx/transform.hpp> to use the features of this extension.
+///
+/// Add transformation matrices
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/matrix_transform.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_transform is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_transform extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_transform
+	/// @{
+
+	/// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
+	/// @see gtc_matrix_transform
+	/// @see gtx_transform
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> translate(
+		vec<3, T, Q> const& v);
+
+	/// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians.
+	/// @see gtc_matrix_transform
+	/// @see gtx_transform
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
+		T angle,
+		vec<3, T, Q> const& v);
+
+	/// Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
+	/// @see gtc_matrix_transform
+	/// @see gtx_transform
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> scale(
+		vec<3, T, Q> const& v);
+
+	/// @}
+}// namespace glm
+
+#include "transform.inl"
diff --git a/third_party/glm/gtx/transform.inl b/third_party/glm/gtx/transform.inl
new file mode 100644
index 0000000000000000000000000000000000000000..48ee6801b6515266b1cfd9f389258ea5b200c5d1
--- /dev/null
+++ b/third_party/glm/gtx/transform.inl
@@ -0,0 +1,23 @@
+/// @ref gtx_transform
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(vec<3, T, Q> const& v)
+	{
+		return translate(mat<4, 4, T, Q>(static_cast<T>(1)), v);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(T angle, vec<3, T, Q> const& v)
+	{
+		return rotate(mat<4, 4, T, Q>(static_cast<T>(1)), angle, v);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(vec<3, T, Q> const& v)
+	{
+		return scale(mat<4, 4, T, Q>(static_cast<T>(1)), v);
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/transform2.hpp b/third_party/glm/gtx/transform2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9604a92312c7d89544ac9c25471559a305400eb0
--- /dev/null
+++ b/third_party/glm/gtx/transform2.hpp
@@ -0,0 +1,87 @@
+/// @ref gtx_transform2
+/// @file glm/gtx/transform2.hpp
+///
+/// @see core (dependence)
+/// @see gtx_transform (dependence)
+///
+/// @defgroup gtx_transform2 GLM_GTX_transform2
+/// @ingroup gtx
+///
+/// Include <glm/gtx/transform2.hpp> to use the features of this extension.
+///
+/// Add extra transformation matrices
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtx/transform.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_transform2 is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_transform2 extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_transform2
+	/// @{
+
+	//! Transforms a matrix with a shearing on X axis.
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T y);
+
+	//! Transforms a matrix with a shearing on Y axis.
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T x);
+
+	//! Transforms a matrix with a shearing on X axis
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T y, T z);
+
+	//! Transforms a matrix with a shearing on Y axis.
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T x, T z);
+
+	//! Transforms a matrix with a shearing on Z axis.
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T x, T y);
+
+	//template<typename T> GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(const mat<4, 4, T, Q> & m, shearPlane, planePoint, angle)
+	// Identity + tan(angle) * cross(Normal, OnPlaneVector)     0
+	// - dot(PointOnPlane, normal) * OnPlaneVector              1
+
+	// Reflect functions seem to don't work
+	//template<typename T> mat<3, 3, T, Q> reflect2D(const mat<3, 3, T, Q> & m, const vec<3, T, Q>& normal){return reflect2DGTX(m, normal);}									//!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension)
+	//template<typename T> mat<4, 4, T, Q> reflect3D(const mat<4, 4, T, Q> & m, const vec<3, T, Q>& normal){return reflect3DGTX(m, normal);}									//!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension)
+
+	//! Build planar projection matrix along normal axis.
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<3, 3, T, Q> proj2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal);
+
+	//! Build planar projection matrix along normal axis.
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> proj3D(mat<4, 4, T, Q> const & m, vec<3, T, Q> const& normal);
+
+	//! Build a scale bias matrix.
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(T scale, T bias);
+
+	//! Build a scale bias matrix.
+	//! From GLM_GTX_transform2 extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias);
+
+	/// @}
+}// namespace glm
+
+#include "transform2.inl"
diff --git a/third_party/glm/gtx/transform2.inl b/third_party/glm/gtx/transform2.inl
new file mode 100644
index 0000000000000000000000000000000000000000..0118ab09603a10e9020a593bdd26f164c37c75e0
--- /dev/null
+++ b/third_party/glm/gtx/transform2.inl
@@ -0,0 +1,125 @@
+/// @ref gtx_transform2
+
+namespace glm
+{
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T s)
+	{
+		mat<3, 3, T, Q> r(1);
+		r[1][0] = s;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T s)
+	{
+		mat<3, 3, T, Q> r(1);
+		r[0][1] = s;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T s, T t)
+	{
+		mat<4, 4, T, Q> r(1);
+		r[0][1] = s;
+		r[0][2] = t;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T s, T t)
+	{
+		mat<4, 4, T, Q> r(1);
+		r[1][0] = s;
+		r[1][2] = t;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T s, T t)
+	{
+		mat<4, 4, T, Q> r(1);
+		r[2][0] = s;
+		r[2][1] = t;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> reflect2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal)
+	{
+		mat<3, 3, T, Q> r(static_cast<T>(1));
+		r[0][0] = static_cast<T>(1) - static_cast<T>(2) * normal.x * normal.x;
+		r[0][1] = -static_cast<T>(2) * normal.x * normal.y;
+		r[1][0] = -static_cast<T>(2) * normal.x * normal.y;
+		r[1][1] = static_cast<T>(1) - static_cast<T>(2) * normal.y * normal.y;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> reflect3D(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& normal)
+	{
+		mat<4, 4, T, Q> r(static_cast<T>(1));
+		r[0][0] = static_cast<T>(1) - static_cast<T>(2) * normal.x * normal.x;
+		r[0][1] = -static_cast<T>(2) * normal.x * normal.y;
+		r[0][2] = -static_cast<T>(2) * normal.x * normal.z;
+
+		r[1][0] = -static_cast<T>(2) * normal.x * normal.y;
+		r[1][1] = static_cast<T>(1) - static_cast<T>(2) * normal.y * normal.y;
+		r[1][2] = -static_cast<T>(2) * normal.y * normal.z;
+
+		r[2][0] = -static_cast<T>(2) * normal.x * normal.z;
+		r[2][1] = -static_cast<T>(2) * normal.y * normal.z;
+		r[2][2] = static_cast<T>(1) - static_cast<T>(2) * normal.z * normal.z;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<3, 3, T, Q> proj2D(
+		const mat<3, 3, T, Q>& m,
+		const vec<3, T, Q>& normal)
+	{
+		mat<3, 3, T, Q> r(static_cast<T>(1));
+		r[0][0] = static_cast<T>(1) - normal.x * normal.x;
+		r[0][1] = - normal.x * normal.y;
+		r[1][0] = - normal.x * normal.y;
+		r[1][1] = static_cast<T>(1) - normal.y * normal.y;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> proj3D(
+		const mat<4, 4, T, Q>& m,
+		const vec<3, T, Q>& normal)
+	{
+		mat<4, 4, T, Q> r(static_cast<T>(1));
+		r[0][0] = static_cast<T>(1) - normal.x * normal.x;
+		r[0][1] = - normal.x * normal.y;
+		r[0][2] = - normal.x * normal.z;
+		r[1][0] = - normal.x * normal.y;
+		r[1][1] = static_cast<T>(1) - normal.y * normal.y;
+		r[1][2] = - normal.y * normal.z;
+		r[2][0] = - normal.x * normal.z;
+		r[2][1] = - normal.y * normal.z;
+		r[2][2] = static_cast<T>(1) - normal.z * normal.z;
+		return m * r;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(T scale, T bias)
+	{
+		mat<4, 4, T, Q> result;
+		result[3] = vec<4, T, Q>(vec<3, T, Q>(bias), static_cast<T>(1));
+		result[0][0] = scale;
+		result[1][1] = scale;
+		result[2][2] = scale;
+		return result;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias)
+	{
+		return m * scaleBias<T, Q>(scale, bias);
+	}
+}//namespace glm
+
diff --git a/third_party/glm/gtx/type_aligned.hpp b/third_party/glm/gtx/type_aligned.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ec409358477b177cf381ad7bb34ed0a76c90d82c
--- /dev/null
+++ b/third_party/glm/gtx/type_aligned.hpp
@@ -0,0 +1,980 @@
+/// @ref gtx_type_aligned
+/// @file glm/gtx/type_aligned.hpp
+///
+/// @see core (dependence)
+/// @see gtc_quaternion (dependence)
+///
+/// @defgroup gtx_type_aligned GLM_GTX_type_aligned
+/// @ingroup gtx
+///
+/// Include <glm/gtx/type_aligned.hpp> to use the features of this extension.
+///
+/// Defines aligned types.
+
+#pragma once
+
+// Dependency:
+#include "../gtc/type_precision.hpp"
+#include "../gtc/quaternion.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	pragma message("GLM: GLM_GTX_type_aligned is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.")
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_type_aligned extension included")
+#endif
+
+namespace glm
+{
+	///////////////////////////
+	// Signed int vector types
+
+	/// @addtogroup gtx_type_aligned
+	/// @{
+
+	/// Low qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_int8, aligned_lowp_int8, 1);
+
+	/// Low qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_int16, aligned_lowp_int16, 2);
+
+	/// Low qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_int32, aligned_lowp_int32, 4);
+
+	/// Low qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_int64, aligned_lowp_int64, 8);
+
+
+	/// Low qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_int8_t, aligned_lowp_int8_t, 1);
+
+	/// Low qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_int16_t, aligned_lowp_int16_t, 2);
+
+	/// Low qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_int32_t, aligned_lowp_int32_t, 4);
+
+	/// Low qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_int64_t, aligned_lowp_int64_t, 8);
+
+
+	/// Low qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_i8, aligned_lowp_i8, 1);
+
+	/// Low qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_i16, aligned_lowp_i16, 2);
+
+	/// Low qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_i32, aligned_lowp_i32, 4);
+
+	/// Low qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_i64, aligned_lowp_i64, 8);
+
+
+	/// Medium qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_int8, aligned_mediump_int8, 1);
+
+	/// Medium qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_int16, aligned_mediump_int16, 2);
+
+	/// Medium qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_int32, aligned_mediump_int32, 4);
+
+	/// Medium qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_int64, aligned_mediump_int64, 8);
+
+
+	/// Medium qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_int8_t, aligned_mediump_int8_t, 1);
+
+	/// Medium qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_int16_t, aligned_mediump_int16_t, 2);
+
+	/// Medium qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_int32_t, aligned_mediump_int32_t, 4);
+
+	/// Medium qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_int64_t, aligned_mediump_int64_t, 8);
+
+
+	/// Medium qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_i8, aligned_mediump_i8, 1);
+
+	/// Medium qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_i16, aligned_mediump_i16, 2);
+
+	/// Medium qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_i32, aligned_mediump_i32, 4);
+
+	/// Medium qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_i64, aligned_mediump_i64, 8);
+
+
+	/// High qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_int8, aligned_highp_int8, 1);
+
+	/// High qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_int16, aligned_highp_int16, 2);
+
+	/// High qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_int32, aligned_highp_int32, 4);
+
+	/// High qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_int64, aligned_highp_int64, 8);
+
+
+	/// High qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_int8_t, aligned_highp_int8_t, 1);
+
+	/// High qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_int16_t, aligned_highp_int16_t, 2);
+
+	/// High qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_int32_t, aligned_highp_int32_t, 4);
+
+	/// High qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_int64_t, aligned_highp_int64_t, 8);
+
+
+	/// High qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_i8, aligned_highp_i8, 1);
+
+	/// High qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_i16, aligned_highp_i16, 2);
+
+	/// High qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_i32, aligned_highp_i32, 4);
+
+	/// High qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_i64, aligned_highp_i64, 8);
+
+
+	/// Default qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(int8, aligned_int8, 1);
+
+	/// Default qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(int16, aligned_int16, 2);
+
+	/// Default qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(int32, aligned_int32, 4);
+
+	/// Default qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(int64, aligned_int64, 8);
+
+
+	/// Default qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(int8_t, aligned_int8_t, 1);
+
+	/// Default qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(int16_t, aligned_int16_t, 2);
+
+	/// Default qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(int32_t, aligned_int32_t, 4);
+
+	/// Default qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(int64_t, aligned_int64_t, 8);
+
+
+	/// Default qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i8, aligned_i8, 1);
+
+	/// Default qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i16, aligned_i16, 2);
+
+	/// Default qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i32, aligned_i32, 4);
+
+	/// Default qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i64, aligned_i64, 8);
+
+
+	/// Default qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(ivec1, aligned_ivec1, 4);
+
+	/// Default qualifier 32 bit signed integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(ivec2, aligned_ivec2, 8);
+
+	/// Default qualifier 32 bit signed integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(ivec3, aligned_ivec3, 16);
+
+	/// Default qualifier 32 bit signed integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(ivec4, aligned_ivec4, 16);
+
+
+	/// Default qualifier 8 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i8vec1, aligned_i8vec1, 1);
+
+	/// Default qualifier 8 bit signed integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i8vec2, aligned_i8vec2, 2);
+
+	/// Default qualifier 8 bit signed integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i8vec3, aligned_i8vec3, 4);
+
+	/// Default qualifier 8 bit signed integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i8vec4, aligned_i8vec4, 4);
+
+
+	/// Default qualifier 16 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i16vec1, aligned_i16vec1, 2);
+
+	/// Default qualifier 16 bit signed integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i16vec2, aligned_i16vec2, 4);
+
+	/// Default qualifier 16 bit signed integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i16vec3, aligned_i16vec3, 8);
+
+	/// Default qualifier 16 bit signed integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i16vec4, aligned_i16vec4, 8);
+
+
+	/// Default qualifier 32 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i32vec1, aligned_i32vec1, 4);
+
+	/// Default qualifier 32 bit signed integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i32vec2, aligned_i32vec2, 8);
+
+	/// Default qualifier 32 bit signed integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i32vec3, aligned_i32vec3, 16);
+
+	/// Default qualifier 32 bit signed integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i32vec4, aligned_i32vec4, 16);
+
+
+	/// Default qualifier 64 bit signed integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i64vec1, aligned_i64vec1, 8);
+
+	/// Default qualifier 64 bit signed integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i64vec2, aligned_i64vec2, 16);
+
+	/// Default qualifier 64 bit signed integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i64vec3, aligned_i64vec3, 32);
+
+	/// Default qualifier 64 bit signed integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(i64vec4, aligned_i64vec4, 32);
+
+
+	/////////////////////////////
+	// Unsigned int vector types
+
+	/// Low qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_uint8, aligned_lowp_uint8, 1);
+
+	/// Low qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_uint16, aligned_lowp_uint16, 2);
+
+	/// Low qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_uint32, aligned_lowp_uint32, 4);
+
+	/// Low qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_uint64, aligned_lowp_uint64, 8);
+
+
+	/// Low qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_uint8_t, aligned_lowp_uint8_t, 1);
+
+	/// Low qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_uint16_t, aligned_lowp_uint16_t, 2);
+
+	/// Low qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_uint32_t, aligned_lowp_uint32_t, 4);
+
+	/// Low qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_uint64_t, aligned_lowp_uint64_t, 8);
+
+
+	/// Low qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_u8, aligned_lowp_u8, 1);
+
+	/// Low qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_u16, aligned_lowp_u16, 2);
+
+	/// Low qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_u32, aligned_lowp_u32, 4);
+
+	/// Low qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(lowp_u64, aligned_lowp_u64, 8);
+
+
+	/// Medium qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_uint8, aligned_mediump_uint8, 1);
+
+	/// Medium qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_uint16, aligned_mediump_uint16, 2);
+
+	/// Medium qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_uint32, aligned_mediump_uint32, 4);
+
+	/// Medium qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_uint64, aligned_mediump_uint64, 8);
+
+
+	/// Medium qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_uint8_t, aligned_mediump_uint8_t, 1);
+
+	/// Medium qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_uint16_t, aligned_mediump_uint16_t, 2);
+
+	/// Medium qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_uint32_t, aligned_mediump_uint32_t, 4);
+
+	/// Medium qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_uint64_t, aligned_mediump_uint64_t, 8);
+
+
+	/// Medium qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_u8, aligned_mediump_u8, 1);
+
+	/// Medium qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_u16, aligned_mediump_u16, 2);
+
+	/// Medium qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_u32, aligned_mediump_u32, 4);
+
+	/// Medium qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mediump_u64, aligned_mediump_u64, 8);
+
+
+	/// High qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_uint8, aligned_highp_uint8, 1);
+
+	/// High qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_uint16, aligned_highp_uint16, 2);
+
+	/// High qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_uint32, aligned_highp_uint32, 4);
+
+	/// High qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_uint64, aligned_highp_uint64, 8);
+
+
+	/// High qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_uint8_t, aligned_highp_uint8_t, 1);
+
+	/// High qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_uint16_t, aligned_highp_uint16_t, 2);
+
+	/// High qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_uint32_t, aligned_highp_uint32_t, 4);
+
+	/// High qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_uint64_t, aligned_highp_uint64_t, 8);
+
+
+	/// High qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_u8, aligned_highp_u8, 1);
+
+	/// High qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_u16, aligned_highp_u16, 2);
+
+	/// High qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_u32, aligned_highp_u32, 4);
+
+	/// High qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(highp_u64, aligned_highp_u64, 8);
+
+
+	/// Default qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uint8, aligned_uint8, 1);
+
+	/// Default qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uint16, aligned_uint16, 2);
+
+	/// Default qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uint32, aligned_uint32, 4);
+
+	/// Default qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uint64, aligned_uint64, 8);
+
+
+	/// Default qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uint8_t, aligned_uint8_t, 1);
+
+	/// Default qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uint16_t, aligned_uint16_t, 2);
+
+	/// Default qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uint32_t, aligned_uint32_t, 4);
+
+	/// Default qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uint64_t, aligned_uint64_t, 8);
+
+
+	/// Default qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u8, aligned_u8, 1);
+
+	/// Default qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u16, aligned_u16, 2);
+
+	/// Default qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u32, aligned_u32, 4);
+
+	/// Default qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u64, aligned_u64, 8);
+
+
+	/// Default qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uvec1, aligned_uvec1, 4);
+
+	/// Default qualifier 32 bit unsigned integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uvec2, aligned_uvec2, 8);
+
+	/// Default qualifier 32 bit unsigned integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uvec3, aligned_uvec3, 16);
+
+	/// Default qualifier 32 bit unsigned integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(uvec4, aligned_uvec4, 16);
+
+
+	/// Default qualifier 8 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u8vec1, aligned_u8vec1, 1);
+
+	/// Default qualifier 8 bit unsigned integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u8vec2, aligned_u8vec2, 2);
+
+	/// Default qualifier 8 bit unsigned integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u8vec3, aligned_u8vec3, 4);
+
+	/// Default qualifier 8 bit unsigned integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u8vec4, aligned_u8vec4, 4);
+
+
+	/// Default qualifier 16 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u16vec1, aligned_u16vec1, 2);
+
+	/// Default qualifier 16 bit unsigned integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u16vec2, aligned_u16vec2, 4);
+
+	/// Default qualifier 16 bit unsigned integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u16vec3, aligned_u16vec3, 8);
+
+	/// Default qualifier 16 bit unsigned integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u16vec4, aligned_u16vec4, 8);
+
+
+	/// Default qualifier 32 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u32vec1, aligned_u32vec1, 4);
+
+	/// Default qualifier 32 bit unsigned integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u32vec2, aligned_u32vec2, 8);
+
+	/// Default qualifier 32 bit unsigned integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u32vec3, aligned_u32vec3, 16);
+
+	/// Default qualifier 32 bit unsigned integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u32vec4, aligned_u32vec4, 16);
+
+
+	/// Default qualifier 64 bit unsigned integer aligned scalar type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u64vec1, aligned_u64vec1, 8);
+
+	/// Default qualifier 64 bit unsigned integer aligned vector of 2 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u64vec2, aligned_u64vec2, 16);
+
+	/// Default qualifier 64 bit unsigned integer aligned vector of 3 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u64vec3, aligned_u64vec3, 32);
+
+	/// Default qualifier 64 bit unsigned integer aligned vector of 4 components type.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(u64vec4, aligned_u64vec4, 32);
+
+
+	//////////////////////
+	// Float vector types
+
+	/// 32 bit single-qualifier floating-point aligned scalar.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(float32, aligned_float32, 4);
+
+	/// 32 bit single-qualifier floating-point aligned scalar.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(float32_t, aligned_float32_t, 4);
+
+	/// 32 bit single-qualifier floating-point aligned scalar.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(float32, aligned_f32, 4);
+
+#	ifndef GLM_FORCE_SINGLE_ONLY
+
+	/// 64 bit double-qualifier floating-point aligned scalar.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(float64, aligned_float64, 8);
+
+	/// 64 bit double-qualifier floating-point aligned scalar.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(float64_t, aligned_float64_t, 8);
+
+	/// 64 bit double-qualifier floating-point aligned scalar.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(float64, aligned_f64, 8);
+
+#	endif//GLM_FORCE_SINGLE_ONLY
+
+
+	/// Single-qualifier floating-point aligned vector of 1 component.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(vec1, aligned_vec1, 4);
+
+	/// Single-qualifier floating-point aligned vector of 2 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(vec2, aligned_vec2, 8);
+
+	/// Single-qualifier floating-point aligned vector of 3 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(vec3, aligned_vec3, 16);
+
+	/// Single-qualifier floating-point aligned vector of 4 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(vec4, aligned_vec4, 16);
+
+
+	/// Single-qualifier floating-point aligned vector of 1 component.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fvec1, aligned_fvec1, 4);
+
+	/// Single-qualifier floating-point aligned vector of 2 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fvec2, aligned_fvec2, 8);
+
+	/// Single-qualifier floating-point aligned vector of 3 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fvec3, aligned_fvec3, 16);
+
+	/// Single-qualifier floating-point aligned vector of 4 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fvec4, aligned_fvec4, 16);
+
+
+	/// Single-qualifier floating-point aligned vector of 1 component.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32vec1, aligned_f32vec1, 4);
+
+	/// Single-qualifier floating-point aligned vector of 2 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32vec2, aligned_f32vec2, 8);
+
+	/// Single-qualifier floating-point aligned vector of 3 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32vec3, aligned_f32vec3, 16);
+
+	/// Single-qualifier floating-point aligned vector of 4 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32vec4, aligned_f32vec4, 16);
+
+
+	/// Double-qualifier floating-point aligned vector of 1 component.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(dvec1, aligned_dvec1, 8);
+
+	/// Double-qualifier floating-point aligned vector of 2 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(dvec2, aligned_dvec2, 16);
+
+	/// Double-qualifier floating-point aligned vector of 3 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(dvec3, aligned_dvec3, 32);
+
+	/// Double-qualifier floating-point aligned vector of 4 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(dvec4, aligned_dvec4, 32);
+
+
+#	ifndef GLM_FORCE_SINGLE_ONLY
+
+	/// Double-qualifier floating-point aligned vector of 1 component.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64vec1, aligned_f64vec1, 8);
+
+	/// Double-qualifier floating-point aligned vector of 2 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64vec2, aligned_f64vec2, 16);
+
+	/// Double-qualifier floating-point aligned vector of 3 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64vec3, aligned_f64vec3, 32);
+
+	/// Double-qualifier floating-point aligned vector of 4 components.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64vec4, aligned_f64vec4, 32);
+
+#	endif//GLM_FORCE_SINGLE_ONLY
+
+	//////////////////////
+	// Float matrix types
+
+	/// Single-qualifier floating-point aligned 1x1 matrix.
+	/// @see gtx_type_aligned
+	//typedef detail::tmat1<f32> mat1;
+
+	/// Single-qualifier floating-point aligned 2x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mat2, aligned_mat2, 16);
+
+	/// Single-qualifier floating-point aligned 3x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mat3, aligned_mat3, 16);
+
+	/// Single-qualifier floating-point aligned 4x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mat4, aligned_mat4, 16);
+
+
+	/// Single-qualifier floating-point aligned 1x1 matrix.
+	/// @see gtx_type_aligned
+	//typedef detail::tmat1x1<f32> mat1;
+
+	/// Single-qualifier floating-point aligned 2x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mat2x2, aligned_mat2x2, 16);
+
+	/// Single-qualifier floating-point aligned 3x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mat3x3, aligned_mat3x3, 16);
+
+	/// Single-qualifier floating-point aligned 4x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(mat4x4, aligned_mat4x4, 16);
+
+
+	/// Single-qualifier floating-point aligned 1x1 matrix.
+	/// @see gtx_type_aligned
+	//typedef detail::tmat1x1<f32> fmat1;
+
+	/// Single-qualifier floating-point aligned 2x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2, 16);
+
+	/// Single-qualifier floating-point aligned 3x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3, 16);
+
+	/// Single-qualifier floating-point aligned 4x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4, 16);
+
+
+	/// Single-qualifier floating-point aligned 1x1 matrix.
+	/// @see gtx_type_aligned
+	//typedef f32 fmat1x1;
+
+	/// Single-qualifier floating-point aligned 2x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2x2, 16);
+
+	/// Single-qualifier floating-point aligned 2x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat2x3, aligned_fmat2x3, 16);
+
+	/// Single-qualifier floating-point aligned 2x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat2x4, aligned_fmat2x4, 16);
+
+	/// Single-qualifier floating-point aligned 3x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat3x2, aligned_fmat3x2, 16);
+
+	/// Single-qualifier floating-point aligned 3x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3x3, 16);
+
+	/// Single-qualifier floating-point aligned 3x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat3x4, aligned_fmat3x4, 16);
+
+	/// Single-qualifier floating-point aligned 4x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat4x2, aligned_fmat4x2, 16);
+
+	/// Single-qualifier floating-point aligned 4x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat4x3, aligned_fmat4x3, 16);
+
+	/// Single-qualifier floating-point aligned 4x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4x4, 16);
+
+
+	/// Single-qualifier floating-point aligned 1x1 matrix.
+	/// @see gtx_type_aligned
+	//typedef detail::tmat1x1<f32, defaultp> f32mat1;
+
+	/// Single-qualifier floating-point aligned 2x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2, 16);
+
+	/// Single-qualifier floating-point aligned 3x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3, 16);
+
+	/// Single-qualifier floating-point aligned 4x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4, 16);
+
+
+	/// Single-qualifier floating-point aligned 1x1 matrix.
+	/// @see gtx_type_aligned
+	//typedef f32 f32mat1x1;
+
+	/// Single-qualifier floating-point aligned 2x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2x2, 16);
+
+	/// Single-qualifier floating-point aligned 2x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat2x3, aligned_f32mat2x3, 16);
+
+	/// Single-qualifier floating-point aligned 2x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat2x4, aligned_f32mat2x4, 16);
+
+	/// Single-qualifier floating-point aligned 3x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat3x2, aligned_f32mat3x2, 16);
+
+	/// Single-qualifier floating-point aligned 3x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3x3, 16);
+
+	/// Single-qualifier floating-point aligned 3x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat3x4, aligned_f32mat3x4, 16);
+
+	/// Single-qualifier floating-point aligned 4x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat4x2, aligned_f32mat4x2, 16);
+
+	/// Single-qualifier floating-point aligned 4x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat4x3, aligned_f32mat4x3, 16);
+
+	/// Single-qualifier floating-point aligned 4x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4x4, 16);
+
+
+#	ifndef GLM_FORCE_SINGLE_ONLY
+
+	/// Double-qualifier floating-point aligned 1x1 matrix.
+	/// @see gtx_type_aligned
+	//typedef detail::tmat1x1<f64, defaultp> f64mat1;
+
+	/// Double-qualifier floating-point aligned 2x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2, 32);
+
+	/// Double-qualifier floating-point aligned 3x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3, 32);
+
+	/// Double-qualifier floating-point aligned 4x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4, 32);
+
+
+	/// Double-qualifier floating-point aligned 1x1 matrix.
+	/// @see gtx_type_aligned
+	//typedef f64 f64mat1x1;
+
+	/// Double-qualifier floating-point aligned 2x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2x2, 32);
+
+	/// Double-qualifier floating-point aligned 2x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat2x3, aligned_f64mat2x3, 32);
+
+	/// Double-qualifier floating-point aligned 2x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat2x4, aligned_f64mat2x4, 32);
+
+	/// Double-qualifier floating-point aligned 3x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat3x2, aligned_f64mat3x2, 32);
+
+	/// Double-qualifier floating-point aligned 3x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3x3, 32);
+
+	/// Double-qualifier floating-point aligned 3x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat3x4, aligned_f64mat3x4, 32);
+
+	/// Double-qualifier floating-point aligned 4x2 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat4x2, aligned_f64mat4x2, 32);
+
+	/// Double-qualifier floating-point aligned 4x3 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat4x3, aligned_f64mat4x3, 32);
+
+	/// Double-qualifier floating-point aligned 4x4 matrix.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4x4, 32);
+
+#	endif//GLM_FORCE_SINGLE_ONLY
+
+
+	//////////////////////////
+	// Quaternion types
+
+	/// Single-qualifier floating-point aligned quaternion.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(quat, aligned_quat, 16);
+
+	/// Single-qualifier floating-point aligned quaternion.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(quat, aligned_fquat, 16);
+
+	/// Double-qualifier floating-point aligned quaternion.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(dquat, aligned_dquat, 32);
+
+	/// Single-qualifier floating-point aligned quaternion.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f32quat, aligned_f32quat, 16);
+
+#	ifndef GLM_FORCE_SINGLE_ONLY
+
+	/// Double-qualifier floating-point aligned quaternion.
+	/// @see gtx_type_aligned
+	GLM_ALIGNED_TYPEDEF(f64quat, aligned_f64quat, 32);
+
+#	endif//GLM_FORCE_SINGLE_ONLY
+
+	/// @}
+}//namespace glm
+
+#include "type_aligned.inl"
diff --git a/third_party/glm/gtx/type_aligned.inl b/third_party/glm/gtx/type_aligned.inl
new file mode 100644
index 0000000000000000000000000000000000000000..54c1b818b64af8a03a2ce5c93853a7fce5093ea1
--- /dev/null
+++ b/third_party/glm/gtx/type_aligned.inl
@@ -0,0 +1,6 @@
+/// @ref gtc_type_aligned
+
+namespace glm
+{
+
+}
diff --git a/third_party/glm/gtx/type_trait.hpp b/third_party/glm/gtx/type_trait.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..17ddbad1b8d093f6145ce9055cad038f5dea1bda
--- /dev/null
+++ b/third_party/glm/gtx/type_trait.hpp
@@ -0,0 +1,83 @@
+/// @ref gtx_type_trait
+/// @file glm/gtx/type_trait.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_type_trait GLM_GTX_type_trait
+/// @ingroup gtx
+///
+/// Include <glm/gtx/type_trait.hpp> to use the features of this extension.
+///
+/// Defines traits for each type.
+
+#pragma once
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_type_trait is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_type_trait extension included")
+#endif
+
+// Dependency:
+#include "../detail/qualifier.hpp"
+#include "../gtc/quaternion.hpp"
+#include "../gtx/dual_quaternion.hpp"
+
+namespace glm
+{
+	/// @addtogroup gtx_type_trait
+	/// @{
+
+	template<typename T>
+	struct type
+	{
+		static bool const is_vec = false;
+		static bool const is_mat = false;
+		static bool const is_quat = false;
+		static length_t const components = 0;
+		static length_t const cols = 0;
+		static length_t const rows = 0;
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct type<vec<L, T, Q> >
+	{
+		static bool const is_vec = true;
+		static bool const is_mat = false;
+		static bool const is_quat = false;
+		static length_t const components = L;
+	};
+
+	template<length_t C, length_t R, typename T, qualifier Q>
+	struct type<mat<C, R, T, Q> >
+	{
+		static bool const is_vec = false;
+		static bool const is_mat = true;
+		static bool const is_quat = false;
+		static length_t const components = C;
+		static length_t const cols = C;
+		static length_t const rows = R;
+	};
+
+	template<typename T, qualifier Q>
+	struct type<qua<T, Q> >
+	{
+		static bool const is_vec = false;
+		static bool const is_mat = false;
+		static bool const is_quat = true;
+		static length_t const components = 4;
+	};
+
+	template<typename T, qualifier Q>
+	struct type<tdualquat<T, Q> >
+	{
+		static bool const is_vec = false;
+		static bool const is_mat = false;
+		static bool const is_quat = true;
+		static length_t const components = 8;
+	};
+
+	/// @}
+}//namespace glm
+
+#include "type_trait.inl"
diff --git a/third_party/glm/gtx/type_trait.inl b/third_party/glm/gtx/type_trait.inl
new file mode 100644
index 0000000000000000000000000000000000000000..045de959cc21dcb60ba5e96424419e9b57824435
--- /dev/null
+++ b/third_party/glm/gtx/type_trait.inl
@@ -0,0 +1,61 @@
+/// @ref gtx_type_trait
+
+namespace glm
+{
+	template<typename T>
+	bool const type<T>::is_vec;
+	template<typename T>
+	bool const type<T>::is_mat;
+	template<typename T>
+	bool const type<T>::is_quat;
+	template<typename T>
+	length_t const type<T>::components;
+	template<typename T>
+	length_t const type<T>::cols;
+	template<typename T>
+	length_t const type<T>::rows;
+
+	// vec
+	template<length_t L, typename T, qualifier Q>
+	bool const type<vec<L, T, Q> >::is_vec;
+	template<length_t L, typename T, qualifier Q>
+	bool const type<vec<L, T, Q> >::is_mat;
+	template<length_t L, typename T, qualifier Q>
+	bool const type<vec<L, T, Q> >::is_quat;
+	template<length_t L, typename T, qualifier Q>
+	length_t const type<vec<L, T, Q> >::components;
+
+	// mat
+	template<length_t C, length_t R, typename T, qualifier Q>
+	bool const type<mat<C, R, T, Q> >::is_vec;
+	template<length_t C, length_t R, typename T, qualifier Q>
+	bool const type<mat<C, R, T, Q> >::is_mat;
+	template<length_t C, length_t R, typename T, qualifier Q>
+	bool const type<mat<C, R, T, Q> >::is_quat;
+	template<length_t C, length_t R, typename T, qualifier Q>
+	length_t const type<mat<C, R, T, Q> >::components;
+	template<length_t C, length_t R, typename T, qualifier Q>
+	length_t const type<mat<C, R, T, Q> >::cols;
+	template<length_t C, length_t R, typename T, qualifier Q>
+	length_t const type<mat<C, R, T, Q> >::rows;
+
+	// tquat
+	template<typename T, qualifier Q>
+	bool const type<qua<T, Q> >::is_vec;
+	template<typename T, qualifier Q>
+	bool const type<qua<T, Q> >::is_mat;
+	template<typename T, qualifier Q>
+	bool const type<qua<T, Q> >::is_quat;
+	template<typename T, qualifier Q>
+	length_t const type<qua<T, Q> >::components;
+
+	// tdualquat
+	template<typename T, qualifier Q>
+	bool const type<tdualquat<T, Q> >::is_vec;
+	template<typename T, qualifier Q>
+	bool const type<tdualquat<T, Q> >::is_mat;
+	template<typename T, qualifier Q>
+	bool const type<tdualquat<T, Q> >::is_quat;
+	template<typename T, qualifier Q>
+	length_t const type<tdualquat<T, Q> >::components;
+}//namespace glm
diff --git a/third_party/glm/gtx/vec_swizzle.hpp b/third_party/glm/gtx/vec_swizzle.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..bce96e8b4122177c650a4a4b0412c8e759bc6899
--- /dev/null
+++ b/third_party/glm/gtx/vec_swizzle.hpp
@@ -0,0 +1,2769 @@
+/// @ref gtx_vec_swizzle
+/// @file glm/gtx/vec_swizzle.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_vec_swizzle GLM_GTX_vec_swizzle
+/// @ingroup gtx
+///
+/// Include <glm/gtx/vec_swizzle.hpp> to use the features of this extension.
+///
+/// Functions to perform swizzle operation.
+
+#pragma once
+
+#include "../glm.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_vec_swizzle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_vec_swizzle extension included")
+#endif
+
+namespace glm {
+	/// @addtogroup gtx_vec_swizzle
+	/// @{
+
+	// xx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xx(const glm::vec<1, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.x);
+	}
+
+	// xy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.y);
+	}
+
+	// xz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.z);
+	}
+
+	// xw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> xw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.x, v.w);
+	}
+
+	// yx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.x);
+	}
+
+	// yy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.y);
+	}
+
+	// yz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.z);
+	}
+
+	// yw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> yw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.y, v.w);
+	}
+
+	// zx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> zx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> zx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.z, v.x);
+	}
+
+	// zy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> zy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> zy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.z, v.y);
+	}
+
+	// zz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> zz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> zz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.z, v.z);
+	}
+
+	// zw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> zw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.z, v.w);
+	}
+
+	// wx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> wx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.w, v.x);
+	}
+
+	// wy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> wy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.w, v.y);
+	}
+
+	// wz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> wz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.w, v.z);
+	}
+
+	// ww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<2, T, Q> ww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<2, T, Q>(v.w, v.w);
+	}
+
+	// xxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxx(const glm::vec<1, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.x);
+	}
+
+	// xxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.y);
+	}
+
+	// xxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.z);
+	}
+
+	// xxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.x, v.w);
+	}
+
+	// xyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xyx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.y, v.x);
+	}
+
+	// xyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xyy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.y, v.y);
+	}
+
+	// xyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.y, v.z);
+	}
+
+	// xyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.y, v.w);
+	}
+
+	// xzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.z, v.x);
+	}
+
+	// xzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.z, v.y);
+	}
+
+	// xzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.z, v.z);
+	}
+
+	// xzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.z, v.w);
+	}
+
+	// xwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.w, v.x);
+	}
+
+	// xwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.w, v.y);
+	}
+
+	// xwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.w, v.z);
+	}
+
+	// xww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> xww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.x, v.w, v.w);
+	}
+
+	// yxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.x);
+	}
+
+	// yxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.y);
+	}
+
+	// yxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.z);
+	}
+
+	// yxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.x, v.w);
+	}
+
+	// yyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.x);
+	}
+
+	// yyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.y);
+	}
+
+	// yyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.z);
+	}
+
+	// yyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.y, v.w);
+	}
+
+	// yzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.z, v.x);
+	}
+
+	// yzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.z, v.y);
+	}
+
+	// yzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.z, v.z);
+	}
+
+	// yzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.z, v.w);
+	}
+
+	// ywx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> ywx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.w, v.x);
+	}
+
+	// ywy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> ywy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.w, v.y);
+	}
+
+	// ywz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> ywz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.w, v.z);
+	}
+
+	// yww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> yww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.y, v.w, v.w);
+	}
+
+	// zxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.x, v.x);
+	}
+
+	// zxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.x, v.y);
+	}
+
+	// zxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.x, v.z);
+	}
+
+	// zxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.x, v.w);
+	}
+
+	// zyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.y, v.x);
+	}
+
+	// zyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.y, v.y);
+	}
+
+	// zyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.y, v.z);
+	}
+
+	// zyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.y, v.w);
+	}
+
+	// zzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.z, v.x);
+	}
+
+	// zzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.z, v.y);
+	}
+
+	// zzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.z, v.z);
+	}
+
+	// zzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.z, v.w);
+	}
+
+	// zwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.w, v.x);
+	}
+
+	// zwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.w, v.y);
+	}
+
+	// zwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.w, v.z);
+	}
+
+	// zww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> zww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.z, v.w, v.w);
+	}
+
+	// wxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.x, v.x);
+	}
+
+	// wxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.x, v.y);
+	}
+
+	// wxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.x, v.z);
+	}
+
+	// wxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.x, v.w);
+	}
+
+	// wyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.y, v.x);
+	}
+
+	// wyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.y, v.y);
+	}
+
+	// wyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.y, v.z);
+	}
+
+	// wyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.y, v.w);
+	}
+
+	// wzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.z, v.x);
+	}
+
+	// wzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.z, v.y);
+	}
+
+	// wzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.z, v.z);
+	}
+
+	// wzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.z, v.w);
+	}
+
+	// wwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.w, v.x);
+	}
+
+	// wwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.w, v.y);
+	}
+
+	// wwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> wwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.w, v.z);
+	}
+
+	// www
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<3, T, Q> www(const glm::vec<4, T, Q> &v) {
+		return glm::vec<3, T, Q>(v.w, v.w, v.w);
+	}
+
+	// xxxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxx(const glm::vec<1, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x);
+	}
+
+	// xxxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y);
+	}
+
+	// xxxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.z);
+	}
+
+	// xxxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.x, v.w);
+	}
+
+	// xxyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x);
+	}
+
+	// xxyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y);
+	}
+
+	// xxyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.z);
+	}
+
+	// xxyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.y, v.w);
+	}
+
+	// xxzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.z, v.x);
+	}
+
+	// xxzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.z, v.y);
+	}
+
+	// xxzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.z, v.z);
+	}
+
+	// xxzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.z, v.w);
+	}
+
+	// xxwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.w, v.x);
+	}
+
+	// xxwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.w, v.y);
+	}
+
+	// xxwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.w, v.z);
+	}
+
+	// xxww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xxww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.x, v.w, v.w);
+	}
+
+	// xyxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x);
+	}
+
+	// xyxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y);
+	}
+
+	// xyxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.z);
+	}
+
+	// xyxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.x, v.w);
+	}
+
+	// xyyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x);
+	}
+
+	// xyyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y);
+	}
+
+	// xyyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.z);
+	}
+
+	// xyyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.y, v.w);
+	}
+
+	// xyzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.z, v.x);
+	}
+
+	// xyzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.z, v.y);
+	}
+
+
+	// xyzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.z, v.w);
+	}
+
+	// xywx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xywx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.w, v.x);
+	}
+
+	// xywy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xywy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.w, v.y);
+	}
+
+	// xywz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xywz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.w, v.z);
+	}
+
+	// xyww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xyww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.y, v.w, v.w);
+	}
+
+	// xzxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.x, v.x);
+	}
+
+	// xzxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.x, v.y);
+	}
+
+	// xzxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.x, v.z);
+	}
+
+	// xzxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.x, v.w);
+	}
+
+	// xzyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.y, v.x);
+	}
+
+	// xzyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.y, v.y);
+	}
+
+	// xzyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.y, v.z);
+	}
+
+	// xzyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.y, v.w);
+	}
+
+	// xzzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.z, v.x);
+	}
+
+	// xzzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.z, v.y);
+	}
+
+	// xzzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.z, v.z);
+	}
+
+	// xzzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.z, v.w);
+	}
+
+	// xzwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.w, v.x);
+	}
+
+	// xzwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.w, v.y);
+	}
+
+	// xzwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.w, v.z);
+	}
+
+	// xzww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xzww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.z, v.w, v.w);
+	}
+
+	// xwxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.x, v.x);
+	}
+
+	// xwxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.x, v.y);
+	}
+
+	// xwxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.x, v.z);
+	}
+
+	// xwxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.x, v.w);
+	}
+
+	// xwyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.y, v.x);
+	}
+
+	// xwyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.y, v.y);
+	}
+
+	// xwyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.y, v.z);
+	}
+
+	// xwyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.y, v.w);
+	}
+
+	// xwzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.z, v.x);
+	}
+
+	// xwzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.z, v.y);
+	}
+
+	// xwzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.z, v.z);
+	}
+
+	// xwzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.z, v.w);
+	}
+
+	// xwwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.w, v.x);
+	}
+
+	// xwwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.w, v.y);
+	}
+
+	// xwwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.w, v.z);
+	}
+
+	// xwww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> xwww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.x, v.w, v.w, v.w);
+	}
+
+	// yxxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x);
+	}
+
+	// yxxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y);
+	}
+
+	// yxxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.z);
+	}
+
+	// yxxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.x, v.w);
+	}
+
+	// yxyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x);
+	}
+
+	// yxyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y);
+	}
+
+	// yxyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.z);
+	}
+
+	// yxyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.y, v.w);
+	}
+
+	// yxzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.z, v.x);
+	}
+
+	// yxzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.z, v.y);
+	}
+
+	// yxzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.z, v.z);
+	}
+
+	// yxzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.z, v.w);
+	}
+
+	// yxwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.w, v.x);
+	}
+
+	// yxwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.w, v.y);
+	}
+
+	// yxwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.w, v.z);
+	}
+
+	// yxww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yxww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.x, v.w, v.w);
+	}
+
+	// yyxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x);
+	}
+
+	// yyxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y);
+	}
+
+	// yyxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.z);
+	}
+
+	// yyxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.x, v.w);
+	}
+
+	// yyyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyx(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x);
+	}
+
+	// yyyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyy(const glm::vec<2, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y);
+	}
+
+	// yyyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.z);
+	}
+
+	// yyyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.y, v.w);
+	}
+
+	// yyzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.z, v.x);
+	}
+
+	// yyzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.z, v.y);
+	}
+
+	// yyzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.z, v.z);
+	}
+
+	// yyzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.z, v.w);
+	}
+
+	// yywx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yywx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.w, v.x);
+	}
+
+	// yywy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yywy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.w, v.y);
+	}
+
+	// yywz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yywz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.w, v.z);
+	}
+
+	// yyww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yyww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.y, v.w, v.w);
+	}
+
+	// yzxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.x, v.x);
+	}
+
+	// yzxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.x, v.y);
+	}
+
+	// yzxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.x, v.z);
+	}
+
+	// yzxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.x, v.w);
+	}
+
+	// yzyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.y, v.x);
+	}
+
+	// yzyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.y, v.y);
+	}
+
+	// yzyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.y, v.z);
+	}
+
+	// yzyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.y, v.w);
+	}
+
+	// yzzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.z, v.x);
+	}
+
+	// yzzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.z, v.y);
+	}
+
+	// yzzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.z, v.z);
+	}
+
+	// yzzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.z, v.w);
+	}
+
+	// yzwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.w, v.x);
+	}
+
+	// yzwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.w, v.y);
+	}
+
+	// yzwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.w, v.z);
+	}
+
+	// yzww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> yzww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.z, v.w, v.w);
+	}
+
+	// ywxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.x, v.x);
+	}
+
+	// ywxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.x, v.y);
+	}
+
+	// ywxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.x, v.z);
+	}
+
+	// ywxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.x, v.w);
+	}
+
+	// ywyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.y, v.x);
+	}
+
+	// ywyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.y, v.y);
+	}
+
+	// ywyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.y, v.z);
+	}
+
+	// ywyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.y, v.w);
+	}
+
+	// ywzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.z, v.x);
+	}
+
+	// ywzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.z, v.y);
+	}
+
+	// ywzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.z, v.z);
+	}
+
+	// ywzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.z, v.w);
+	}
+
+	// ywwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.w, v.x);
+	}
+
+	// ywwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.w, v.y);
+	}
+
+	// ywwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.w, v.z);
+	}
+
+	// ywww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> ywww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.y, v.w, v.w, v.w);
+	}
+
+	// zxxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.x, v.x);
+	}
+
+	// zxxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.x, v.y);
+	}
+
+	// zxxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.x, v.z);
+	}
+
+	// zxxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.x, v.w);
+	}
+
+	// zxyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.y, v.x);
+	}
+
+	// zxyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.y, v.y);
+	}
+
+	// zxyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.y, v.z);
+	}
+
+	// zxyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.y, v.w);
+	}
+
+	// zxzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.z, v.x);
+	}
+
+	// zxzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.z, v.y);
+	}
+
+	// zxzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.z, v.z);
+	}
+
+	// zxzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.z, v.w);
+	}
+
+	// zxwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.w, v.x);
+	}
+
+	// zxwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.w, v.y);
+	}
+
+	// zxwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.w, v.z);
+	}
+
+	// zxww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zxww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.x, v.w, v.w);
+	}
+
+	// zyxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.x, v.x);
+	}
+
+	// zyxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.x, v.y);
+	}
+
+	// zyxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.x, v.z);
+	}
+
+	// zyxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.x, v.w);
+	}
+
+	// zyyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.y, v.x);
+	}
+
+	// zyyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.y, v.y);
+	}
+
+	// zyyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.y, v.z);
+	}
+
+	// zyyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.y, v.w);
+	}
+
+	// zyzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.z, v.x);
+	}
+
+	// zyzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.z, v.y);
+	}
+
+	// zyzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.z, v.z);
+	}
+
+	// zyzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.z, v.w);
+	}
+
+	// zywx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zywx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.w, v.x);
+	}
+
+	// zywy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zywy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.w, v.y);
+	}
+
+	// zywz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zywz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.w, v.z);
+	}
+
+	// zyww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zyww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.y, v.w, v.w);
+	}
+
+	// zzxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzxx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.x, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.x, v.x);
+	}
+
+	// zzxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzxy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.x, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.x, v.y);
+	}
+
+	// zzxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzxz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.x, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.x, v.z);
+	}
+
+	// zzxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.x, v.w);
+	}
+
+	// zzyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzyx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.y, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.y, v.x);
+	}
+
+	// zzyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzyy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.y, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.y, v.y);
+	}
+
+	// zzyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzyz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.y, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.y, v.z);
+	}
+
+	// zzyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.y, v.w);
+	}
+
+	// zzzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzzx(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.z, v.x);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.z, v.x);
+	}
+
+	// zzzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzzy(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.z, v.y);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.z, v.y);
+	}
+
+	// zzzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzzz(const glm::vec<3, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.z, v.z);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.z, v.z);
+	}
+
+	// zzzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.z, v.w);
+	}
+
+	// zzwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.w, v.x);
+	}
+
+	// zzwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.w, v.y);
+	}
+
+	// zzwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.w, v.z);
+	}
+
+	// zzww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zzww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.z, v.w, v.w);
+	}
+
+	// zwxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.x, v.x);
+	}
+
+	// zwxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.x, v.y);
+	}
+
+	// zwxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.x, v.z);
+	}
+
+	// zwxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.x, v.w);
+	}
+
+	// zwyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.y, v.x);
+	}
+
+	// zwyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.y, v.y);
+	}
+
+	// zwyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.y, v.z);
+	}
+
+	// zwyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.y, v.w);
+	}
+
+	// zwzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.z, v.x);
+	}
+
+	// zwzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.z, v.y);
+	}
+
+	// zwzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.z, v.z);
+	}
+
+	// zwzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.z, v.w);
+	}
+
+	// zwwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.w, v.x);
+	}
+
+	// zwwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.w, v.y);
+	}
+
+	// zwwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.w, v.z);
+	}
+
+	// zwww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> zwww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.z, v.w, v.w, v.w);
+	}
+
+	// wxxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.x, v.x);
+	}
+
+	// wxxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.x, v.y);
+	}
+
+	// wxxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.x, v.z);
+	}
+
+	// wxxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.x, v.w);
+	}
+
+	// wxyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.y, v.x);
+	}
+
+	// wxyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.y, v.y);
+	}
+
+	// wxyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.y, v.z);
+	}
+
+	// wxyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.y, v.w);
+	}
+
+	// wxzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.z, v.x);
+	}
+
+	// wxzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.z, v.y);
+	}
+
+	// wxzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.z, v.z);
+	}
+
+	// wxzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.z, v.w);
+	}
+
+	// wxwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.w, v.x);
+	}
+
+	// wxwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.w, v.y);
+	}
+
+	// wxwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.w, v.z);
+	}
+
+	// wxww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wxww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.x, v.w, v.w);
+	}
+
+	// wyxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.x, v.x);
+	}
+
+	// wyxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.x, v.y);
+	}
+
+	// wyxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.x, v.z);
+	}
+
+	// wyxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.x, v.w);
+	}
+
+	// wyyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.y, v.x);
+	}
+
+	// wyyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.y, v.y);
+	}
+
+	// wyyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.y, v.z);
+	}
+
+	// wyyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.y, v.w);
+	}
+
+	// wyzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.z, v.x);
+	}
+
+	// wyzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.z, v.y);
+	}
+
+	// wyzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.z, v.z);
+	}
+
+	// wyzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.z, v.w);
+	}
+
+	// wywx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wywx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.w, v.x);
+	}
+
+	// wywy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wywy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.w, v.y);
+	}
+
+	// wywz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wywz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.w, v.z);
+	}
+
+	// wyww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wyww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.y, v.w, v.w);
+	}
+
+	// wzxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.x, v.x);
+	}
+
+	// wzxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.x, v.y);
+	}
+
+	// wzxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.x, v.z);
+	}
+
+	// wzxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.x, v.w);
+	}
+
+	// wzyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.y, v.x);
+	}
+
+	// wzyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.y, v.y);
+	}
+
+	// wzyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.y, v.z);
+	}
+
+	// wzyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.y, v.w);
+	}
+
+	// wzzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.z, v.x);
+	}
+
+	// wzzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.z, v.y);
+	}
+
+	// wzzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.z, v.z);
+	}
+
+	// wzzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.z, v.w);
+	}
+
+	// wzwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.w, v.x);
+	}
+
+	// wzwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.w, v.y);
+	}
+
+	// wzwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.w, v.z);
+	}
+
+	// wzww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wzww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.z, v.w, v.w);
+	}
+
+	// wwxx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwxx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.x, v.x);
+	}
+
+	// wwxy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwxy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.x, v.y);
+	}
+
+	// wwxz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwxz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.x, v.z);
+	}
+
+	// wwxw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwxw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.x, v.w);
+	}
+
+	// wwyx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwyx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.y, v.x);
+	}
+
+	// wwyy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwyy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.y, v.y);
+	}
+
+	// wwyz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwyz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.y, v.z);
+	}
+
+	// wwyw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwyw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.y, v.w);
+	}
+
+	// wwzx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwzx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.z, v.x);
+	}
+
+	// wwzy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwzy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.z, v.y);
+	}
+
+	// wwzz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwzz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.z, v.z);
+	}
+
+	// wwzw
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwzw(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.z, v.w);
+	}
+
+	// wwwx
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwwx(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.w, v.x);
+	}
+
+	// wwwy
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwwy(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.w, v.y);
+	}
+
+	// wwwz
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwwz(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.w, v.z);
+	}
+
+	// wwww
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER glm::vec<4, T, Q> wwww(const glm::vec<4, T, Q> &v) {
+		return glm::vec<4, T, Q>(v.w, v.w, v.w, v.w);
+	}
+
+	/// @}
+}//namespace glm
diff --git a/third_party/glm/gtx/vector_angle.hpp b/third_party/glm/gtx/vector_angle.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..9ff41279b39778fd6d967f3efdfe04248fed9836
--- /dev/null
+++ b/third_party/glm/gtx/vector_angle.hpp
@@ -0,0 +1,55 @@
+/// @ref gtx_vector_angle
+/// @file glm/gtx/vector_angle.hpp
+///
+/// @see core (dependence)
+/// @see gtx_quaternion (dependence)
+/// @see gtx_epsilon (dependence)
+///
+/// @defgroup gtx_vector_angle GLM_GTX_vector_angle
+/// @ingroup gtx
+///
+/// Include <glm/gtx/vector_angle.hpp> to use the features of this extension.
+///
+/// Compute angle between vectors
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/epsilon.hpp"
+#include "../gtx/quaternion.hpp"
+#include "../gtx/rotate_vector.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_vector_angle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_vector_angle extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_vector_angle
+	/// @{
+
+	//! Returns the absolute angle between two vectors.
+	//! Parameters need to be normalized.
+	/// @see gtx_vector_angle extension.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	//! Returns the oriented angle between two 2d vectors.
+	//! Parameters need to be normalized.
+	/// @see gtx_vector_angle extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y);
+
+	//! Returns the oriented angle between two 3d vectors based from a reference axis.
+	//! Parameters need to be normalized.
+	/// @see gtx_vector_angle extension.
+	template<typename T, qualifier Q>
+	GLM_FUNC_DECL T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref);
+
+	/// @}
+}// namespace glm
+
+#include "vector_angle.inl"
diff --git a/third_party/glm/gtx/vector_angle.inl b/third_party/glm/gtx/vector_angle.inl
new file mode 100644
index 0000000000000000000000000000000000000000..11e1a218372e2c73215d302e3fd86bc69c7c488c
--- /dev/null
+++ b/third_party/glm/gtx/vector_angle.inl
@@ -0,0 +1,45 @@
+/// @ref gtx_vector_angle
+
+namespace glm
+{
+	template<typename genType>
+	GLM_FUNC_QUALIFIER genType angle
+	(
+		genType const& x,
+		genType const& y
+	)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'angle' only accept floating-point inputs");
+		return acos(clamp(dot(x, y), genType(-1), genType(1)));
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'angle' only accept floating-point inputs");
+		return acos(clamp(dot(x, y), T(-1), T(1)));
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'orientedAngle' only accept floating-point inputs");
+		T const Angle(acos(clamp(dot(x, y), T(-1), T(1))));
+
+		T const partialCross = x.x * y.y - y.x * x.y;
+
+		if (partialCross > T(0))
+			return Angle;
+		else
+			return -Angle;
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'orientedAngle' only accept floating-point inputs");
+
+		T const Angle(acos(clamp(dot(x, y), T(-1), T(1))));
+		return mix(Angle, -Angle, dot(ref, cross(x, y)) < T(0));
+	}
+}//namespace glm
diff --git a/third_party/glm/gtx/vector_query.hpp b/third_party/glm/gtx/vector_query.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ab52df0f20bf8a85c9daa58bc8c0d6a749f5e7a9
--- /dev/null
+++ b/third_party/glm/gtx/vector_query.hpp
@@ -0,0 +1,64 @@
+/// @ref gtx_vector_query
+/// @file glm/gtx/vector_query.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_vector_query GLM_GTX_vector_query
+/// @ingroup gtx
+///
+/// Include <glm/gtx/vector_query.hpp> to use the features of this extension.
+///
+/// Query information of vector types
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include <cfloat>
+#include <limits>
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_vector_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_vector_query extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_vector_query
+	/// @{
+
+	//! Check whether two vectors are collinears.
+	/// @see gtx_vector_query extensions.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL bool areCollinear(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);
+
+	//! Check whether two vectors are orthogonals.
+	/// @see gtx_vector_query extensions.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL bool areOrthogonal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);
+
+	//! Check whether a vector is normalized.
+	/// @see gtx_vector_query extensions.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL bool isNormalized(vec<L, T, Q> const& v, T const& epsilon);
+
+	//! Check whether a vector is null.
+	/// @see gtx_vector_query extensions.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL bool isNull(vec<L, T, Q> const& v, T const& epsilon);
+
+	//! Check whether a each component of a vector is null.
+	/// @see gtx_vector_query extensions.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, bool, Q> isCompNull(vec<L, T, Q> const& v, T const& epsilon);
+
+	//! Check whether two vectors are orthonormal.
+	/// @see gtx_vector_query extensions.
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL bool areOrthonormal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon);
+
+	/// @}
+}// namespace glm
+
+#include "vector_query.inl"
diff --git a/third_party/glm/gtx/vector_query.inl b/third_party/glm/gtx/vector_query.inl
new file mode 100644
index 0000000000000000000000000000000000000000..d1a5c9be46b1574a80c076d303822261e84e940a
--- /dev/null
+++ b/third_party/glm/gtx/vector_query.inl
@@ -0,0 +1,154 @@
+/// @ref gtx_vector_query
+
+#include <cassert>
+
+namespace glm{
+namespace detail
+{
+	template<length_t L, typename T, qualifier Q>
+	struct compute_areCollinear{};
+
+	template<typename T, qualifier Q>
+	struct compute_areCollinear<2, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<2, T, Q> const& v0, vec<2, T, Q> const& v1, T const& epsilon)
+		{
+			return length(cross(vec<3, T, Q>(v0, static_cast<T>(0)), vec<3, T, Q>(v1, static_cast<T>(0)))) < epsilon;
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_areCollinear<3, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, T const& epsilon)
+		{
+			return length(cross(v0, v1)) < epsilon;
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_areCollinear<4, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static bool call(vec<4, T, Q> const& v0, vec<4, T, Q> const& v1, T const& epsilon)
+		{
+			return length(cross(vec<3, T, Q>(v0), vec<3, T, Q>(v1))) < epsilon;
+		}
+	};
+
+	template<length_t L, typename T, qualifier Q>
+	struct compute_isCompNull{};
+
+	template<typename T, qualifier Q>
+	struct compute_isCompNull<2, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<2, bool, Q> call(vec<2, T, Q> const& v, T const& epsilon)
+		{
+			return vec<2, bool, Q>(
+				(abs(v.x) < epsilon),
+				(abs(v.y) < epsilon));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_isCompNull<3, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<3, bool, Q> call(vec<3, T, Q> const& v, T const& epsilon)
+		{
+			return vec<3, bool, Q>(
+				(abs(v.x) < epsilon),
+				(abs(v.y) < epsilon),
+				(abs(v.z) < epsilon));
+		}
+	};
+
+	template<typename T, qualifier Q>
+	struct compute_isCompNull<4, T, Q>
+	{
+		GLM_FUNC_QUALIFIER static vec<4, bool, Q> call(vec<4, T, Q> const& v, T const& epsilon)
+		{
+			return vec<4, bool, Q>(
+				(abs(v.x) < epsilon),
+				(abs(v.y) < epsilon),
+				(abs(v.z) < epsilon),
+				(abs(v.w) < epsilon));
+		}
+	};
+
+}//namespace detail
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool areCollinear(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'areCollinear' only accept floating-point inputs");
+
+		return detail::compute_areCollinear<L, T, Q>::call(v0, v1, epsilon);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool areOrthogonal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'areOrthogonal' only accept floating-point inputs");
+
+		return abs(dot(v0, v1)) <= max(
+			static_cast<T>(1),
+			length(v0)) * max(static_cast<T>(1), length(v1)) * epsilon;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isNormalized(vec<L, T, Q> const& v, T const& epsilon)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'isNormalized' only accept floating-point inputs");
+
+		return abs(length(v) - static_cast<T>(1)) <= static_cast<T>(2) * epsilon;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool isNull(vec<L, T, Q> const& v, T const& epsilon)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'isNull' only accept floating-point inputs");
+
+		return length(v) <= epsilon;
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<L, bool, Q> isCompNull(vec<L, T, Q> const& v, T const& epsilon)
+	{
+		GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'isCompNull' only accept floating-point inputs");
+
+		return detail::compute_isCompNull<L, T, Q>::call(v, epsilon);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<2, bool, Q> isCompNull(vec<2, T, Q> const& v, T const& epsilon)
+	{
+		return vec<2, bool, Q>(
+			abs(v.x) < epsilon,
+			abs(v.y) < epsilon);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<3, bool, Q> isCompNull(vec<3, T, Q> const& v, T const& epsilon)
+	{
+		return vec<3, bool, Q>(
+			abs(v.x) < epsilon,
+			abs(v.y) < epsilon,
+			abs(v.z) < epsilon);
+	}
+
+	template<typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER vec<4, bool, Q> isCompNull(vec<4, T, Q> const& v, T const& epsilon)
+	{
+		return vec<4, bool, Q>(
+			abs(v.x) < epsilon,
+			abs(v.y) < epsilon,
+			abs(v.z) < epsilon,
+			abs(v.w) < epsilon);
+	}
+
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_QUALIFIER bool areOrthonormal(vec<L, T, Q> const& v0, vec<L, T, Q> const& v1, T const& epsilon)
+	{
+		return isNormalized(v0, epsilon) && isNormalized(v1, epsilon) && (abs(dot(v0, v1)) <= epsilon);
+	}
+
+}//namespace glm
diff --git a/third_party/glm/gtx/wrap.hpp b/third_party/glm/gtx/wrap.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..b7ac5af26345d39ea419dba58e46b0e1cc92836f
--- /dev/null
+++ b/third_party/glm/gtx/wrap.hpp
@@ -0,0 +1,35 @@
+/// @ref gtx_wrap
+/// @file glm/gtx/wrap.hpp
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_wrap GLM_GTX_wrap
+/// @ingroup gtx
+///
+/// Include <glm/gtx/wrap.hpp> to use the features of this extension.
+///
+/// Wrapping mode of texture coordinates.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+#include "../ext/scalar_common.hpp"
+#include "../ext/vector_common.hpp"
+#include "../gtc/vec1.hpp"
+
+#ifndef GLM_ENABLE_EXPERIMENTAL
+#	error "GLM: GLM_GTX_wrap is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
+#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
+#	pragma message("GLM: GLM_GTX_wrap extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_wrap
+	/// @{
+
+	/// @}
+}// namespace glm
+
+#include "wrap.inl"
diff --git a/third_party/glm/gtx/wrap.inl b/third_party/glm/gtx/wrap.inl
new file mode 100644
index 0000000000000000000000000000000000000000..4be3b4c38aeeaba444655b2d0ac991806e6da48e
--- /dev/null
+++ b/third_party/glm/gtx/wrap.inl
@@ -0,0 +1,6 @@
+/// @ref gtx_wrap
+
+namespace glm
+{
+
+}//namespace glm
diff --git a/third_party/glm/integer.hpp b/third_party/glm/integer.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..36c67bec7988022c54aeacfcc1971cf35fafee24
--- /dev/null
+++ b/third_party/glm/integer.hpp
@@ -0,0 +1,212 @@
+/// @ref core
+/// @file glm/integer.hpp
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+///
+/// @defgroup core_func_integer Integer functions
+/// @ingroup core
+///
+/// Provides GLSL functions on integer types
+///
+/// These all operate component-wise. The description is per component.
+/// The notation [a, b] means the set of bits from bit-number a through bit-number
+/// b, inclusive. The lowest-order bit is bit 0.
+///
+/// Include <glm/integer.hpp> to use these core features.
+
+#pragma once
+
+#include "detail/qualifier.hpp"
+#include "common.hpp"
+#include "vector_relational.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_func_integer
+	/// @{
+
+	/// Adds 32-bit unsigned integer x and y, returning the sum
+	/// modulo pow(2, 32). The value carry is set to 0 if the sum was
+	/// less than pow(2, 32), or to 1 otherwise.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uaddCarry.xml">GLSL uaddCarry man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL vec<L, uint, Q> uaddCarry(
+		vec<L, uint, Q> const& x,
+		vec<L, uint, Q> const& y,
+		vec<L, uint, Q> & carry);
+
+	/// Subtracts the 32-bit unsigned integer y from x, returning
+	/// the difference if non-negative, or pow(2, 32) plus the difference
+	/// otherwise. The value borrow is set to 0 if x >= y, or to 1 otherwise.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/usubBorrow.xml">GLSL usubBorrow man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL vec<L, uint, Q> usubBorrow(
+		vec<L, uint, Q> const& x,
+		vec<L, uint, Q> const& y,
+		vec<L, uint, Q> & borrow);
+
+	/// Multiplies 32-bit integers x and y, producing a 64-bit
+	/// result. The 32 least-significant bits are returned in lsb.
+	/// The 32 most-significant bits are returned in msb.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/umulExtended.xml">GLSL umulExtended man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DISCARD_DECL void umulExtended(
+		vec<L, uint, Q> const& x,
+		vec<L, uint, Q> const& y,
+		vec<L, uint, Q> & msb,
+		vec<L, uint, Q> & lsb);
+
+	/// Multiplies 32-bit integers x and y, producing a 64-bit
+	/// result. The 32 least-significant bits are returned in lsb.
+	/// The 32 most-significant bits are returned in msb.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/imulExtended.xml">GLSL imulExtended man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DISCARD_DECL void imulExtended(
+		vec<L, int, Q> const& x,
+		vec<L, int, Q> const& y,
+		vec<L, int, Q> & msb,
+		vec<L, int, Q> & lsb);
+
+	/// Extracts bits [offset, offset + bits - 1] from value,
+	/// returning them in the least significant bits of the result.
+	/// For unsigned data types, the most significant bits of the
+	/// result will be set to zero. For signed data types, the
+	/// most significant bits will be set to the value of bit offset + base - 1.
+	///
+	/// If bits is zero, the result will be zero. The result will be
+	/// undefined if offset or bits is negative, or if the sum of
+	/// offset and bits is greater than the number of bits used
+	/// to store the operand.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Signed or unsigned integer scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldExtract.xml">GLSL bitfieldExtract man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> bitfieldExtract(
+		vec<L, T, Q> const& Value,
+		int Offset,
+		int Bits);
+
+	/// Returns the insertion the bits least-significant bits of insert into base.
+	///
+	/// The result will have bits [offset, offset + bits - 1] taken
+	/// from bits [0, bits - 1] of insert, and all other bits taken
+	/// directly from the corresponding bits of base. If bits is
+	/// zero, the result will simply be base. The result will be
+	/// undefined if offset or bits is negative, or if the sum of
+	/// offset and bits is greater than the number of bits used to
+	/// store the operand.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Signed or unsigned integer scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldInsert.xml">GLSL bitfieldInsert man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> bitfieldInsert(
+		vec<L, T, Q> const& Base,
+		vec<L, T, Q> const& Insert,
+		int Offset,
+		int Bits);
+
+	/// Returns the reversal of the bits of value.
+	/// The bit numbered n of the result will be taken from bit (bits - 1) - n of value,
+	/// where bits is the total number of bits used to represent value.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Signed or unsigned integer scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldReverse.xml">GLSL bitfieldReverse man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> bitfieldReverse(vec<L, T, Q> const& v);
+
+	/// Returns the number of bits set to 1 in the binary representation of value.
+	///
+	/// @tparam genType Signed or unsigned integer scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitCount.xml">GLSL bitCount man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<typename genType>
+	GLM_FUNC_DECL int bitCount(genType v);
+
+	/// Returns the number of bits set to 1 in the binary representation of value.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Signed or unsigned integer scalar or vector types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitCount.xml">GLSL bitCount man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int, Q> bitCount(vec<L, T, Q> const& v);
+
+	/// Returns the bit number of the least significant bit set to
+	/// 1 in the binary representation of value.
+	/// If value is zero, -1 will be returned.
+	///
+	/// @tparam genIUType Signed or unsigned integer scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/findLSB.xml">GLSL findLSB man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<typename genIUType>
+	GLM_FUNC_DECL int findLSB(genIUType x);
+
+	/// Returns the bit number of the least significant bit set to
+	/// 1 in the binary representation of value.
+	/// If value is zero, -1 will be returned.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Signed or unsigned integer scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/findLSB.xml">GLSL findLSB man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int, Q> findLSB(vec<L, T, Q> const& v);
+
+	/// Returns the bit number of the most significant bit in the binary representation of value.
+	/// For positive integers, the result will be the bit number of the most significant bit set to 1.
+	/// For negative integers, the result will be the bit number of the most significant
+	/// bit set to 0. For a value of zero or negative one, -1 will be returned.
+	///
+	/// @tparam genIUType Signed or unsigned integer scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/findMSB.xml">GLSL findMSB man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<typename genIUType>
+	GLM_FUNC_DECL int findMSB(genIUType x);
+
+	/// Returns the bit number of the most significant bit in the binary representation of value.
+	/// For positive integers, the result will be the bit number of the most significant bit set to 1.
+	/// For negative integers, the result will be the bit number of the most significant
+	/// bit set to 0. For a value of zero or negative one, -1 will be returned.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T Signed or unsigned integer scalar types.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/findMSB.xml">GLSL findMSB man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, int, Q> findMSB(vec<L, T, Q> const& v);
+
+	/// @}
+}//namespace glm
+
+#include "detail/func_integer.inl"
diff --git a/third_party/glm/mat2x2.hpp b/third_party/glm/mat2x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..96bec96b9a63846e577ebbd0e2dd21f65ae8f353
--- /dev/null
+++ b/third_party/glm/mat2x2.hpp
@@ -0,0 +1,9 @@
+/// @ref core
+/// @file glm/mat2x2.hpp
+
+#pragma once
+#include "./ext/matrix_double2x2.hpp"
+#include "./ext/matrix_double2x2_precision.hpp"
+#include "./ext/matrix_float2x2.hpp"
+#include "./ext/matrix_float2x2_precision.hpp"
+
diff --git a/third_party/glm/mat2x3.hpp b/third_party/glm/mat2x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..d68dc25eda943a72429732f0cdda9080a38b4829
--- /dev/null
+++ b/third_party/glm/mat2x3.hpp
@@ -0,0 +1,9 @@
+/// @ref core
+/// @file glm/mat2x3.hpp
+
+#pragma once
+#include "./ext/matrix_double2x3.hpp"
+#include "./ext/matrix_double2x3_precision.hpp"
+#include "./ext/matrix_float2x3.hpp"
+#include "./ext/matrix_float2x3_precision.hpp"
+
diff --git a/third_party/glm/mat2x4.hpp b/third_party/glm/mat2x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..b04b7387b1a31826ce22ac25d7926586b7b6f14a
--- /dev/null
+++ b/third_party/glm/mat2x4.hpp
@@ -0,0 +1,9 @@
+/// @ref core
+/// @file glm/mat2x4.hpp
+
+#pragma once
+#include "./ext/matrix_double2x4.hpp"
+#include "./ext/matrix_double2x4_precision.hpp"
+#include "./ext/matrix_float2x4.hpp"
+#include "./ext/matrix_float2x4_precision.hpp"
+
diff --git a/third_party/glm/mat3x2.hpp b/third_party/glm/mat3x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c85315372dc02dd2d409a8e214ea587101241a43
--- /dev/null
+++ b/third_party/glm/mat3x2.hpp
@@ -0,0 +1,9 @@
+/// @ref core
+/// @file glm/mat3x2.hpp
+
+#pragma once
+#include "./ext/matrix_double3x2.hpp"
+#include "./ext/matrix_double3x2_precision.hpp"
+#include "./ext/matrix_float3x2.hpp"
+#include "./ext/matrix_float3x2_precision.hpp"
+
diff --git a/third_party/glm/mat3x3.hpp b/third_party/glm/mat3x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..fd4fa31cdee018ed6eaf4a0d5386396010f89c7f
--- /dev/null
+++ b/third_party/glm/mat3x3.hpp
@@ -0,0 +1,8 @@
+/// @ref core
+/// @file glm/mat3x3.hpp
+
+#pragma once
+#include "./ext/matrix_double3x3.hpp"
+#include "./ext/matrix_double3x3_precision.hpp"
+#include "./ext/matrix_float3x3.hpp"
+#include "./ext/matrix_float3x3_precision.hpp"
diff --git a/third_party/glm/mat3x4.hpp b/third_party/glm/mat3x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..6342bf5b992dc97c57b532e25c18b8262d2a2f08
--- /dev/null
+++ b/third_party/glm/mat3x4.hpp
@@ -0,0 +1,8 @@
+/// @ref core
+/// @file glm/mat3x4.hpp
+
+#pragma once
+#include "./ext/matrix_double3x4.hpp"
+#include "./ext/matrix_double3x4_precision.hpp"
+#include "./ext/matrix_float3x4.hpp"
+#include "./ext/matrix_float3x4_precision.hpp"
diff --git a/third_party/glm/mat4x2.hpp b/third_party/glm/mat4x2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..e013e46b9c20c136332dd71ecc4f65abf7b51cfb
--- /dev/null
+++ b/third_party/glm/mat4x2.hpp
@@ -0,0 +1,9 @@
+/// @ref core
+/// @file glm/mat4x2.hpp
+
+#pragma once
+#include "./ext/matrix_double4x2.hpp"
+#include "./ext/matrix_double4x2_precision.hpp"
+#include "./ext/matrix_float4x2.hpp"
+#include "./ext/matrix_float4x2_precision.hpp"
+
diff --git a/third_party/glm/mat4x3.hpp b/third_party/glm/mat4x3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..205725abd25aa6094e140d80f3158b6a7659ea60
--- /dev/null
+++ b/third_party/glm/mat4x3.hpp
@@ -0,0 +1,8 @@
+/// @ref core
+/// @file glm/mat4x3.hpp
+
+#pragma once
+#include "./ext/matrix_double4x3.hpp"
+#include "./ext/matrix_double4x3_precision.hpp"
+#include "./ext/matrix_float4x3.hpp"
+#include "./ext/matrix_float4x3_precision.hpp"
diff --git a/third_party/glm/mat4x4.hpp b/third_party/glm/mat4x4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..3515f7f370bf105587316498db2459294cd52537
--- /dev/null
+++ b/third_party/glm/mat4x4.hpp
@@ -0,0 +1,9 @@
+/// @ref core
+/// @file glm/mat4x4.hpp
+
+#pragma once
+#include "./ext/matrix_double4x4.hpp"
+#include "./ext/matrix_double4x4_precision.hpp"
+#include "./ext/matrix_float4x4.hpp"
+#include "./ext/matrix_float4x4_precision.hpp"
+
diff --git a/third_party/glm/matrix.hpp b/third_party/glm/matrix.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..4584c92c3c4ecec7752810234766b06780fa670d
--- /dev/null
+++ b/third_party/glm/matrix.hpp
@@ -0,0 +1,161 @@
+/// @ref core
+/// @file glm/matrix.hpp
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+///
+/// @defgroup core_func_matrix Matrix functions
+/// @ingroup core
+///
+/// Provides GLSL matrix functions.
+///
+/// Include <glm/matrix.hpp> to use these core features.
+
+#pragma once
+
+// Dependencies
+#include "detail/qualifier.hpp"
+#include "detail/setup.hpp"
+#include "vec2.hpp"
+#include "vec3.hpp"
+#include "vec4.hpp"
+#include "mat2x2.hpp"
+#include "mat2x3.hpp"
+#include "mat2x4.hpp"
+#include "mat3x2.hpp"
+#include "mat3x3.hpp"
+#include "mat3x4.hpp"
+#include "mat4x2.hpp"
+#include "mat4x3.hpp"
+#include "mat4x4.hpp"
+
+namespace glm {
+namespace detail
+{
+	template<length_t C, length_t R, typename T, qualifier Q>
+	struct outerProduct_trait{};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<2, 2, T, Q>
+	{
+		typedef mat<2, 2, T, Q> type;
+	};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<2, 3, T, Q>
+	{
+		typedef mat<3, 2, T, Q> type;
+	};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<2, 4, T, Q>
+	{
+		typedef mat<4, 2, T, Q> type;
+	};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<3, 2, T, Q>
+	{
+		typedef mat<2, 3, T, Q> type;
+	};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<3, 3, T, Q>
+	{
+		typedef mat<3, 3, T, Q> type;
+	};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<3, 4, T, Q>
+	{
+		typedef mat<4, 3, T, Q> type;
+	};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<4, 2, T, Q>
+	{
+		typedef mat<2, 4, T, Q> type;
+	};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<4, 3, T, Q>
+	{
+		typedef mat<3, 4, T, Q> type;
+	};
+
+	template<typename T, qualifier Q>
+	struct outerProduct_trait<4, 4, T, Q>
+	{
+		typedef mat<4, 4, T, Q> type;
+	};
+}//namespace detail
+
+	 /// @addtogroup core_func_matrix
+	 /// @{
+
+	 /// Multiply matrix x by matrix y component-wise, i.e.,
+	 /// result[i][j] is the scalar product of x[i][j] and y[i][j].
+	 ///
+	 /// @tparam C Integer between 1 and 4 included that qualify the number a column
+	 /// @tparam R Integer between 1 and 4 included that qualify the number a row
+	 /// @tparam T Floating-point scalar types
+	 /// @tparam Q Value from qualifier enum
+	 ///
+	 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/matrixCompMult.xml">GLSL matrixCompMult man page</a>
+	 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL mat<C, R, T, Q> matrixCompMult(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y);
+
+	/// Treats the first parameter c as a column vector
+	/// and the second parameter r as a row vector
+	/// and does a linear algebraic matrix multiply c * r.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number a column
+	/// @tparam R Integer between 1 and 4 included that qualify the number a row
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/outerProduct.xml">GLSL outerProduct man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL typename detail::outerProduct_trait<C, R, T, Q>::type outerProduct(vec<C, T, Q> const& c, vec<R, T, Q> const& r);
+
+	/// Returns the transposed matrix of x
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number a column
+	/// @tparam R Integer between 1 and 4 included that qualify the number a row
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/transpose.xml">GLSL transpose man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL typename mat<C, R, T, Q>::transpose_type transpose(mat<C, R, T, Q> const& x);
+
+	/// Return the determinant of a squared matrix.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number a column
+	/// @tparam R Integer between 1 and 4 included that qualify the number a row
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/determinant.xml">GLSL determinant man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL T determinant(mat<C, R, T, Q> const& m);
+
+	/// Return the inverse of a squared matrix.
+	///
+	/// @tparam C Integer between 1 and 4 included that qualify the number a column
+	/// @tparam R Integer between 1 and 4 included that qualify the number a row
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/inverse.xml">GLSL inverse man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
+	template<length_t C, length_t R, typename T, qualifier Q>
+	GLM_FUNC_DECL mat<C, R, T, Q> inverse(mat<C, R, T, Q> const& m);
+
+	/// @}
+}//namespace glm
+
+#include "detail/func_matrix.inl"
diff --git a/third_party/glm/packing.hpp b/third_party/glm/packing.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..ca83ac1dec960d3ddef0127a43f9504d64772fb3
--- /dev/null
+++ b/third_party/glm/packing.hpp
@@ -0,0 +1,173 @@
+/// @ref core
+/// @file glm/packing.hpp
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+/// @see gtc_packing
+///
+/// @defgroup core_func_packing Floating-Point Pack and Unpack Functions
+/// @ingroup core
+///
+/// Provides GLSL functions to pack and unpack half, single and double-precision floating point values into more compact integer types.
+///
+/// These functions do not operate component-wise, rather as described in each case.
+///
+/// Include <glm/packing.hpp> to use these core features.
+
+#pragma once
+
+#include "./ext/vector_uint2.hpp"
+#include "./ext/vector_float2.hpp"
+#include "./ext/vector_float4.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_func_packing
+	/// @{
+
+	/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
+	/// Then, the results are packed into the returned 32-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)
+	///
+	/// The first component of the vector will be written to the least significant bits of the output;
+	/// the last component will be written to the most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm2x16.xml">GLSL packUnorm2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint packUnorm2x16(vec2 const& v);
+
+	/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
+	/// Then, the results are packed into the returned 32-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packSnorm2x16: round(clamp(v, -1, +1) * 32767.0)
+	///
+	/// The first component of the vector will be written to the least significant bits of the output;
+	/// the last component will be written to the most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm2x16.xml">GLSL packSnorm2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint packSnorm2x16(vec2 const& v);
+
+	/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
+	/// Then, the results are packed into the returned 32-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packUnorm4x8:	round(clamp(c, 0, +1) * 255.0)
+	///
+	/// The first component of the vector will be written to the least significant bits of the output;
+	/// the last component will be written to the most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint packUnorm4x8(vec4 const& v);
+
+	/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
+	/// Then, the results are packed into the returned 32-bit unsigned integer.
+	///
+	/// The conversion for component c of v to fixed point is done as follows:
+	/// packSnorm4x8:	round(clamp(c, -1, +1) * 127.0)
+	///
+	/// The first component of the vector will be written to the least significant bits of the output;
+	/// the last component will be written to the most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint packSnorm4x8(vec4 const& v);
+
+	/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackUnorm2x16: f / 65535.0
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec2 unpackUnorm2x16(uint p);
+
+	/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackSnorm2x16: clamp(f / 32767.0, -1, +1)
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml">GLSL unpackSnorm2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec2 unpackSnorm2x16(uint p);
+
+	/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackUnorm4x8: f / 255.0
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec4 unpackUnorm4x8(uint p);
+
+	/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
+	/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
+	///
+	/// The conversion for unpacked fixed-point value f to floating point is done as follows:
+	/// unpackSnorm4x8: clamp(f / 127.0, -1, +1)
+	///
+	/// The first component of the returned vector will be extracted from the least significant bits of the input;
+	/// the last component will be extracted from the most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec4 unpackSnorm4x8(uint p);
+
+	/// Returns a double-qualifier value obtained by packing the components of v into a 64-bit value.
+	/// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.
+	/// Otherwise, the bit- level representation of v is preserved.
+	/// The first vector component specifies the 32 least significant bits;
+	/// the second component specifies the 32 most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packDouble2x32.xml">GLSL packDouble2x32 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL double packDouble2x32(uvec2 const& v);
+
+	/// Returns a two-component unsigned integer vector representation of v.
+	/// The bit-level representation of v is preserved.
+	/// The first component of the vector contains the 32 least significant bits of the double;
+	/// the second component consists the 32 most significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackDouble2x32.xml">GLSL unpackDouble2x32 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uvec2 unpackDouble2x32(double v);
+
+	/// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector
+	/// to the 16-bit floating-point representation found in the OpenGL Specification,
+	/// and then packing these two 16- bit integers into a 32-bit unsigned integer.
+	/// The first vector component specifies the 16 least-significant bits of the result;
+	/// the second component specifies the 16 most-significant bits.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL uint packHalf2x16(vec2 const& v);
+
+	/// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values,
+	/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,
+	/// and converting them to 32-bit floating-point values.
+	/// The first component of the vector is obtained from the 16 least-significant bits of v;
+	/// the second component is obtained from the 16 most-significant bits of v.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
+	GLM_FUNC_DECL vec2 unpackHalf2x16(uint v);
+
+	/// @}
+}//namespace glm
+
+#include "detail/func_packing.inl"
diff --git a/third_party/glm/simd/common.h b/third_party/glm/simd/common.h
new file mode 100644
index 0000000000000000000000000000000000000000..c11338a69a0b85c08970acec693bf1de05dd8c03
--- /dev/null
+++ b/third_party/glm/simd/common.h
@@ -0,0 +1,249 @@
+/// @ref simd
+/// @file glm/simd/common.h
+
+#pragma once
+
+#include "platform.h"
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_add(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return _mm_add_ps(a, b);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_add(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return _mm_add_ss(a, b);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sub(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return _mm_sub_ps(a, b);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sub(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return _mm_sub_ss(a, b);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_mul(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return _mm_mul_ps(a, b);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_mul(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return _mm_mul_ss(a, b);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return _mm_div_ps(a, b);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_div(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return _mm_div_ss(a, b);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div_lowp(glm_f32vec4 a, glm_f32vec4 b)
+{
+	return glm_vec4_mul(a, _mm_rcp_ps(b));
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_swizzle_xyzw(glm_f32vec4 a)
+{
+#	if GLM_ARCH & GLM_ARCH_AVX2_BIT
+		return _mm_permute_ps(a, _MM_SHUFFLE(3, 2, 1, 0));
+#	else
+		return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 2, 1, 0));
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c)
+{
+#	ifdef GLM_FORCE_FMA
+		return _mm_fmadd_ss(a, b, c);
+#	else
+		return _mm_add_ss(_mm_mul_ss(a, b), c);
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c)
+{
+#	ifdef GLM_FORCE_FMA
+		return _mm_fmadd_ps(a, b, c);
+#	else
+		return glm_vec4_add(glm_vec4_mul(a, b), c);
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4d_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c)
+{
+#	ifdef GLM_FORCE_FMA
+		return _mm_fmadd_ps(a, b, c);
+#	else
+		return glm_vec4_add(glm_vec4_mul(a, b), c);
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_abs(glm_f32vec4 x)
+{
+	return _mm_and_ps(x, _mm_castsi128_ps(_mm_set1_epi32(0x7FFFFFFF)));
+}
+
+GLM_FUNC_QUALIFIER glm_ivec4 glm_ivec4_abs(glm_ivec4 x)
+{
+#	if GLM_ARCH & GLM_ARCH_SSSE3_BIT
+		return _mm_sign_epi32(x, x);
+#	else
+		glm_ivec4 const sgn0 = _mm_srai_epi32(x, 31);
+		glm_ivec4 const inv0 = _mm_xor_si128(x, sgn0);
+		glm_ivec4 const sub0 = _mm_sub_epi32(inv0, sgn0);
+		return sub0;
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_sign(glm_vec4 x)
+{
+	glm_vec4 const zro0 = _mm_setzero_ps();
+	glm_vec4 const cmp0 = _mm_cmplt_ps(x, zro0);
+	glm_vec4 const cmp1 = _mm_cmpgt_ps(x, zro0);
+	glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(-1.0f));
+	glm_vec4 const and1 = _mm_and_ps(cmp1, _mm_set1_ps(1.0f));
+	glm_vec4 const or0 = _mm_or_ps(and0, and1);
+	return or0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_round(glm_vec4 x)
+{
+#	if GLM_ARCH & GLM_ARCH_SSE41_BIT
+		return _mm_round_ps(x, _MM_FROUND_TO_NEAREST_INT);
+#	else
+		glm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000)));
+		glm_vec4 const and0 = _mm_and_ps(sgn0, x);
+		glm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f));
+		glm_vec4 const add0 = glm_vec4_add(x, or0);
+		glm_vec4 const sub0 = glm_vec4_sub(add0, or0);
+		return sub0;
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_floor(glm_vec4 x)
+{
+#	if GLM_ARCH & GLM_ARCH_SSE41_BIT
+		return _mm_floor_ps(x);
+#	else
+		glm_vec4 const rnd0 = glm_vec4_round(x);
+		glm_vec4 const cmp0 = _mm_cmplt_ps(x, rnd0);
+		glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f));
+		glm_vec4 const sub0 = glm_vec4_sub(rnd0, and0);
+		return sub0;
+#	endif
+}
+
+/* trunc TODO
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_trunc(glm_vec4 x)
+{
+	return glm_vec4();
+}
+*/
+
+//roundEven
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_roundEven(glm_vec4 x)
+{
+	glm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000)));
+	glm_vec4 const and0 = _mm_and_ps(sgn0, x);
+	glm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f));
+	glm_vec4 const add0 = glm_vec4_add(x, or0);
+	glm_vec4 const sub0 = glm_vec4_sub(add0, or0);
+	return sub0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_ceil(glm_vec4 x)
+{
+#	if GLM_ARCH & GLM_ARCH_SSE41_BIT
+		return _mm_ceil_ps(x);
+#	else
+		glm_vec4 const rnd0 = glm_vec4_round(x);
+		glm_vec4 const cmp0 = _mm_cmpgt_ps(x, rnd0);
+		glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f));
+		glm_vec4 const add0 = glm_vec4_add(rnd0, and0);
+		return add0;
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_fract(glm_vec4 x)
+{
+	glm_vec4 const flr0 = glm_vec4_floor(x);
+	glm_vec4 const sub0 = glm_vec4_sub(x, flr0);
+	return sub0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mod(glm_vec4 x, glm_vec4 y)
+{
+	glm_vec4 const div0 = glm_vec4_div(x, y);
+	glm_vec4 const flr0 = glm_vec4_floor(div0);
+	glm_vec4 const mul0 = glm_vec4_mul(y, flr0);
+	glm_vec4 const sub0 = glm_vec4_sub(x, mul0);
+	return sub0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_clamp(glm_vec4 v, glm_vec4 minVal, glm_vec4 maxVal)
+{
+	glm_vec4 const min0 = _mm_min_ps(v, maxVal);
+	glm_vec4 const max0 = _mm_max_ps(min0, minVal);
+	return max0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mix(glm_vec4 v1, glm_vec4 v2, glm_vec4 a)
+{
+	glm_vec4 const sub0 = glm_vec4_sub(_mm_set1_ps(1.0f), a);
+	glm_vec4 const mul0 = glm_vec4_mul(v1, sub0);
+	glm_vec4 const mad0 = glm_vec4_fma(v2, a, mul0);
+	return mad0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_step(glm_vec4 edge, glm_vec4 x)
+{
+	glm_vec4 const cmp = _mm_cmple_ps(x, edge);
+	return _mm_movemask_ps(cmp) == 0 ? _mm_set1_ps(1.0f) : _mm_setzero_ps();
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_smoothstep(glm_vec4 edge0, glm_vec4 edge1, glm_vec4 x)
+{
+	glm_vec4 const sub0 = glm_vec4_sub(x, edge0);
+	glm_vec4 const sub1 = glm_vec4_sub(edge1, edge0);
+	glm_vec4 const div0 = glm_vec4_div(sub0, sub1);
+	glm_vec4 const clp0 = glm_vec4_clamp(div0, _mm_setzero_ps(), _mm_set1_ps(1.0f));
+	glm_vec4 const mul0 = glm_vec4_mul(_mm_set1_ps(2.0f), clp0);
+	glm_vec4 const sub2 = glm_vec4_sub(_mm_set1_ps(3.0f), mul0);
+	glm_vec4 const mul1 = glm_vec4_mul(clp0, clp0);
+	glm_vec4 const mul2 = glm_vec4_mul(mul1, sub2);
+	return mul2;
+}
+
+// Agner Fog method
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_nan(glm_vec4 x)
+{
+	glm_ivec4 const t1 = _mm_castps_si128(x);						// reinterpret as 32-bit integer
+	glm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1));	// shift out sign bit
+	glm_ivec4 const t3 = _mm_set1_epi32(int(0xFF000000));				// exponent mask
+	glm_ivec4 const t4 = _mm_and_si128(t2, t3);						// exponent
+	glm_ivec4 const t5 = _mm_andnot_si128(t3, t2);					// fraction
+	glm_ivec4 const Equal = _mm_cmpeq_epi32(t3, t4);
+	glm_ivec4 const Nequal = _mm_cmpeq_epi32(t5, _mm_setzero_si128());
+	glm_ivec4 const And = _mm_and_si128(Equal, Nequal);
+	return _mm_castsi128_ps(And);									// exponent = all 1s and fraction != 0
+}
+
+// Agner Fog method
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_inf(glm_vec4 x)
+{
+	glm_ivec4 const t1 = _mm_castps_si128(x);										// reinterpret as 32-bit integer
+	glm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1));					// shift out sign bit
+	return _mm_castsi128_ps(_mm_cmpeq_epi32(t2, _mm_set1_epi32(int(0xFF000000))));		// exponent is all 1s, fraction is 0
+}
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/simd/exponential.h b/third_party/glm/simd/exponential.h
new file mode 100644
index 0000000000000000000000000000000000000000..bc351d0119b9a8a2513a23eb02a0dee5f9c03d2d
--- /dev/null
+++ b/third_party/glm/simd/exponential.h
@@ -0,0 +1,20 @@
+/// @ref simd
+/// @file glm/simd/experimental.h
+
+#pragma once
+
+#include "platform.h"
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sqrt_lowp(glm_f32vec4 x)
+{
+	return _mm_mul_ss(_mm_rsqrt_ss(x), x);
+}
+
+GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sqrt_lowp(glm_f32vec4 x)
+{
+	return _mm_mul_ps(_mm_rsqrt_ps(x), x);
+}
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/simd/geometric.h b/third_party/glm/simd/geometric.h
new file mode 100644
index 0000000000000000000000000000000000000000..afbe590e868cf0ab639208655f1e8ec568ba25fe
--- /dev/null
+++ b/third_party/glm/simd/geometric.h
@@ -0,0 +1,130 @@
+/// @ref simd
+/// @file glm/simd/geometric.h
+
+#pragma once
+
+#include "common.h"
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+GLM_FUNC_DECL glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2);
+GLM_FUNC_DECL glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2);
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_length(glm_vec4 x)
+{
+	glm_vec4 const dot0 = glm_vec4_dot(x, x);
+	glm_vec4 const sqt0 = _mm_sqrt_ps(dot0);
+	return sqt0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_distance(glm_vec4 p0, glm_vec4 p1)
+{
+	glm_vec4 const sub0 = _mm_sub_ps(p0, p1);
+	glm_vec4 const len0 = glm_vec4_length(sub0);
+	return len0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2)
+{
+#	if GLM_ARCH & GLM_ARCH_AVX_BIT
+		return _mm_dp_ps(v1, v2, 0xff);
+#	elif GLM_ARCH & GLM_ARCH_SSE3_BIT
+		glm_vec4 const mul0 = _mm_mul_ps(v1, v2);
+		glm_vec4 const hadd0 = _mm_hadd_ps(mul0, mul0);
+		glm_vec4 const hadd1 = _mm_hadd_ps(hadd0, hadd0);
+		return hadd1;
+#	else
+		glm_vec4 const mul0 = _mm_mul_ps(v1, v2);
+		glm_vec4 const swp0 = _mm_shuffle_ps(mul0, mul0, _MM_SHUFFLE(2, 3, 0, 1));
+		glm_vec4 const add0 = _mm_add_ps(mul0, swp0);
+		glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, _MM_SHUFFLE(0, 1, 2, 3));
+		glm_vec4 const add1 = _mm_add_ps(add0, swp1);
+		return add1;
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2)
+{
+#	if GLM_ARCH & GLM_ARCH_AVX_BIT
+		return _mm_dp_ps(v1, v2, 0xff);
+#	elif GLM_ARCH & GLM_ARCH_SSE3_BIT
+		glm_vec4 const mul0 = _mm_mul_ps(v1, v2);
+		glm_vec4 const had0 = _mm_hadd_ps(mul0, mul0);
+		glm_vec4 const had1 = _mm_hadd_ps(had0, had0);
+		return had1;
+#	else
+		glm_vec4 const mul0 = _mm_mul_ps(v1, v2);
+		glm_vec4 const mov0 = _mm_movehl_ps(mul0, mul0);
+		glm_vec4 const add0 = _mm_add_ps(mov0, mul0);
+		glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, 1);
+		glm_vec4 const add1 = _mm_add_ss(add0, swp1);
+		return add1;
+#	endif
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_cross(glm_vec4 v1, glm_vec4 v2)
+{
+	glm_vec4 const swp0 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 0, 2, 1));
+	glm_vec4 const swp1 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 1, 0, 2));
+	glm_vec4 const swp2 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 0, 2, 1));
+	glm_vec4 const swp3 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 1, 0, 2));
+	glm_vec4 const mul0 = _mm_mul_ps(swp0, swp3);
+	glm_vec4 const mul1 = _mm_mul_ps(swp1, swp2);
+	glm_vec4 const sub0 = _mm_sub_ps(mul0, mul1);
+	return sub0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v)
+{
+	glm_vec4 const dot0 = glm_vec4_dot(v, v);
+	glm_vec4 const isr0 = _mm_rsqrt_ps(dot0);
+	glm_vec4 const mul0 = _mm_mul_ps(v, isr0);
+	return mul0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref)
+{
+	glm_vec4 const dot0 = glm_vec4_dot(Nref, I);
+	glm_vec4 const sgn0 = glm_vec4_sign(dot0);
+	glm_vec4 const mul0 = _mm_mul_ps(sgn0, _mm_set1_ps(-1.0f));
+	glm_vec4 const mul1 = _mm_mul_ps(N, mul0);
+	return mul1;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_reflect(glm_vec4 I, glm_vec4 N)
+{
+	glm_vec4 const dot0 = glm_vec4_dot(N, I);
+	glm_vec4 const mul0 = _mm_mul_ps(N, dot0);
+	glm_vec4 const mul1 = _mm_mul_ps(mul0, _mm_set1_ps(2.0f));
+	glm_vec4 const sub0 = _mm_sub_ps(I, mul1);
+	return sub0;
+}
+
+GLM_FUNC_QUALIFIER __m128 glm_vec4_refract(glm_vec4 I, glm_vec4 N, glm_vec4 eta)
+{
+	// k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));
+	// if (k < 0.0)
+	// 	R = genType(0.0);       // or genDType(0.0)
+	// else
+	// 	R = eta * I - (eta * dot(N, I) + sqrt(k)) * N;
+
+	glm_vec4 const dot0 = glm_vec4_dot(N, I);					// dot(N, I)
+	glm_vec4 const mul0 = _mm_mul_ps(eta, eta);					// eta * eta
+	glm_vec4 const mul1 = _mm_mul_ps(dot0, dot0);				// dot(N, I) * dot(N, I)
+	glm_vec4 const sub1 = _mm_sub_ps(_mm_set1_ps(1.0f), mul1);	// (1.0 - dot(N, I) * dot(N, I))
+	glm_vec4 const mul2 = _mm_mul_ps(mul0, sub1);				// eta * eta * (1.0 - dot(N, I) * dot(N, I))
+	glm_vec4 const sub0 = _mm_sub_ps(_mm_set1_ps(1.0f), mul2);  // 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I))
+
+	if(_mm_movemask_ps(_mm_cmplt_ss(sub0, _mm_set1_ps(0.0f))) == 0)
+		return _mm_set1_ps(0.0f);
+
+	glm_vec4 const sqt0 = _mm_sqrt_ps(sub0);
+	glm_vec4 const mad0 = glm_vec4_fma(eta, dot0, sqt0);
+	glm_vec4 const mul4 = _mm_mul_ps(mad0, N);
+	glm_vec4 const mul5 = _mm_mul_ps(eta, I);
+	glm_vec4 const sub2 = _mm_sub_ps(mul5, mul4);
+
+	return sub2;
+}
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/simd/integer.h b/third_party/glm/simd/integer.h
new file mode 100644
index 0000000000000000000000000000000000000000..93814183fe027ab62e3532062de1abbb0ffe8c9e
--- /dev/null
+++ b/third_party/glm/simd/integer.h
@@ -0,0 +1,115 @@
+/// @ref simd
+/// @file glm/simd/integer.h
+
+#pragma once
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+GLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave(glm_uvec4 x)
+{
+	glm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF);
+	glm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF);
+	glm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F);
+	glm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333);
+	glm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555);
+
+	glm_uvec4 Reg1;
+	glm_uvec4 Reg2;
+
+	// REG1 = x;
+	// REG2 = y;
+	//Reg1 = _mm_unpacklo_epi64(x, y);
+	Reg1 = x;
+
+	//REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF);
+	//REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF);
+	Reg2 = _mm_slli_si128(Reg1, 2);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask4);
+
+	//REG1 = ((REG1 <<  8) | REG1) & glm::uint64(0x00FF00FF00FF00FF);
+	//REG2 = ((REG2 <<  8) | REG2) & glm::uint64(0x00FF00FF00FF00FF);
+	Reg2 = _mm_slli_si128(Reg1, 1);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask3);
+
+	//REG1 = ((REG1 <<  4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F);
+	//REG2 = ((REG2 <<  4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F);
+	Reg2 = _mm_slli_epi32(Reg1, 4);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask2);
+
+	//REG1 = ((REG1 <<  2) | REG1) & glm::uint64(0x3333333333333333);
+	//REG2 = ((REG2 <<  2) | REG2) & glm::uint64(0x3333333333333333);
+	Reg2 = _mm_slli_epi32(Reg1, 2);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask1);
+
+	//REG1 = ((REG1 <<  1) | REG1) & glm::uint64(0x5555555555555555);
+	//REG2 = ((REG2 <<  1) | REG2) & glm::uint64(0x5555555555555555);
+	Reg2 = _mm_slli_epi32(Reg1, 1);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask0);
+
+	//return REG1 | (REG2 << 1);
+	Reg2 = _mm_slli_epi32(Reg1, 1);
+	Reg2 = _mm_srli_si128(Reg2, 8);
+	Reg1 = _mm_or_si128(Reg1, Reg2);
+
+	return Reg1;
+}
+
+GLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave2(glm_uvec4 x, glm_uvec4 y)
+{
+	glm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF);
+	glm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF);
+	glm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F);
+	glm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333);
+	glm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555);
+
+	glm_uvec4 Reg1;
+	glm_uvec4 Reg2;
+
+	// REG1 = x;
+	// REG2 = y;
+	Reg1 = _mm_unpacklo_epi64(x, y);
+
+	//REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF);
+	//REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF);
+	Reg2 = _mm_slli_si128(Reg1, 2);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask4);
+
+	//REG1 = ((REG1 <<  8) | REG1) & glm::uint64(0x00FF00FF00FF00FF);
+	//REG2 = ((REG2 <<  8) | REG2) & glm::uint64(0x00FF00FF00FF00FF);
+	Reg2 = _mm_slli_si128(Reg1, 1);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask3);
+
+	//REG1 = ((REG1 <<  4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F);
+	//REG2 = ((REG2 <<  4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F);
+	Reg2 = _mm_slli_epi32(Reg1, 4);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask2);
+
+	//REG1 = ((REG1 <<  2) | REG1) & glm::uint64(0x3333333333333333);
+	//REG2 = ((REG2 <<  2) | REG2) & glm::uint64(0x3333333333333333);
+	Reg2 = _mm_slli_epi32(Reg1, 2);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask1);
+
+	//REG1 = ((REG1 <<  1) | REG1) & glm::uint64(0x5555555555555555);
+	//REG2 = ((REG2 <<  1) | REG2) & glm::uint64(0x5555555555555555);
+	Reg2 = _mm_slli_epi32(Reg1, 1);
+	Reg1 = _mm_or_si128(Reg2, Reg1);
+	Reg1 = _mm_and_si128(Reg1, Mask0);
+
+	//return REG1 | (REG2 << 1);
+	Reg2 = _mm_slli_epi32(Reg1, 1);
+	Reg2 = _mm_srli_si128(Reg2, 8);
+	Reg1 = _mm_or_si128(Reg1, Reg2);
+
+	return Reg1;
+}
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/simd/matrix.h b/third_party/glm/simd/matrix.h
new file mode 100644
index 0000000000000000000000000000000000000000..8f9461c8b9ec8b211a4625f7c751be92bf761a15
--- /dev/null
+++ b/third_party/glm/simd/matrix.h
@@ -0,0 +1,1040 @@
+/// @ref simd
+/// @file glm/simd/matrix.h
+
+#pragma once
+
+#include "geometric.h"
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+GLM_FUNC_QUALIFIER void glm_mat4_matrixCompMult(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])
+{
+	out[0] = _mm_mul_ps(in1[0], in2[0]);
+	out[1] = _mm_mul_ps(in1[1], in2[1]);
+	out[2] = _mm_mul_ps(in1[2], in2[2]);
+	out[3] = _mm_mul_ps(in1[3], in2[3]);
+}
+
+GLM_FUNC_QUALIFIER void glm_mat4_add(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])
+{
+	out[0] = _mm_add_ps(in1[0], in2[0]);
+	out[1] = _mm_add_ps(in1[1], in2[1]);
+	out[2] = _mm_add_ps(in1[2], in2[2]);
+	out[3] = _mm_add_ps(in1[3], in2[3]);
+}
+
+GLM_FUNC_QUALIFIER void glm_mat4_sub(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])
+{
+	out[0] = _mm_sub_ps(in1[0], in2[0]);
+	out[1] = _mm_sub_ps(in1[1], in2[1]);
+	out[2] = _mm_sub_ps(in1[2], in2[2]);
+	out[3] = _mm_sub_ps(in1[3], in2[3]);
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_mul_vec4(glm_vec4 const m[4], glm_vec4 v)
+{
+	__m128 v0 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 v1 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
+	__m128 v2 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
+	__m128 v3 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3));
+
+	__m128 m0 = _mm_mul_ps(m[0], v0);
+	__m128 m1 = _mm_mul_ps(m[1], v1);
+	__m128 m2 = _mm_mul_ps(m[2], v2);
+	__m128 m3 = _mm_mul_ps(m[3], v3);
+
+	__m128 a0 = _mm_add_ps(m0, m1);
+	__m128 a1 = _mm_add_ps(m2, m3);
+	__m128 a2 = _mm_add_ps(a0, a1);
+
+	return a2;
+}
+
+GLM_FUNC_QUALIFIER __m128 glm_vec4_mul_mat4(glm_vec4 v, glm_vec4 const m[4])
+{
+	__m128 i0 = m[0];
+	__m128 i1 = m[1];
+	__m128 i2 = m[2];
+	__m128 i3 = m[3];
+
+	__m128 m0 = _mm_mul_ps(v, i0);
+	__m128 m1 = _mm_mul_ps(v, i1);
+	__m128 m2 = _mm_mul_ps(v, i2);
+	__m128 m3 = _mm_mul_ps(v, i3);
+
+	__m128 u0 = _mm_unpacklo_ps(m0, m1);
+	__m128 u1 = _mm_unpackhi_ps(m0, m1);
+	__m128 a0 = _mm_add_ps(u0, u1);
+
+	__m128 u2 = _mm_unpacklo_ps(m2, m3);
+	__m128 u3 = _mm_unpackhi_ps(m2, m3);
+	__m128 a1 = _mm_add_ps(u2, u3);
+
+	__m128 f0 = _mm_movelh_ps(a0, a1);
+	__m128 f1 = _mm_movehl_ps(a1, a0);
+	__m128 f2 = _mm_add_ps(f0, f1);
+
+	return f2;
+}
+
+GLM_FUNC_QUALIFIER void glm_mat4_mul(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4])
+{
+	{
+		__m128 e0 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 e1 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 e2 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 e3 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 m0 = _mm_mul_ps(in1[0], e0);
+		__m128 m1 = _mm_mul_ps(in1[1], e1);
+		__m128 m2 = _mm_mul_ps(in1[2], e2);
+		__m128 m3 = _mm_mul_ps(in1[3], e3);
+
+		__m128 a0 = _mm_add_ps(m0, m1);
+		__m128 a1 = _mm_add_ps(m2, m3);
+		__m128 a2 = _mm_add_ps(a0, a1);
+
+		out[0] = a2;
+	}
+
+	{
+		__m128 e0 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 e1 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 e2 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 e3 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 m0 = _mm_mul_ps(in1[0], e0);
+		__m128 m1 = _mm_mul_ps(in1[1], e1);
+		__m128 m2 = _mm_mul_ps(in1[2], e2);
+		__m128 m3 = _mm_mul_ps(in1[3], e3);
+
+		__m128 a0 = _mm_add_ps(m0, m1);
+		__m128 a1 = _mm_add_ps(m2, m3);
+		__m128 a2 = _mm_add_ps(a0, a1);
+
+		out[1] = a2;
+	}
+
+	{
+		__m128 e0 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 e1 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 e2 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 e3 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 m0 = _mm_mul_ps(in1[0], e0);
+		__m128 m1 = _mm_mul_ps(in1[1], e1);
+		__m128 m2 = _mm_mul_ps(in1[2], e2);
+		__m128 m3 = _mm_mul_ps(in1[3], e3);
+
+		__m128 a0 = _mm_add_ps(m0, m1);
+		__m128 a1 = _mm_add_ps(m2, m3);
+		__m128 a2 = _mm_add_ps(a0, a1);
+
+		out[2] = a2;
+	}
+
+	{
+		//(__m128&)_mm_shuffle_epi32(__m128i&)in2[0], _MM_SHUFFLE(3, 3, 3, 3))
+		__m128 e0 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 e1 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 e2 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 e3 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 m0 = _mm_mul_ps(in1[0], e0);
+		__m128 m1 = _mm_mul_ps(in1[1], e1);
+		__m128 m2 = _mm_mul_ps(in1[2], e2);
+		__m128 m3 = _mm_mul_ps(in1[3], e3);
+
+		__m128 a0 = _mm_add_ps(m0, m1);
+		__m128 a1 = _mm_add_ps(m2, m3);
+		__m128 a2 = _mm_add_ps(a0, a1);
+
+		out[3] = a2;
+	}
+}
+
+GLM_FUNC_QUALIFIER void glm_mat4_transpose(glm_vec4 const in[4], glm_vec4 out[4])
+{
+	__m128 tmp0 = _mm_shuffle_ps(in[0], in[1], 0x44);
+	__m128 tmp2 = _mm_shuffle_ps(in[0], in[1], 0xEE);
+	__m128 tmp1 = _mm_shuffle_ps(in[2], in[3], 0x44);
+	__m128 tmp3 = _mm_shuffle_ps(in[2], in[3], 0xEE);
+
+	out[0] = _mm_shuffle_ps(tmp0, tmp1, 0x88);
+	out[1] = _mm_shuffle_ps(tmp0, tmp1, 0xDD);
+	out[2] = _mm_shuffle_ps(tmp2, tmp3, 0x88);
+	out[3] = _mm_shuffle_ps(tmp2, tmp3, 0xDD);
+}
+
+GLM_FUNC_QUALIFIER void glm_mat3_transpose(glm_vec4 const in[3], glm_vec4 out[3])
+{
+	__m128 tmp0 = _mm_shuffle_ps(in[0], in[1], 0x44);
+	__m128 tmp2 = _mm_shuffle_ps(in[0], in[1], 0xEE);
+	__m128 tmp1 = _mm_shuffle_ps(in[2], in[2], 0x44);
+	__m128 tmp3 = _mm_shuffle_ps(in[2], in[2], 0xEE);
+
+	out[0] = _mm_shuffle_ps(tmp0, tmp1, 0x88);
+	out[1] = _mm_shuffle_ps(tmp0, tmp1, 0xDD);
+	out[2] = _mm_shuffle_ps(tmp2, tmp3, 0x88);
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_highp(glm_vec4 const in[4])
+{
+	__m128 Fac0;
+	{
+		//	valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+		//	valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+		//	valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
+		//	valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac0 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac1;
+	{
+		//	valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+		//	valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+		//	valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
+		//	valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac1 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+
+	__m128 Fac2;
+	{
+		//	valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+		//	valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+		//	valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
+		//	valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac2 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac3;
+	{
+		//	valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+		//	valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+		//	valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
+		//	valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac3 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac4;
+	{
+		//	valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+		//	valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+		//	valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
+		//	valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac4 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac5;
+	{
+		//	valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+		//	valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+		//	valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
+		//	valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac5 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);
+	__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);
+
+	// m[1][0]
+	// m[0][0]
+	// m[0][0]
+	// m[0][0]
+	__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][1]
+	// m[0][1]
+	// m[0][1]
+	// m[0][1]
+	__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));
+	__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][2]
+	// m[0][2]
+	// m[0][2]
+	// m[0][2]
+	__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));
+	__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][3]
+	// m[0][3]
+	// m[0][3]
+	// m[0][3]
+	__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));
+	__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// col0
+	// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),
+	// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),
+	// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),
+	// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),
+	__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);
+	__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);
+	__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);
+	__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);
+	__m128 Add00 = _mm_add_ps(Sub00, Mul02);
+	__m128 Inv0 = _mm_mul_ps(SignB, Add00);
+
+	// col1
+	// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),
+	// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),
+	// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),
+	// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),
+	__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);
+	__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);
+	__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);
+	__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);
+	__m128 Add01 = _mm_add_ps(Sub01, Mul05);
+	__m128 Inv1 = _mm_mul_ps(SignA, Add01);
+
+	// col2
+	// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),
+	// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),
+	// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),
+	// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),
+	__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);
+	__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);
+	__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);
+	__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);
+	__m128 Add02 = _mm_add_ps(Sub02, Mul08);
+	__m128 Inv2 = _mm_mul_ps(SignB, Add02);
+
+	// col3
+	// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),
+	// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),
+	// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),
+	// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));
+	__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);
+	__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);
+	__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);
+	__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);
+	__m128 Add03 = _mm_add_ps(Sub03, Mul11);
+	__m128 Inv3 = _mm_mul_ps(SignA, Add03);
+
+	__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));
+
+	//	valType Determinant = m[0][0] * Inverse[0][0]
+	//						+ m[0][1] * Inverse[1][0]
+	//						+ m[0][2] * Inverse[2][0]
+	//						+ m[0][3] * Inverse[3][0];
+	__m128 Det0 = glm_vec4_dot(in[0], Row2);
+	return Det0;
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_lowp(glm_vec4 const m[4])
+{
+	// _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(
+
+	//T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+	//T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+	//T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+	//T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+	//T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+	//T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+
+	// First 2 columns
+ 	__m128 Swp2A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 1, 1, 2)));
+ 	__m128 Swp3A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(3, 2, 3, 3)));
+	__m128 MulA = _mm_mul_ps(Swp2A, Swp3A);
+
+	// Second 2 columns
+	__m128 Swp2B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(3, 2, 3, 3)));
+	__m128 Swp3B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(0, 1, 1, 2)));
+	__m128 MulB = _mm_mul_ps(Swp2B, Swp3B);
+
+	// Columns subtraction
+	__m128 SubE = _mm_sub_ps(MulA, MulB);
+
+	// Last 2 rows
+	__m128 Swp2C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 0, 1, 2)));
+	__m128 Swp3C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(1, 2, 0, 0)));
+	__m128 MulC = _mm_mul_ps(Swp2C, Swp3C);
+	__m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC);
+
+	//vec<4, T, Q> DetCof(
+	//	+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),
+	//	- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),
+	//	+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),
+	//	- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));
+
+	__m128 SubFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubE), _MM_SHUFFLE(2, 1, 0, 0)));
+	__m128 SwpFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(0, 0, 0, 1)));
+	__m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA);
+
+	__m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1));
+	__m128 SubFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpB), _MM_SHUFFLE(3, 1, 1, 0)));//SubF[0], SubE[3], SubE[3], SubE[1];
+	__m128 SwpFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(1, 1, 2, 2)));
+	__m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB);
+
+	__m128 SubRes = _mm_sub_ps(MulFacA, MulFacB);
+
+	__m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2));
+	__m128 SubFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpC), _MM_SHUFFLE(3, 3, 2, 0)));
+	__m128 SwpFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(2, 3, 3, 3)));
+	__m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC);
+
+	__m128 AddRes = _mm_add_ps(SubRes, MulFacC);
+	__m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f));
+
+	//return m[0][0] * DetCof[0]
+	//	 + m[0][1] * DetCof[1]
+	//	 + m[0][2] * DetCof[2]
+	//	 + m[0][3] * DetCof[3];
+
+	return glm_vec4_dot(m[0], DetCof);
+}
+
+GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant(glm_vec4 const m[4])
+{
+	// _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(add)
+
+	//T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+	//T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+	//T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+	//T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+	//T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+	//T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+
+	// First 2 columns
+ 	__m128 Swp2A = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 1, 1, 2));
+ 	__m128 Swp3A = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(3, 2, 3, 3));
+	__m128 MulA = _mm_mul_ps(Swp2A, Swp3A);
+
+	// Second 2 columns
+	__m128 Swp2B = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(3, 2, 3, 3));
+	__m128 Swp3B = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(0, 1, 1, 2));
+	__m128 MulB = _mm_mul_ps(Swp2B, Swp3B);
+
+	// Columns subtraction
+	__m128 SubE = _mm_sub_ps(MulA, MulB);
+
+	// Last 2 rows
+	__m128 Swp2C = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 0, 1, 2));
+	__m128 Swp3C = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(1, 2, 0, 0));
+	__m128 MulC = _mm_mul_ps(Swp2C, Swp3C);
+	__m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC);
+
+	//vec<4, T, Q> DetCof(
+	//	+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),
+	//	- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),
+	//	+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),
+	//	- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));
+
+	__m128 SubFacA = _mm_shuffle_ps(SubE, SubE, _MM_SHUFFLE(2, 1, 0, 0));
+	__m128 SwpFacA = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(0, 0, 0, 1));
+	__m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA);
+
+	__m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1));
+	__m128 SubFacB = _mm_shuffle_ps(SubTmpB, SubTmpB, _MM_SHUFFLE(3, 1, 1, 0));//SubF[0], SubE[3], SubE[3], SubE[1];
+	__m128 SwpFacB = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(1, 1, 2, 2));
+	__m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB);
+
+	__m128 SubRes = _mm_sub_ps(MulFacA, MulFacB);
+
+	__m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2));
+	__m128 SubFacC = _mm_shuffle_ps(SubTmpC, SubTmpC, _MM_SHUFFLE(3, 3, 2, 0));
+	__m128 SwpFacC = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(2, 3, 3, 3));
+	__m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC);
+
+	__m128 AddRes = _mm_add_ps(SubRes, MulFacC);
+	__m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f));
+
+	//return m[0][0] * DetCof[0]
+	//	 + m[0][1] * DetCof[1]
+	//	 + m[0][2] * DetCof[2]
+	//	 + m[0][3] * DetCof[3];
+
+	return glm_vec4_dot(m[0], DetCof);
+}
+
+GLM_FUNC_QUALIFIER void glm_mat4_inverse(glm_vec4 const in[4], glm_vec4 out[4])
+{
+	__m128 Fac0;
+	{
+		//	valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+		//	valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+		//	valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
+		//	valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac0 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac1;
+	{
+		//	valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+		//	valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+		//	valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
+		//	valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac1 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+
+	__m128 Fac2;
+	{
+		//	valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+		//	valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+		//	valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
+		//	valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac2 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac3;
+	{
+		//	valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+		//	valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+		//	valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
+		//	valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac3 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac4;
+	{
+		//	valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+		//	valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+		//	valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
+		//	valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac4 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac5;
+	{
+		//	valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+		//	valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+		//	valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
+		//	valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac5 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);
+	__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);
+
+	// m[1][0]
+	// m[0][0]
+	// m[0][0]
+	// m[0][0]
+	__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][1]
+	// m[0][1]
+	// m[0][1]
+	// m[0][1]
+	__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));
+	__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][2]
+	// m[0][2]
+	// m[0][2]
+	// m[0][2]
+	__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));
+	__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][3]
+	// m[0][3]
+	// m[0][3]
+	// m[0][3]
+	__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));
+	__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// col0
+	// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),
+	// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),
+	// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),
+	// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),
+	__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);
+	__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);
+	__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);
+	__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);
+	__m128 Add00 = _mm_add_ps(Sub00, Mul02);
+	__m128 Inv0 = _mm_mul_ps(SignB, Add00);
+
+	// col1
+	// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),
+	// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),
+	// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),
+	// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),
+	__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);
+	__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);
+	__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);
+	__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);
+	__m128 Add01 = _mm_add_ps(Sub01, Mul05);
+	__m128 Inv1 = _mm_mul_ps(SignA, Add01);
+
+	// col2
+	// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),
+	// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),
+	// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),
+	// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),
+	__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);
+	__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);
+	__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);
+	__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);
+	__m128 Add02 = _mm_add_ps(Sub02, Mul08);
+	__m128 Inv2 = _mm_mul_ps(SignB, Add02);
+
+	// col3
+	// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),
+	// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),
+	// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),
+	// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));
+	__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);
+	__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);
+	__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);
+	__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);
+	__m128 Add03 = _mm_add_ps(Sub03, Mul11);
+	__m128 Inv3 = _mm_mul_ps(SignA, Add03);
+
+	__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));
+
+	//	valType Determinant = m[0][0] * Inverse[0][0]
+	//						+ m[0][1] * Inverse[1][0]
+	//						+ m[0][2] * Inverse[2][0]
+	//						+ m[0][3] * Inverse[3][0];
+	__m128 Det0 = glm_vec4_dot(in[0], Row2);
+	__m128 Rcp0 = _mm_div_ps(_mm_set1_ps(1.0f), Det0);
+	//__m128 Rcp0 = _mm_rcp_ps(Det0);
+
+	//	Inverse /= Determinant;
+	out[0] = _mm_mul_ps(Inv0, Rcp0);
+	out[1] = _mm_mul_ps(Inv1, Rcp0);
+	out[2] = _mm_mul_ps(Inv2, Rcp0);
+	out[3] = _mm_mul_ps(Inv3, Rcp0);
+}
+
+GLM_FUNC_QUALIFIER void glm_mat4_inverse_lowp(glm_vec4 const in[4], glm_vec4 out[4])
+{
+	__m128 Fac0;
+	{
+		//	valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+		//	valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
+		//	valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
+		//	valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac0 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac1;
+	{
+		//	valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+		//	valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
+		//	valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
+		//	valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac1 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+
+	__m128 Fac2;
+	{
+		//	valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+		//	valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
+		//	valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
+		//	valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac2 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac3;
+	{
+		//	valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+		//	valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
+		//	valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
+		//	valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac3 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac4;
+	{
+		//	valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+		//	valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
+		//	valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
+		//	valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac4 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 Fac5;
+	{
+		//	valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+		//	valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
+		//	valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
+		//	valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
+
+		__m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1));
+		__m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0));
+
+		__m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0));
+		__m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0));
+		__m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1));
+
+		__m128 Mul00 = _mm_mul_ps(Swp00, Swp01);
+		__m128 Mul01 = _mm_mul_ps(Swp02, Swp03);
+		Fac5 = _mm_sub_ps(Mul00, Mul01);
+	}
+
+	__m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f);
+	__m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f);
+
+	// m[1][0]
+	// m[0][0]
+	// m[0][0]
+	// m[0][0]
+	__m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][1]
+	// m[0][1]
+	// m[0][1]
+	// m[0][1]
+	__m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1));
+	__m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][2]
+	// m[0][2]
+	// m[0][2]
+	// m[0][2]
+	__m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2));
+	__m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// m[1][3]
+	// m[0][3]
+	// m[0][3]
+	// m[0][3]
+	__m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3));
+	__m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0));
+
+	// col0
+	// + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]),
+	// - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]),
+	// + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]),
+	// - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]),
+	__m128 Mul00 = _mm_mul_ps(Vec1, Fac0);
+	__m128 Mul01 = _mm_mul_ps(Vec2, Fac1);
+	__m128 Mul02 = _mm_mul_ps(Vec3, Fac2);
+	__m128 Sub00 = _mm_sub_ps(Mul00, Mul01);
+	__m128 Add00 = _mm_add_ps(Sub00, Mul02);
+	__m128 Inv0 = _mm_mul_ps(SignB, Add00);
+
+	// col1
+	// - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]),
+	// + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]),
+	// - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]),
+	// + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]),
+	__m128 Mul03 = _mm_mul_ps(Vec0, Fac0);
+	__m128 Mul04 = _mm_mul_ps(Vec2, Fac3);
+	__m128 Mul05 = _mm_mul_ps(Vec3, Fac4);
+	__m128 Sub01 = _mm_sub_ps(Mul03, Mul04);
+	__m128 Add01 = _mm_add_ps(Sub01, Mul05);
+	__m128 Inv1 = _mm_mul_ps(SignA, Add01);
+
+	// col2
+	// + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]),
+	// - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]),
+	// + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]),
+	// - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]),
+	__m128 Mul06 = _mm_mul_ps(Vec0, Fac1);
+	__m128 Mul07 = _mm_mul_ps(Vec1, Fac3);
+	__m128 Mul08 = _mm_mul_ps(Vec3, Fac5);
+	__m128 Sub02 = _mm_sub_ps(Mul06, Mul07);
+	__m128 Add02 = _mm_add_ps(Sub02, Mul08);
+	__m128 Inv2 = _mm_mul_ps(SignB, Add02);
+
+	// col3
+	// - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]),
+	// + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]),
+	// - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]),
+	// + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3]));
+	__m128 Mul09 = _mm_mul_ps(Vec0, Fac2);
+	__m128 Mul10 = _mm_mul_ps(Vec1, Fac4);
+	__m128 Mul11 = _mm_mul_ps(Vec2, Fac5);
+	__m128 Sub03 = _mm_sub_ps(Mul09, Mul10);
+	__m128 Add03 = _mm_add_ps(Sub03, Mul11);
+	__m128 Inv3 = _mm_mul_ps(SignA, Add03);
+
+	__m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0));
+
+	//	valType Determinant = m[0][0] * Inverse[0][0]
+	//						+ m[0][1] * Inverse[1][0]
+	//						+ m[0][2] * Inverse[2][0]
+	//						+ m[0][3] * Inverse[3][0];
+	__m128 Det0 = glm_vec4_dot(in[0], Row2);
+	__m128 Rcp0 = _mm_rcp_ps(Det0);
+	//__m128 Rcp0 = _mm_div_ps(one, Det0);
+	//	Inverse /= Determinant;
+	out[0] = _mm_mul_ps(Inv0, Rcp0);
+	out[1] = _mm_mul_ps(Inv1, Rcp0);
+	out[2] = _mm_mul_ps(Inv2, Rcp0);
+	out[3] = _mm_mul_ps(Inv3, Rcp0);
+}
+/*
+GLM_FUNC_QUALIFIER void glm_mat4_rotate(__m128 const in[4], float Angle, float const v[3], __m128 out[4])
+{
+	float a = glm::radians(Angle);
+	float c = cos(a);
+	float s = sin(a);
+
+	glm::vec4 AxisA(v[0], v[1], v[2], float(0));
+	__m128 AxisB = _mm_set_ps(AxisA.w, AxisA.z, AxisA.y, AxisA.x);
+	__m128 AxisC = detail::sse_nrm_ps(AxisB);
+
+	__m128 Cos0 = _mm_set_ss(c);
+	__m128 CosA = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 Sin0 = _mm_set_ss(s);
+	__m128 SinA = _mm_shuffle_ps(Sin0, Sin0, _MM_SHUFFLE(0, 0, 0, 0));
+
+	// vec<3, T, Q> temp = (valType(1) - c) * axis;
+	__m128 Temp0 = _mm_sub_ps(one, CosA);
+	__m128 Temp1 = _mm_mul_ps(Temp0, AxisC);
+
+	//Rotate[0][0] = c + temp[0] * axis[0];
+	//Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
+	//Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
+	__m128 Axis0 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(0, 0, 0, 0));
+	__m128 TmpA0 = _mm_mul_ps(Axis0, AxisC);
+	__m128 CosA0 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 1, 0));
+	__m128 TmpA1 = _mm_add_ps(CosA0, TmpA0);
+	__m128 SinA0 = SinA;//_mm_set_ps(0.0f, s, -s, 0.0f);
+	__m128 TmpA2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 1, 2, 3));
+	__m128 TmpA3 = _mm_mul_ps(SinA0, TmpA2);
+	__m128 TmpA4 = _mm_add_ps(TmpA1, TmpA3);
+
+	//Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
+	//Rotate[1][1] = c + temp[1] * axis[1];
+	//Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
+	__m128 Axis1 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(1, 1, 1, 1));
+	__m128 TmpB0 = _mm_mul_ps(Axis1, AxisC);
+	__m128 CosA1 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 0, 1));
+	__m128 TmpB1 = _mm_add_ps(CosA1, TmpB0);
+	__m128 SinB0 = SinA;//_mm_set_ps(-s, 0.0f, s, 0.0f);
+	__m128 TmpB2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 0, 3, 2));
+	__m128 TmpB3 = _mm_mul_ps(SinA0, TmpB2);
+	__m128 TmpB4 = _mm_add_ps(TmpB1, TmpB3);
+
+	//Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
+	//Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
+	//Rotate[2][2] = c + temp[2] * axis[2];
+	__m128 Axis2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(2, 2, 2, 2));
+	__m128 TmpC0 = _mm_mul_ps(Axis2, AxisC);
+	__m128 CosA2 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 0, 1, 1));
+	__m128 TmpC1 = _mm_add_ps(CosA2, TmpC0);
+	__m128 SinC0 = SinA;//_mm_set_ps(s, -s, 0.0f, 0.0f);
+	__m128 TmpC2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 3, 0, 1));
+	__m128 TmpC3 = _mm_mul_ps(SinA0, TmpC2);
+	__m128 TmpC4 = _mm_add_ps(TmpC1, TmpC3);
+
+	__m128 Result[4];
+	Result[0] = TmpA4;
+	Result[1] = TmpB4;
+	Result[2] = TmpC4;
+	Result[3] = _mm_set_ps(1, 0, 0, 0);
+
+	//mat<4, 4, valType> Result;
+	//Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
+	//Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
+	//Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
+	//Result[3] = m[3];
+	//return Result;
+	sse_mul_ps(in, Result, out);
+}
+*/
+GLM_FUNC_QUALIFIER void glm_mat4_outerProduct(__m128 const& c, __m128 const& r, __m128 out[4])
+{
+	out[0] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(0, 0, 0, 0)));
+	out[1] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(1, 1, 1, 1)));
+	out[2] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(2, 2, 2, 2)));
+	out[3] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(3, 3, 3, 3)));
+}
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/simd/neon.h b/third_party/glm/simd/neon.h
new file mode 100644
index 0000000000000000000000000000000000000000..4bb7c2ed493a8f9a374c895654c5a5ba62643b9f
--- /dev/null
+++ b/third_party/glm/simd/neon.h
@@ -0,0 +1,159 @@
+/// @ref simd_neon
+/// @file glm/simd/neon.h
+
+#pragma once
+
+#if GLM_ARCH & GLM_ARCH_NEON_BIT
+#include <arm_neon.h>
+
+namespace glm {
+	namespace neon {
+		static inline float32x4_t dupq_lane(float32x4_t vsrc, int lane) {
+			switch(lane) {
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+				case 0: return vdupq_laneq_f32(vsrc, 0);
+				case 1: return vdupq_laneq_f32(vsrc, 1);
+				case 2: return vdupq_laneq_f32(vsrc, 2);
+				case 3: return vdupq_laneq_f32(vsrc, 3);
+#else
+				case 0: return vdupq_n_f32(vgetq_lane_f32(vsrc, 0));
+				case 1: return vdupq_n_f32(vgetq_lane_f32(vsrc, 1));
+				case 2: return vdupq_n_f32(vgetq_lane_f32(vsrc, 2));
+				case 3: return vdupq_n_f32(vgetq_lane_f32(vsrc, 3));
+#endif
+			}
+			assert(false); //Unreachable code executed!
+			return vdupq_n_f32(0.0f);
+		}
+
+		static inline float32x2_t dup_lane(float32x4_t vsrc, int lane) {
+			switch(lane) {
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+				case 0: return vdup_laneq_f32(vsrc, 0);
+				case 1: return vdup_laneq_f32(vsrc, 1);
+				case 2: return vdup_laneq_f32(vsrc, 2);
+				case 3: return vdup_laneq_f32(vsrc, 3);
+#else
+				case 0: return vdup_n_f32(vgetq_lane_f32(vsrc, 0));
+				case 1: return vdup_n_f32(vgetq_lane_f32(vsrc, 1));
+				case 2: return vdup_n_f32(vgetq_lane_f32(vsrc, 2));
+				case 3: return vdup_n_f32(vgetq_lane_f32(vsrc, 3));
+#endif
+			}
+			assert(false); //Unreachable code executed!
+			return vdup_n_f32(0.0f);
+		}
+
+		static inline float32x4_t copy_lane(float32x4_t vdst, int dlane, float32x4_t vsrc, int slane) {
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+			switch(dlane) {
+				case 0:
+					switch(slane) {
+						case 0: return vcopyq_laneq_f32(vdst, 0, vsrc, 0);
+						case 1: return vcopyq_laneq_f32(vdst, 0, vsrc, 1);
+						case 2: return vcopyq_laneq_f32(vdst, 0, vsrc, 2);
+						case 3: return vcopyq_laneq_f32(vdst, 0, vsrc, 3);
+					}
+					assert(false); //Unreachable code executed!
+					break;
+				case 1:
+					switch(slane) {
+						case 0: return vcopyq_laneq_f32(vdst, 1, vsrc, 0);
+						case 1: return vcopyq_laneq_f32(vdst, 1, vsrc, 1);
+						case 2: return vcopyq_laneq_f32(vdst, 1, vsrc, 2);
+						case 3: return vcopyq_laneq_f32(vdst, 1, vsrc, 3);
+					}
+					assert(false); //Unreachable code executed!
+					break;
+				case 2:
+					switch(slane) {
+						case 0: return vcopyq_laneq_f32(vdst, 2, vsrc, 0);
+						case 1: return vcopyq_laneq_f32(vdst, 2, vsrc, 1);
+						case 2: return vcopyq_laneq_f32(vdst, 2, vsrc, 2);
+						case 3: return vcopyq_laneq_f32(vdst, 2, vsrc, 3);
+					}
+					assert(false); //Unreachable code executed!
+					break;
+				case 3:
+					switch(slane) {
+						case 0: return vcopyq_laneq_f32(vdst, 3, vsrc, 0);
+						case 1: return vcopyq_laneq_f32(vdst, 3, vsrc, 1);
+						case 2: return vcopyq_laneq_f32(vdst, 3, vsrc, 2);
+						case 3: return vcopyq_laneq_f32(vdst, 3, vsrc, 3);
+					}
+					assert(false); //Unreachable code executed!
+					break;
+			}
+#else
+
+			float l;
+			switch(slane) {
+				case 0: l = vgetq_lane_f32(vsrc, 0); break;
+				case 1: l = vgetq_lane_f32(vsrc, 1); break;
+				case 2: l = vgetq_lane_f32(vsrc, 2); break;
+				case 3: l = vgetq_lane_f32(vsrc, 3); break;
+				default: 
+					assert(false); //Unreachable code executed!
+			}
+			switch(dlane) {
+				case 0: return vsetq_lane_f32(l, vdst, 0);
+				case 1: return vsetq_lane_f32(l, vdst, 1);
+				case 2: return vsetq_lane_f32(l, vdst, 2);
+				case 3: return vsetq_lane_f32(l, vdst, 3);
+			}
+#endif
+			assert(false); //Unreachable code executed!
+			return vdupq_n_f32(0.0f);
+		}
+
+		static inline float32x4_t mul_lane(float32x4_t v, float32x4_t vlane, int lane) {
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+			switch(lane) { 
+				case 0: return vmulq_laneq_f32(v, vlane, 0); break;
+				case 1: return vmulq_laneq_f32(v, vlane, 1); break;
+				case 2: return vmulq_laneq_f32(v, vlane, 2); break;
+				case 3: return vmulq_laneq_f32(v, vlane, 3); break;
+				default: 
+					assert(false); //Unreachable code executed!
+			}
+			assert(false); //Unreachable code executed!
+			return vdupq_n_f32(0.0f);
+#else
+			return vmulq_f32(v, dupq_lane(vlane, lane));
+#endif
+		}
+
+		static inline float32x4_t madd_lane(float32x4_t acc, float32x4_t v, float32x4_t vlane, int lane) {
+#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
+#ifdef GLM_CONFIG_FORCE_FMA
+#	define FMADD_LANE(acc, x, y, L) do { asm volatile ("fmla %0.4s, %1.4s, %2.4s" : "+w"(acc) : "w"(x), "w"(dup_lane(y, L))); } while(0)
+#else
+#	define FMADD_LANE(acc, x, y, L) do { acc = vmlaq_laneq_f32(acc, x, y, L); } while(0)
+#endif
+
+			switch(lane) { 
+				case 0: 
+					FMADD_LANE(acc, v, vlane, 0);
+					return acc;
+				case 1:
+					FMADD_LANE(acc, v, vlane, 1);
+					return acc;
+				case 2:
+					FMADD_LANE(acc, v, vlane, 2);
+					return acc;
+				case 3:
+					FMADD_LANE(acc, v, vlane, 3);
+					return acc;
+				default: 
+					assert(false); //Unreachable code executed!
+			}
+			assert(false); //Unreachable code executed!
+			return vdupq_n_f32(0.0f);
+#	undef FMADD_LANE
+#else
+			return vaddq_f32(acc, vmulq_f32(v, dupq_lane(vlane, lane)));
+#endif
+		}
+	} //namespace neon
+} // namespace glm
+#endif // GLM_ARCH & GLM_ARCH_NEON_BIT
diff --git a/third_party/glm/simd/packing.h b/third_party/glm/simd/packing.h
new file mode 100644
index 0000000000000000000000000000000000000000..609163eb0d77aaccd0f165fab215a703d70f91c8
--- /dev/null
+++ b/third_party/glm/simd/packing.h
@@ -0,0 +1,8 @@
+/// @ref simd
+/// @file glm/simd/packing.h
+
+#pragma once
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/simd/platform.h b/third_party/glm/simd/platform.h
new file mode 100644
index 0000000000000000000000000000000000000000..a318b098f9cf57438929dd50b9cd2b38d1670776
--- /dev/null
+++ b/third_party/glm/simd/platform.h
@@ -0,0 +1,469 @@
+#pragma once
+
+///////////////////////////////////////////////////////////////////////////////////
+// Platform
+
+#define GLM_PLATFORM_UNKNOWN		0x00000000
+#define GLM_PLATFORM_WINDOWS		0x00010000
+#define GLM_PLATFORM_LINUX			0x00020000
+#define GLM_PLATFORM_APPLE			0x00040000
+//#define GLM_PLATFORM_IOS			0x00080000
+#define GLM_PLATFORM_ANDROID		0x00100000
+#define GLM_PLATFORM_CHROME_NACL	0x00200000
+#define GLM_PLATFORM_UNIX			0x00400000
+#define GLM_PLATFORM_QNXNTO			0x00800000
+#define GLM_PLATFORM_WINCE			0x01000000
+#define GLM_PLATFORM_CYGWIN			0x02000000
+
+#ifdef GLM_FORCE_PLATFORM_UNKNOWN
+#	define GLM_PLATFORM GLM_PLATFORM_UNKNOWN
+#elif defined(__CYGWIN__)
+#	define GLM_PLATFORM GLM_PLATFORM_CYGWIN
+#elif defined(__QNXNTO__)
+#	define GLM_PLATFORM GLM_PLATFORM_QNXNTO
+#elif defined(__APPLE__)
+#	define GLM_PLATFORM GLM_PLATFORM_APPLE
+#elif defined(WINCE)
+#	define GLM_PLATFORM GLM_PLATFORM_WINCE
+#elif defined(_WIN32)
+#	define GLM_PLATFORM GLM_PLATFORM_WINDOWS
+#elif defined(__native_client__)
+#	define GLM_PLATFORM GLM_PLATFORM_CHROME_NACL
+#elif defined(__ANDROID__)
+#	define GLM_PLATFORM GLM_PLATFORM_ANDROID
+#elif defined(__linux)
+#	define GLM_PLATFORM GLM_PLATFORM_LINUX
+#elif defined(__unix)
+#	define GLM_PLATFORM GLM_PLATFORM_UNIX
+#else
+#	define GLM_PLATFORM GLM_PLATFORM_UNKNOWN
+#endif//
+
+///////////////////////////////////////////////////////////////////////////////////
+// Compiler
+
+#define GLM_COMPILER_UNKNOWN		0x00000000
+
+// Intel
+#define GLM_COMPILER_INTEL			0x00100000
+#define GLM_COMPILER_INTEL14		0x00100040
+#define GLM_COMPILER_INTEL15		0x00100050
+#define GLM_COMPILER_INTEL16		0x00100060
+#define GLM_COMPILER_INTEL17		0x00100070
+#define GLM_COMPILER_INTEL18		0x00100080
+#define GLM_COMPILER_INTEL19		0x00100090
+#define GLM_COMPILER_INTEL21		0x001000A0
+
+// Visual C++ defines
+#define GLM_COMPILER_VC				0x01000000
+#define GLM_COMPILER_VC12			0x01000001 // Visual Studio 2013
+#define GLM_COMPILER_VC14			0x01000002 // Visual Studio 2015
+#define GLM_COMPILER_VC15			0x01000003 // Visual Studio 2017
+#define GLM_COMPILER_VC15_3			0x01000004
+#define GLM_COMPILER_VC15_5			0x01000005
+#define GLM_COMPILER_VC15_6			0x01000006
+#define GLM_COMPILER_VC15_7			0x01000007
+#define GLM_COMPILER_VC15_8			0x01000008
+#define GLM_COMPILER_VC15_9			0x01000009
+#define GLM_COMPILER_VC16			0x0100000A // Visual Studio 2019
+#define GLM_COMPILER_VC17			0x0100000B // Visual Studio 2022
+
+// GCC defines
+#define GLM_COMPILER_GCC			0x02000000
+#define GLM_COMPILER_GCC46			0x020000D0
+#define GLM_COMPILER_GCC47			0x020000E0
+#define GLM_COMPILER_GCC48			0x020000F0
+#define GLM_COMPILER_GCC49			0x02000100
+#define GLM_COMPILER_GCC5			0x02000200
+#define GLM_COMPILER_GCC6			0x02000300
+#define GLM_COMPILER_GCC61			0x02000800
+#define GLM_COMPILER_GCC7			0x02000400
+#define GLM_COMPILER_GCC8			0x02000500
+#define GLM_COMPILER_GCC9			0x02000600
+#define GLM_COMPILER_GCC10			0x02000700
+#define GLM_COMPILER_GCC11			0x02000800
+#define GLM_COMPILER_GCC12			0x02000900
+#define GLM_COMPILER_GCC13			0x02000A00
+#define GLM_COMPILER_GCC14			0x02000B00
+
+// CUDA
+#define GLM_COMPILER_CUDA			0x10000000
+#define GLM_COMPILER_CUDA75			0x10000001
+#define GLM_COMPILER_CUDA80			0x10000002
+#define GLM_COMPILER_CUDA90			0x10000004
+#define GLM_COMPILER_CUDA_RTC		0x10000100
+
+// Clang
+#define GLM_COMPILER_CLANG			0x20000000
+#define GLM_COMPILER_CLANG34		0x20000050
+#define GLM_COMPILER_CLANG35		0x20000060
+#define GLM_COMPILER_CLANG36		0x20000070
+#define GLM_COMPILER_CLANG37		0x20000080
+#define GLM_COMPILER_CLANG38		0x20000090
+#define GLM_COMPILER_CLANG39		0x200000A0
+#define GLM_COMPILER_CLANG4			0x200000B0
+#define GLM_COMPILER_CLANG5			0x200000C0
+#define GLM_COMPILER_CLANG6			0x200000D0
+#define GLM_COMPILER_CLANG7			0x200000E0
+#define GLM_COMPILER_CLANG8			0x200000F0
+#define GLM_COMPILER_CLANG9			0x20000100
+#define GLM_COMPILER_CLANG10		0x20000200
+#define GLM_COMPILER_CLANG11		0x20000300
+#define GLM_COMPILER_CLANG12		0x20000400
+#define GLM_COMPILER_CLANG13		0x20000500
+#define GLM_COMPILER_CLANG14		0x20000600
+#define GLM_COMPILER_CLANG15		0x20000700
+#define GLM_COMPILER_CLANG16		0x20000800
+#define GLM_COMPILER_CLANG17		0x20000900
+#define GLM_COMPILER_CLANG18		0x20000A00
+#define GLM_COMPILER_CLANG19		0x20000B00
+
+// HIP
+#define GLM_COMPILER_HIP			0x40000000
+
+// Build model
+#define GLM_MODEL_32				0x00000010
+#define GLM_MODEL_64				0x00000020
+
+// Force generic C++ compiler
+#ifdef GLM_FORCE_COMPILER_UNKNOWN
+#	define GLM_COMPILER GLM_COMPILER_UNKNOWN
+
+#elif defined(__INTEL_COMPILER)
+#	if __INTEL_COMPILER >= 2021
+#		define GLM_COMPILER GLM_COMPILER_INTEL21
+#	elif __INTEL_COMPILER >= 1900
+#		define GLM_COMPILER GLM_COMPILER_INTEL19
+#	elif __INTEL_COMPILER >= 1800
+#		define GLM_COMPILER GLM_COMPILER_INTEL18
+#	elif __INTEL_COMPILER >= 1700
+#		define GLM_COMPILER GLM_COMPILER_INTEL17
+#	elif __INTEL_COMPILER >= 1600
+#		define GLM_COMPILER GLM_COMPILER_INTEL16
+#	elif __INTEL_COMPILER >= 1500
+#		define GLM_COMPILER GLM_COMPILER_INTEL15
+#	elif __INTEL_COMPILER >= 1400
+#		define GLM_COMPILER GLM_COMPILER_INTEL14
+#	elif __INTEL_COMPILER < 1400
+#		error "GLM requires ICC 2013 SP1 or newer"
+#	endif
+
+// CUDA
+#elif defined(__CUDACC__)
+#	if !defined(CUDA_VERSION) && !defined(GLM_FORCE_CUDA)
+#		include <cuda.h>  // make sure version is defined since nvcc does not define it itself!
+#	endif
+#	if defined(__CUDACC_RTC__)
+#		define GLM_COMPILER GLM_COMPILER_CUDA_RTC
+#	elif CUDA_VERSION >= 8000
+#		define GLM_COMPILER GLM_COMPILER_CUDA80
+#	elif CUDA_VERSION >= 7500
+#		define GLM_COMPILER GLM_COMPILER_CUDA75
+#	elif CUDA_VERSION >= 7000
+#		define GLM_COMPILER GLM_COMPILER_CUDA70
+#	elif CUDA_VERSION < 7000
+#		error "GLM requires CUDA 7.0 or higher"
+#	endif
+
+// HIP
+#elif defined(__HIP__)
+#	define GLM_COMPILER GLM_COMPILER_HIP
+
+// Clang
+#elif defined(__clang__)
+#	if defined(__apple_build_version__)
+#		if (__clang_major__ < 6)
+#			error "GLM requires Clang 3.4 / Apple Clang 6.0 or higher"
+#		elif __clang_major__ == 6 && __clang_minor__ == 0
+#			define GLM_COMPILER GLM_COMPILER_CLANG35
+#		elif __clang_major__ == 6 && __clang_minor__ >= 1
+#			define GLM_COMPILER GLM_COMPILER_CLANG36
+#		elif __clang_major__ >= 7
+#			define GLM_COMPILER GLM_COMPILER_CLANG37
+#		endif
+#	else
+#		if ((__clang_major__ == 3) && (__clang_minor__ < 4)) || (__clang_major__ < 3)
+#			error "GLM requires Clang 3.4 or higher"
+#		elif __clang_major__ == 3 && __clang_minor__ == 4
+#			define GLM_COMPILER GLM_COMPILER_CLANG34
+#		elif __clang_major__ == 3 && __clang_minor__ == 5
+#			define GLM_COMPILER GLM_COMPILER_CLANG35
+#		elif __clang_major__ == 3 && __clang_minor__ == 6
+#			define GLM_COMPILER GLM_COMPILER_CLANG36
+#		elif __clang_major__ == 3 && __clang_minor__ == 7
+#			define GLM_COMPILER GLM_COMPILER_CLANG37
+#		elif __clang_major__ == 3 && __clang_minor__ == 8
+#			define GLM_COMPILER GLM_COMPILER_CLANG38
+#		elif __clang_major__ == 3 && __clang_minor__ >= 9
+#			define GLM_COMPILER GLM_COMPILER_CLANG39
+#		elif __clang_major__ == 4 && __clang_minor__ == 0
+#			define GLM_COMPILER GLM_COMPILER_CLANG4
+#		elif __clang_major__ == 5
+#			define GLM_COMPILER GLM_COMPILER_CLANG5
+#		elif __clang_major__ == 6
+#			define GLM_COMPILER GLM_COMPILER_CLANG6
+#		elif __clang_major__ == 7
+#			define GLM_COMPILER GLM_COMPILER_CLANG7
+#		elif __clang_major__ == 8
+#			define GLM_COMPILER GLM_COMPILER_CLANG8
+#		elif __clang_major__ == 9
+#			define GLM_COMPILER GLM_COMPILER_CLANG9
+#		elif __clang_major__ == 10
+#			define GLM_COMPILER GLM_COMPILER_CLANG10
+#		elif __clang_major__ == 11
+#			define GLM_COMPILER GLM_COMPILER_CLANG11
+#		elif __clang_major__ == 12
+#			define GLM_COMPILER GLM_COMPILER_CLANG12
+#		elif __clang_major__ == 13
+#			define GLM_COMPILER GLM_COMPILER_CLANG13
+#		elif __clang_major__ == 14
+#			define GLM_COMPILER GLM_COMPILER_CLANG14
+#		elif __clang_major__ == 15
+#			define GLM_COMPILER GLM_COMPILER_CLANG15
+#		elif __clang_major__ == 16
+#			define GLM_COMPILER GLM_COMPILER_CLANG16
+#		elif __clang_major__ == 17
+#			define GLM_COMPILER GLM_COMPILER_CLANG17
+#		elif __clang_major__ == 18
+#			define GLM_COMPILER GLM_COMPILER_CLANG18
+#		elif __clang_major__ >= 19
+#			define GLM_COMPILER GLM_COMPILER_CLANG19
+#		endif
+#	endif
+
+// Visual C++
+#elif defined(_MSC_VER)
+#   if _MSC_VER >= 1930
+#		define GLM_COMPILER GLM_COMPILER_VC17
+#	elif _MSC_VER >= 1920
+#		define GLM_COMPILER GLM_COMPILER_VC16
+#	elif _MSC_VER >= 1916
+#		define GLM_COMPILER GLM_COMPILER_VC15_9
+#	elif _MSC_VER >= 1915
+#		define GLM_COMPILER GLM_COMPILER_VC15_8
+#	elif _MSC_VER >= 1914
+#		define GLM_COMPILER GLM_COMPILER_VC15_7
+#	elif _MSC_VER >= 1913
+#		define GLM_COMPILER GLM_COMPILER_VC15_6
+#	elif _MSC_VER >= 1912
+#		define GLM_COMPILER GLM_COMPILER_VC15_5
+#	elif _MSC_VER >= 1911
+#		define GLM_COMPILER GLM_COMPILER_VC15_3
+#	elif _MSC_VER >= 1910
+#		define GLM_COMPILER GLM_COMPILER_VC15
+#	elif _MSC_VER >= 1900
+#		define GLM_COMPILER GLM_COMPILER_VC14
+#	elif _MSC_VER >= 1800
+#		define GLM_COMPILER GLM_COMPILER_VC12
+#	elif _MSC_VER < 1800
+#		error "GLM requires Visual C++ 12 - 2013 or higher"
+#	endif//_MSC_VER
+
+// G++
+#elif defined(__GNUC__) || defined(__MINGW32__)
+#	if __GNUC__ >= 14
+#		define GLM_COMPILER GLM_COMPILER_GCC14
+#	elif __GNUC__ >= 13
+#		define GLM_COMPILER GLM_COMPILER_GCC13
+#	elif __GNUC__ >= 12
+#		define GLM_COMPILER GLM_COMPILER_GCC12
+#	elif __GNUC__ >= 11
+#		define GLM_COMPILER GLM_COMPILER_GCC11
+#	elif __GNUC__ >= 10
+#		define GLM_COMPILER GLM_COMPILER_GCC10
+#	elif __GNUC__ >= 9
+#		define GLM_COMPILER GLM_COMPILER_GCC9
+#	elif __GNUC__ >= 8
+#		define GLM_COMPILER GLM_COMPILER_GCC8
+#	elif __GNUC__ >= 7
+#		define GLM_COMPILER GLM_COMPILER_GCC7
+#	elif __GNUC__ >= 6
+#		define GLM_COMPILER GLM_COMPILER_GCC6
+#	elif __GNUC__ >= 5
+#		define GLM_COMPILER GLM_COMPILER_GCC5
+#	elif __GNUC__ == 4 && __GNUC_MINOR__ >= 9
+#		define GLM_COMPILER GLM_COMPILER_GCC49
+#	elif __GNUC__ == 4 && __GNUC_MINOR__ >= 8
+#		define GLM_COMPILER GLM_COMPILER_GCC48
+#	elif __GNUC__ == 4 && __GNUC_MINOR__ >= 7
+#		define GLM_COMPILER GLM_COMPILER_GCC47
+#	elif __GNUC__ == 4 && __GNUC_MINOR__ >= 6
+#		define GLM_COMPILER GLM_COMPILER_GCC46
+#	elif ((__GNUC__ == 4) && (__GNUC_MINOR__ < 6)) || (__GNUC__ < 4)
+#		error "GLM requires GCC 4.6 or higher"
+#	endif
+
+#else
+#	define GLM_COMPILER GLM_COMPILER_UNKNOWN
+#endif
+
+#ifndef GLM_COMPILER
+#	error "GLM_COMPILER undefined, your compiler may not be supported by GLM. Add #define GLM_COMPILER 0 to ignore this message."
+#endif//GLM_COMPILER
+
+///////////////////////////////////////////////////////////////////////////////////
+// Instruction sets
+
+// User defines: GLM_FORCE_PURE GLM_FORCE_INTRINSICS GLM_FORCE_SSE2 GLM_FORCE_SSE3 GLM_FORCE_AVX GLM_FORCE_AVX2 GLM_FORCE_AVX2
+
+#define GLM_ARCH_MIPS_BIT	  (0x10000000)
+#define GLM_ARCH_PPC_BIT	  (0x20000000)
+#define GLM_ARCH_ARM_BIT	  (0x40000000)
+#define GLM_ARCH_ARMV8_BIT  (0x01000000)
+#define GLM_ARCH_X86_BIT	  (0x80000000)
+
+#define GLM_ARCH_SIMD_BIT	(0x00001000)
+
+#define GLM_ARCH_NEON_BIT	(0x00000001)
+#define GLM_ARCH_SSE_BIT	(0x00000002)
+#define GLM_ARCH_SSE2_BIT	(0x00000004)
+#define GLM_ARCH_SSE3_BIT	(0x00000008)
+#define GLM_ARCH_SSSE3_BIT	(0x00000010)
+#define GLM_ARCH_SSE41_BIT	(0x00000020)
+#define GLM_ARCH_SSE42_BIT	(0x00000040)
+#define GLM_ARCH_AVX_BIT	(0x00000080)
+#define GLM_ARCH_AVX2_BIT	(0x00000100)
+
+#define GLM_ARCH_UNKNOWN	(0)
+#define GLM_ARCH_X86		(GLM_ARCH_X86_BIT)
+#define GLM_ARCH_SSE		(GLM_ARCH_SSE_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_X86)
+#define GLM_ARCH_SSE2		(GLM_ARCH_SSE2_BIT | GLM_ARCH_SSE)
+#define GLM_ARCH_SSE3		(GLM_ARCH_SSE3_BIT | GLM_ARCH_SSE2)
+#define GLM_ARCH_SSSE3		(GLM_ARCH_SSSE3_BIT | GLM_ARCH_SSE3)
+#define GLM_ARCH_SSE41		(GLM_ARCH_SSE41_BIT | GLM_ARCH_SSSE3)
+#define GLM_ARCH_SSE42		(GLM_ARCH_SSE42_BIT | GLM_ARCH_SSE41)
+#define GLM_ARCH_AVX		(GLM_ARCH_AVX_BIT | GLM_ARCH_SSE42)
+#define GLM_ARCH_AVX2		(GLM_ARCH_AVX2_BIT | GLM_ARCH_AVX)
+#define GLM_ARCH_ARM		(GLM_ARCH_ARM_BIT)
+#define GLM_ARCH_ARMV8		(GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM | GLM_ARCH_ARMV8_BIT)
+#define GLM_ARCH_NEON		(GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM)
+#define GLM_ARCH_MIPS		(GLM_ARCH_MIPS_BIT)
+#define GLM_ARCH_PPC		(GLM_ARCH_PPC_BIT)
+
+#if defined(GLM_FORCE_ARCH_UNKNOWN) || defined(GLM_FORCE_PURE)
+#	define GLM_ARCH GLM_ARCH_UNKNOWN
+#elif defined(GLM_FORCE_NEON)
+#	if __ARM_ARCH >= 8
+#		define GLM_ARCH (GLM_ARCH_ARMV8)
+#	else
+#		define GLM_ARCH (GLM_ARCH_NEON)
+#	endif
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_AVX2)
+#	define GLM_ARCH (GLM_ARCH_AVX2)
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_AVX)
+#	define GLM_ARCH (GLM_ARCH_AVX)
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_SSE42)
+#	define GLM_ARCH (GLM_ARCH_SSE42)
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_SSE41)
+#	define GLM_ARCH (GLM_ARCH_SSE41)
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_SSSE3)
+#	define GLM_ARCH (GLM_ARCH_SSSE3)
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_SSE3)
+#	define GLM_ARCH (GLM_ARCH_SSE3)
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_SSE2)
+#	define GLM_ARCH (GLM_ARCH_SSE2)
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_SSE)
+#	define GLM_ARCH (GLM_ARCH_SSE)
+#	define GLM_FORCE_INTRINSICS
+#elif defined(GLM_FORCE_INTRINSICS) && !defined(GLM_FORCE_XYZW_ONLY)
+#	if defined(__AVX2__)
+#		define GLM_ARCH (GLM_ARCH_AVX2)
+#	elif defined(__AVX__)
+#		define GLM_ARCH (GLM_ARCH_AVX)
+#	elif defined(__SSE4_2__)
+#		define GLM_ARCH (GLM_ARCH_SSE42)
+#	elif defined(__SSE4_1__)
+#		define GLM_ARCH (GLM_ARCH_SSE41)
+#	elif defined(__SSSE3__)
+#		define GLM_ARCH (GLM_ARCH_SSSE3)
+#	elif defined(__SSE3__)
+#		define GLM_ARCH (GLM_ARCH_SSE3)
+#	elif defined(__SSE2__) || defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86_FP)
+#		define GLM_ARCH (GLM_ARCH_SSE2)
+#	elif defined(__i386__)
+#		define GLM_ARCH (GLM_ARCH_X86)
+#	elif defined(__ARM_ARCH) && (__ARM_ARCH >= 8)
+#		define GLM_ARCH (GLM_ARCH_ARMV8)
+#	elif defined(__ARM_NEON)
+#		define GLM_ARCH (GLM_ARCH_ARM | GLM_ARCH_NEON)
+#	elif defined(__arm__ ) || defined(_M_ARM)
+#		define GLM_ARCH (GLM_ARCH_ARM)
+#	elif defined(__mips__ )
+#		define GLM_ARCH (GLM_ARCH_MIPS)
+#	elif defined(__powerpc__ ) || defined(_M_PPC)
+#		define GLM_ARCH (GLM_ARCH_PPC)
+#	else
+#		define GLM_ARCH (GLM_ARCH_UNKNOWN)
+#	endif
+#else
+#	if defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86) || defined(__i386__)
+#		define GLM_ARCH (GLM_ARCH_X86)
+#	elif defined(__arm__) || defined(_M_ARM)
+#		define GLM_ARCH (GLM_ARCH_ARM)
+#	elif defined(__powerpc__) || defined(_M_PPC)
+#		define GLM_ARCH (GLM_ARCH_PPC)
+#	elif defined(__mips__)
+#		define GLM_ARCH (GLM_ARCH_MIPS)
+#	else
+#		define GLM_ARCH (GLM_ARCH_UNKNOWN)
+#	endif
+#endif
+
+#if GLM_ARCH & GLM_ARCH_AVX2_BIT
+#	include <immintrin.h>
+#elif GLM_ARCH & GLM_ARCH_AVX_BIT
+#	include <immintrin.h>
+#elif GLM_ARCH & GLM_ARCH_SSE42_BIT
+#	if GLM_COMPILER & GLM_COMPILER_CLANG
+#		include <popcntintrin.h>
+#	endif
+#	include <nmmintrin.h>
+#elif GLM_ARCH & GLM_ARCH_SSE41_BIT
+#	include <smmintrin.h>
+#elif GLM_ARCH & GLM_ARCH_SSSE3_BIT
+#	include <tmmintrin.h>
+#elif GLM_ARCH & GLM_ARCH_SSE3_BIT
+#	include <pmmintrin.h>
+#elif GLM_ARCH & GLM_ARCH_SSE2_BIT
+#	include <emmintrin.h>
+#elif GLM_ARCH & GLM_ARCH_NEON_BIT
+#	include "neon.h"
+#endif//GLM_ARCH
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+	typedef __m128			glm_f32vec4;
+	typedef __m128i			glm_i32vec4;
+	typedef __m128i			glm_u32vec4;
+	typedef __m128d			glm_f64vec2;
+	typedef __m128i			glm_i64vec2;
+	typedef __m128i			glm_u64vec2;
+
+	typedef glm_f32vec4		glm_vec4;
+	typedef glm_i32vec4		glm_ivec4;
+	typedef glm_u32vec4		glm_uvec4;
+	typedef glm_f64vec2		glm_dvec2;
+#endif
+
+#if GLM_ARCH & GLM_ARCH_AVX_BIT
+	typedef __m256d			glm_f64vec4;
+	typedef glm_f64vec4		glm_dvec4;
+#endif
+
+#if GLM_ARCH & GLM_ARCH_AVX2_BIT
+	typedef __m256i			glm_i64vec4;
+	typedef __m256i			glm_u64vec4;
+#endif
+
+#if GLM_ARCH & GLM_ARCH_NEON_BIT
+	typedef float32x4_t			glm_f32vec4;
+	typedef int32x4_t			glm_i32vec4;
+	typedef uint32x4_t			glm_u32vec4;
+#endif
diff --git a/third_party/glm/simd/trigonometric.h b/third_party/glm/simd/trigonometric.h
new file mode 100644
index 0000000000000000000000000000000000000000..739b796e7e45c86f07dbe5d508ed46dd9a9c6fd4
--- /dev/null
+++ b/third_party/glm/simd/trigonometric.h
@@ -0,0 +1,9 @@
+/// @ref simd
+/// @file glm/simd/trigonometric.h
+
+#pragma once
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
+
diff --git a/third_party/glm/simd/vector_relational.h b/third_party/glm/simd/vector_relational.h
new file mode 100644
index 0000000000000000000000000000000000000000..f7385e9747363cf64be22d5b0b5e061983a36a12
--- /dev/null
+++ b/third_party/glm/simd/vector_relational.h
@@ -0,0 +1,8 @@
+/// @ref simd
+/// @file glm/simd/vector_relational.h
+
+#pragma once
+
+#if GLM_ARCH & GLM_ARCH_SSE2_BIT
+
+#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
diff --git a/third_party/glm/trigonometric.hpp b/third_party/glm/trigonometric.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..51d49c132bb5fcd34af76222e332be9d45564eb2
--- /dev/null
+++ b/third_party/glm/trigonometric.hpp
@@ -0,0 +1,210 @@
+/// @ref core
+/// @file glm/trigonometric.hpp
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+///
+/// @defgroup core_func_trigonometric Angle and Trigonometry Functions
+/// @ingroup core
+///
+/// Function parameters specified as angle are assumed to be in units of radians.
+/// In no case will any of these functions result in a divide by zero error. If
+/// the divisor of a ratio is 0, then results will be undefined.
+///
+/// These all operate component-wise. The description is per component.
+///
+/// Include <glm/trigonometric.hpp> to use these core features.
+///
+/// @see ext_vector_trigonometric
+
+#pragma once
+
+#include "detail/setup.hpp"
+#include "detail/qualifier.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_func_trigonometric
+	/// @{
+
+	/// Converts degrees to radians and returns the result.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/radians.xml">GLSL radians man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> radians(vec<L, T, Q> const& degrees);
+
+	/// Converts radians to degrees and returns the result.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/degrees.xml">GLSL degrees man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> degrees(vec<L, T, Q> const& radians);
+
+	/// The standard trigonometric sine function.
+	/// The values returned by this function will range from [-1, 1].
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sin.xml">GLSL sin man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> sin(vec<L, T, Q> const& angle);
+
+	/// The standard trigonometric cosine function.
+	/// The values returned by this function will range from [-1, 1].
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/cos.xml">GLSL cos man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> cos(vec<L, T, Q> const& angle);
+
+	/// The standard trigonometric tangent function.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/tan.xml">GLSL tan man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> tan(vec<L, T, Q> const& angle);
+
+	/// Arc sine. Returns an angle whose sine is x.
+	/// The range of values returned by this function is [-PI/2, PI/2].
+	/// Results are undefined if |x| > 1.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/asin.xml">GLSL asin man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> asin(vec<L, T, Q> const& x);
+
+	/// Arc cosine. Returns an angle whose cosine is x.
+	/// The range of values returned by this function is [0, PI].
+	/// Results are undefined if |x| > 1.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/acos.xml">GLSL acos man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> acos(vec<L, T, Q> const& x);
+
+	/// Arc tangent. Returns an angle whose tangent is y/x.
+	/// The signs of x and y are used to determine what
+	/// quadrant the angle is in. The range of values returned
+	/// by this function is [-PI, PI]. Results are undefined
+	/// if x and y are both 0.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/atan.xml">GLSL atan man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> atan(vec<L, T, Q> const& y, vec<L, T, Q> const& x);
+
+	/// Arc tangent. Returns an angle whose tangent is y_over_x.
+	/// The range of values returned by this function is [-PI/2, PI/2].
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/atan.xml">GLSL atan man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> atan(vec<L, T, Q> const& y_over_x);
+
+	/// Returns the hyperbolic sine function, (exp(x) - exp(-x)) / 2
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sinh.xml">GLSL sinh man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> sinh(vec<L, T, Q> const& angle);
+
+	/// Returns the hyperbolic cosine function, (exp(x) + exp(-x)) / 2
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/cosh.xml">GLSL cosh man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> cosh(vec<L, T, Q> const& angle);
+
+	/// Returns the hyperbolic tangent function, sinh(angle) / cosh(angle)
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/tanh.xml">GLSL tanh man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> tanh(vec<L, T, Q> const& angle);
+
+	/// Arc hyperbolic sine; returns the inverse of sinh.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/asinh.xml">GLSL asinh man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> asinh(vec<L, T, Q> const& x);
+
+	/// Arc hyperbolic cosine; returns the non-negative inverse
+	/// of cosh. Results are undefined if x < 1.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/acosh.xml">GLSL acosh man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> acosh(vec<L, T, Q> const& x);
+
+	/// Arc hyperbolic tangent; returns the inverse of tanh.
+	/// Results are undefined if abs(x) >= 1.
+	///
+	/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
+	/// @tparam T Floating-point scalar types
+	/// @tparam Q Value from qualifier enum
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/atanh.xml">GLSL atanh man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL vec<L, T, Q> atanh(vec<L, T, Q> const& x);
+
+	/// @}
+}//namespace glm
+
+#include "detail/func_trigonometric.inl"
diff --git a/third_party/glm/vec2.hpp b/third_party/glm/vec2.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..cd4e0708e109cfa2c35bff6ea146dbdd2167104b
--- /dev/null
+++ b/third_party/glm/vec2.hpp
@@ -0,0 +1,14 @@
+/// @ref core
+/// @file glm/vec2.hpp
+
+#pragma once
+#include "./ext/vector_bool2.hpp"
+#include "./ext/vector_bool2_precision.hpp"
+#include "./ext/vector_float2.hpp"
+#include "./ext/vector_float2_precision.hpp"
+#include "./ext/vector_double2.hpp"
+#include "./ext/vector_double2_precision.hpp"
+#include "./ext/vector_int2.hpp"
+#include "./ext/vector_int2_sized.hpp"
+#include "./ext/vector_uint2.hpp"
+#include "./ext/vector_uint2_sized.hpp"
diff --git a/third_party/glm/vec3.hpp b/third_party/glm/vec3.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..f5a927dbe4c577736c88b86638454c095e1eb9bb
--- /dev/null
+++ b/third_party/glm/vec3.hpp
@@ -0,0 +1,14 @@
+/// @ref core
+/// @file glm/vec3.hpp
+
+#pragma once
+#include "./ext/vector_bool3.hpp"
+#include "./ext/vector_bool3_precision.hpp"
+#include "./ext/vector_float3.hpp"
+#include "./ext/vector_float3_precision.hpp"
+#include "./ext/vector_double3.hpp"
+#include "./ext/vector_double3_precision.hpp"
+#include "./ext/vector_int3.hpp"
+#include "./ext/vector_int3_sized.hpp"
+#include "./ext/vector_uint3.hpp"
+#include "./ext/vector_uint3_sized.hpp"
diff --git a/third_party/glm/vec4.hpp b/third_party/glm/vec4.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..c6ea9f1ff4c51cd9cfaee865e7413f928e354b71
--- /dev/null
+++ b/third_party/glm/vec4.hpp
@@ -0,0 +1,15 @@
+/// @ref core
+/// @file glm/vec4.hpp
+
+#pragma once
+#include "./ext/vector_bool4.hpp"
+#include "./ext/vector_bool4_precision.hpp"
+#include "./ext/vector_float4.hpp"
+#include "./ext/vector_float4_precision.hpp"
+#include "./ext/vector_double4.hpp"
+#include "./ext/vector_double4_precision.hpp"
+#include "./ext/vector_int4.hpp"
+#include "./ext/vector_int4_sized.hpp"
+#include "./ext/vector_uint4.hpp"
+#include "./ext/vector_uint4_sized.hpp"
+
diff --git a/third_party/glm/vector_relational.hpp b/third_party/glm/vector_relational.hpp
new file mode 100644
index 0000000000000000000000000000000000000000..a0fe17eb707a4e5ba3590fe16d2704cecc3bd8ef
--- /dev/null
+++ b/third_party/glm/vector_relational.hpp
@@ -0,0 +1,121 @@
+/// @ref core
+/// @file glm/vector_relational.hpp
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+///
+/// @defgroup core_func_vector_relational Vector Relational Functions
+/// @ingroup core
+///
+/// Relational and equality operators (<, <=, >, >=, ==, !=) are defined to
+/// operate on scalars and produce scalar Boolean results. For vector results,
+/// use the following built-in functions.
+///
+/// In all cases, the sizes of all the input and return vectors for any particular
+/// call must match.
+///
+/// Include <glm/vector_relational.hpp> to use these core features.
+///
+/// @see ext_vector_relational
+
+#pragma once
+
+#include "detail/qualifier.hpp"
+#include "detail/setup.hpp"
+
+namespace glm
+{
+	/// @addtogroup core_func_vector_relational
+	/// @{
+
+	/// Returns the component-wise comparison result of x < y.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T A floating-point or integer scalar type.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThan.xml">GLSL lessThan man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> lessThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns the component-wise comparison of result x <= y.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T A floating-point or integer scalar type.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThanEqual.xml">GLSL lessThanEqual man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> lessThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns the component-wise comparison of result x > y.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T A floating-point or integer scalar type.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/greaterThan.xml">GLSL greaterThan man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> greaterThan(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns the component-wise comparison of result x >= y.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T A floating-point or integer scalar type.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/greaterThanEqual.xml">GLSL greaterThanEqual man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> greaterThanEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns the component-wise comparison of result x == y.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T A floating-point, integer or bool scalar type.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/equal.xml">GLSL equal man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> equal(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns the component-wise comparison of result x != y.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	/// @tparam T A floating-point, integer or bool scalar type.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/notEqual.xml">GLSL notEqual man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, typename T, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> notEqual(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
+
+	/// Returns true if any component of x is true.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/any.xml">GLSL any man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool any(vec<L, bool, Q> const& v);
+
+	/// Returns true if all components of x are true.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/all.xml">GLSL all man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR bool all(vec<L, bool, Q> const& v);
+
+	/// Returns the component-wise logical complement of x.
+	/// /!\ Because of language incompatibilities between C++ and GLSL, GLM defines the function not but not_ instead.
+	///
+	/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
+	///
+	/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/not.xml">GLSL not man page</a>
+	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
+	template<length_t L, qualifier Q>
+	GLM_FUNC_DECL GLM_CONSTEXPR vec<L, bool, Q> not_(vec<L, bool, Q> const& v);
+
+	/// @}
+}//namespace glm
+
+#include "detail/func_vector_relational.inl"
diff --git a/third_party/imgui/.editorconfig b/third_party/imgui/.editorconfig
new file mode 100644
index 0000000000000000000000000000000000000000..5adfefa20d8ed8288d2485486c3a21775da68cb1
--- /dev/null
+++ b/third_party/imgui/.editorconfig
@@ -0,0 +1,28 @@
+# See http://editorconfig.org to read about the EditorConfig format.
+# - In theory automatically supported by VS2017+ and most common IDE or text editors.
+# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
+#   - Suggest installing this to trim whitespaces:
+#      GitHub https://github.com/madskristensen/TrailingWhitespace
+#      VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
+#      VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
+#     (in spite of its name doesn't only visualize but also trims)
+#   - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
+
+# top-most EditorConfig file
+root = true
+
+# Default settings:
+# Use 4 spaces as indentation
+[*]
+indent_style = space
+indent_size = 4
+insert_final_newline = true
+trim_trailing_whitespace = true
+
+[imstb_*]
+indent_size = 3
+trim_trailing_whitespace = false
+
+[Makefile]
+indent_style = tab
+indent_size = 4
diff --git a/third_party/imgui/.gitattributes b/third_party/imgui/.gitattributes
new file mode 100644
index 0000000000000000000000000000000000000000..d48470eeff11532332505d3e73aab440bb0f170b
--- /dev/null
+++ b/third_party/imgui/.gitattributes
@@ -0,0 +1,30 @@
+* text=auto
+
+*.c text
+*.cpp text
+*.h text
+*.m text
+*.mm text
+*.md text
+*.txt text
+*.html text
+*.bat text
+*.frag text
+*.vert text
+*.mkb text
+*.icf text
+
+*.sln text eol=crlf
+*.vcxproj text eol=crlf
+*.vcxproj.filters text eol=crlf
+*.natvis text eol=crlf
+
+Makefile text eol=lf
+*.sh text eol=lf
+*.pbxproj text eol=lf
+*.storyboard text eol=lf
+*.plist text eol=lf
+
+*.png binary
+*.ttf binary
+*.lib binary
diff --git a/third_party/imgui/.github/FUNDING.yml b/third_party/imgui/.github/FUNDING.yml
new file mode 100644
index 0000000000000000000000000000000000000000..df7d70914bebfb969697993265165166ed48015a
--- /dev/null
+++ b/third_party/imgui/.github/FUNDING.yml
@@ -0,0 +1 @@
+custom: ['https://github.com/ocornut/imgui/wiki/Funding']
diff --git a/third_party/imgui/.github/ISSUE_TEMPLATE/config.yml b/third_party/imgui/.github/ISSUE_TEMPLATE/config.yml
new file mode 100644
index 0000000000000000000000000000000000000000..3ba13e0cec6cbbfd462e9ebf529dd2093148cd69
--- /dev/null
+++ b/third_party/imgui/.github/ISSUE_TEMPLATE/config.yml
@@ -0,0 +1 @@
+blank_issues_enabled: false
diff --git a/third_party/imgui/.github/ISSUE_TEMPLATE/issue_template.yml b/third_party/imgui/.github/ISSUE_TEMPLATE/issue_template.yml
new file mode 100644
index 0000000000000000000000000000000000000000..792d8f63ed49e2616432881e3345dbb677f774bf
--- /dev/null
+++ b/third_party/imgui/.github/ISSUE_TEMPLATE/issue_template.yml
@@ -0,0 +1,90 @@
+name: "Ask a question, report a bug, request a feature, etc."
+description: "Ask any question, discuss best practices, report a bug, request a feature."
+body:
+  - type: markdown
+    attributes:
+      value: |
+        FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
+        For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents.
+
+        Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
+  - type: markdown
+    attributes:
+      value: |
+        **Prerequisites:**
+        - I have read [Frequently Asked Questions](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
+        - I have read [Contributing Guidelines -> General Advices](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#getting-started--general-advice).
+        - I have read [Contributing Guidelines -> How to open an Issue](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#how-to-open-an-issue).
+        - I have searched [Github Issues and PR](https://github.com/ocornut/imgui/issues?q=) for discussion of similar topics.
+
+        ----
+  - type: input
+    id: specs_version
+    attributes:
+      label: "Version/Branch of Dear ImGui:"
+      description: "(please specify if you have made substantial modifications to your copy)"
+      value: "Version 1.XX, Branch: XXX (master/docking/etc.)"
+      placeholder: "Version 1.XX, Branch: XXX (master/docking/etc.)"
+    validations:
+      required: true
+  - type: input
+    id: specs_backend
+    attributes:
+      label: "Back-ends:"
+      description: (or specify when using custom engine/back-ends)
+      value: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp"
+      placeholder: "imgui_impl_XXX.cpp  + imgui_impl_XXX.cpp or n/a"
+    validations:
+      required: true
+  - type: input
+    id: specs_compiler_os
+    attributes:
+      label: "Compiler, OS:"
+      placeholder: "e.g. Windows 11 + MSVC 2022, macOS + Clang 12, Linux + GCC etc."
+    validations:
+      required: true
+  - type: textarea
+    id: specs_full
+    attributes:
+      label: "Full config/build information:"
+      placeholder: |
+        (If you can run, you may go to 'Demo->Tools->About Dear ImGui->Config/Build Info' to obtain detailed information that you can paste here)
+    validations:
+      required: false
+  - type: textarea
+    id: issue_description
+    attributes:
+      label: "Details:"
+      description: "Try to be explicit with your goals, your expectations and what you have tried. Be mindful of [The XY Problem](https://xyproblem.info). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. If you are reporting a bug, explain what's the bug, how does it occur, etc. If you are reporting a crash, please include a debugger callstack."
+      value: |
+        **My Issue/Question:**
+
+        XXX _(please provide as much context as possible)_
+    validations:
+      required: true
+  - type: textarea
+    id: screenshots
+    attributes:
+      label: "Screenshots/Video:"
+      description: "Attach screenshots or gif/videos to clarify the context. They often convey useful information that is omitted by the description."
+      placeholder: "(You can drag files here)"
+    validations:
+      required: false
+  - type: textarea
+    id: repro_code
+    attributes:
+      label: "Minimal, Complete and Verifiable Example code:"
+      description: "Provide an [MCVE](https://stackoverflow.com/help/mcve) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/*/main.cpp) or the demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it. Please test your shortened code to ensure it exhibits the problem. Often while creating the MCVE you will solve the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time."
+      value: |
+        ```cpp
+        // Here's some code anyone can copy and paste to reproduce your issue
+        ImGui::Begin("Example Bug");
+        MoreCodeToExplainMyIssue();
+        ImGui::End();
+        ```
+    validations:
+      required: false
+  - type: markdown
+    attributes:
+      value: |
+        Thank you for taking the time to read prerequisites, filling this template and double-checking your message and your code!
diff --git a/third_party/imgui/.github/pull_request_template.md b/third_party/imgui/.github/pull_request_template.md
new file mode 100644
index 0000000000000000000000000000000000000000..638545bd6d3f82560bbe76b7ef6ca5b7c74e4c01
--- /dev/null
+++ b/third_party/imgui/.github/pull_request_template.md
@@ -0,0 +1,6 @@
+(Click "Preview" to turn any http URL into a clickable link)
+
+1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
+
+2. Clear this template before submitting your PR.
+
diff --git a/third_party/imgui/.github/workflows/build.yml b/third_party/imgui/.github/workflows/build.yml
new file mode 100644
index 0000000000000000000000000000000000000000..f95ff43c8a9cbdf369548267a67daf931651a1bd
--- /dev/null
+++ b/third_party/imgui/.github/workflows/build.yml
@@ -0,0 +1,567 @@
+name: build
+
+on:
+  push:
+  pull_request:
+  workflow_run:
+    # Use a workflow as a trigger of scheduled builds. Forked repositories can disable scheduled builds by disabling
+    # "scheduled" workflow, while maintaining ability to perform local CI builds.
+    workflows:
+      - scheduled
+      - manual
+    branches:
+      - master
+      - docking
+    types:
+      - requested
+
+jobs:
+  Windows:
+    runs-on: windows-2019
+    env:
+      VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
+      MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
+    steps:
+      - uses: actions/checkout@v4
+
+      - name: Install Dependencies
+        shell: powershell
+        run: |
+          Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip"
+          Expand-Archive -Path SDL2-devel-2.26.3-VC.zip
+          echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV}
+
+          Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
+          Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
+          echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV}
+
+      - name: Fix Projects
+        shell: powershell
+        run: |
+          # CI workers do not supporter older Visual Studio versions. Fix projects to target newer available version.
+          gci -recurse -filter "*.vcxproj" | ForEach-Object {
+            (Get-Content $_.FullName) -Replace "<PlatformToolset>v\d{3}</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
+            (Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>[\d\.]+</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
+          }
+
+      # Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
+      - name: Build example_null (extra warnings, mingw 64-bit)
+        run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+      - name: Build example_null (mingw 64-bit, as DLL)
+        shell: bash
+        run: |
+          echo '#ifdef _EXPORT'                                  >  example_single_file.cpp
+          echo '#  define IMGUI_API __declspec(dllexport)'       >> example_single_file.cpp
+          echo '#else'                                           >> example_single_file.cpp
+          echo '#  define IMGUI_API __declspec(dllimport)'       >> example_single_file.cpp
+          echo '#endif'                                          >> example_single_file.cpp
+          echo '#define IMGUI_IMPLEMENTATION'                    >> example_single_file.cpp
+          echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
+          g++ -I. -Wall -Wformat -D_EXPORT -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32
+          g++ -I. -Wall -Wformat -o example_null.exe examples/example_null/main.cpp -L. -limgui
+          rm -f example_null.exe libimgui.* example_single_file.*
+
+      - name: Build example_null (extra warnings, msvc 64-bit)
+        shell: cmd
+        run: |
+          cd examples\example_null
+          call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
+          .\build_win32.bat /W4
+
+      - name: Build example_null (single file build)
+        shell: bash
+        run: |
+          cat > example_single_file.cpp <<'EOF'
+
+          #define IMGUI_IMPLEMENTATION
+          #include "misc/single_file/imgui_single_file.h"
+          #include "examples/example_null/main.cpp"
+
+          EOF
+          g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
+
+      - name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
+        shell: bash
+        run: |
+          cat > example_single_file.cpp <<'EOF'
+
+          #define IMGUI_DISABLE_WIN32_FUNCTIONS
+          #define IMGUI_IMPLEMENTATION
+          #include "misc/single_file/imgui_single_file.h"
+          #include "examples/example_null/main.cpp"
+
+          EOF
+          g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
+
+      - name: Build example_null (as DLL)
+        shell: cmd
+        run: |
+          call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
+
+          echo #ifdef _EXPORT                                  >  example_single_file.cpp
+          echo #  define IMGUI_API __declspec(dllexport)       >> example_single_file.cpp
+          echo #else                                           >> example_single_file.cpp
+          echo #  define IMGUI_API __declspec(dllimport)       >> example_single_file.cpp
+          echo #endif                                          >> example_single_file.cpp
+          echo #define IMGUI_IMPLEMENTATION                    >> example_single_file.cpp
+          echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
+
+          cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
+          cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
+
+      - name: Build Win32 example_glfw_opengl2
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+
+      - name: Build Win32 example_glfw_opengl3
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build Win32 example_glfw_vulkan
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build Win32 example_sdl2_sdlrenderer2
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build Win32 example_sdl2_vulkan
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build Win32 example_sdl2_opengl2
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build Win32 example_sdl2_opengl3
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+
+      - name: Build Win32 example_sdl2_directx11
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build Win32 example_win32_directx9
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+
+      - name: Build Win32 example_win32_directx10
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+
+      - name: Build Win32 example_win32_directx11
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_glfw_opengl2
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_glfw_opengl3
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
+
+      - name: Build x64 example_glfw_vulkan
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
+
+      - name: Build x64 example_sdl2_sdlrenderer2
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_sdl2_vulkan
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_sdl2_opengl2
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_sdl2_opengl3
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_sdl2_directx11
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
+
+      - name: Build x64 example_win32_directx9
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_win32_directx10
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_win32_directx11
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
+        if: github.event_name == 'workflow_run'
+
+      - name: Build x64 example_win32_directx12
+        shell: cmd
+        run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
+
+  Linux:
+    runs-on: ubuntu-24.04
+    steps:
+    - uses: actions/checkout@v4
+
+    - name: Install Dependencies
+      run: |
+        sudo apt-get update
+        sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev libvulkan-dev
+
+    - name: Build example_null (extra warnings, gcc 32-bit)
+      run: |
+        make -C examples/example_null clean
+        CXXFLAGS="$CXXFLAGS -m32 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+    - name: Build example_null (extra warnings, gcc 64-bit)
+      run: |
+        make -C examples/example_null clean
+        CXXFLAGS="$CXXFLAGS -m64 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+    - name: Build example_null (extra warnings, clang 32-bit)
+      run: |
+        make -C examples/example_null clean
+        CXXFLAGS="$CXXFLAGS -m32 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+    - name: Build example_null (extra warnings, clang 64-bit)
+      run: |
+        make -C examples/example_null clean
+        CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+    - name: Build example_null (extra warnings, empty IM_ASSERT)
+      run: |
+          cat > example_single_file.cpp <<'EOF'
+
+          #define IM_ASSERT(x)
+          #define IMGUI_IMPLEMENTATION
+          #include "misc/single_file/imgui_single_file.h"
+          #include "examples/example_null/main.cpp"
+
+          EOF
+          g++ -I. -std=c++11 -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (freetype)
+      run: |
+        make -C examples/example_null clean
+        make -C examples/example_null WITH_FREETYPE=1
+
+    - name: Build example_null (single file build)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with ImWchar32)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_USE_WCHAR32
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define ImTextureID void*
+        #define ImDrawIdx unsigned int
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_DISABLE_OBSOLETE_KEYIO
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with C++20)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_DISABLE_OBSOLETE_KEYIO
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_DISABLE_DEMO_WINDOWS
+        #define IMGUI_DISABLE_DEBUG_TOOLS
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_DISABLE_FILE_FUNCTIONS
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_USE_BGRA_PACKED_COLOR
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };
+        struct MyVec4 { float x; float y; float z; float w;
+        MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };
+        #define IM_VEC2_CLASS_EXTRA                                             \
+                ImVec2(const MyVec2& f) { x = f.x; y = f.y; }                   \
+                operator MyVec2() const { return MyVec2(x, y); }
+        #define IM_VEC4_CLASS_EXTRA                                             \
+                ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
+                operator MyVec4() const { return MyVec4(x, y, z, w); }
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (C++26, Clang)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_IMPLEMENTATION
+        #define IMGUI_DISABLE_DEMO_WINDOWS
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        clang++ -I. -std=c++26 -Wall -Wformat -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (without c++ runtime, Clang)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_IMPLEMENTATION
+        #define IMGUI_DISABLE_DEMO_WINDOWS
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
+
+    - name: Build example_glfw_opengl2
+      run: make -C examples/example_glfw_opengl2
+
+    - name: Build example_glfw_opengl3
+      run: make -C examples/example_glfw_opengl3
+      if: github.event_name == 'workflow_run'
+
+    - name: Build example_sdl2_opengl2
+      run: make -C examples/example_sdl2_opengl2
+      if: github.event_name == 'workflow_run'
+
+    - name: Build example_sdl2_opengl3
+      run: make -C examples/example_sdl2_opengl3
+
+    - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
+      run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
+
+  MacOS:
+    runs-on: macos-latest
+    steps:
+    - uses: actions/checkout@v4
+
+    - name: Install Dependencies
+      run: |
+        brew install glfw3 sdl2
+
+    - name: Build example_null (extra warnings, clang 64-bit)
+      run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+    - name: Build example_null (single file build)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (single file build, c++20)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (without c++ runtime)
+      run: |
+        cat > example_single_file.cpp <<'EOF'
+
+        #define IMGUI_IMPLEMENTATION
+        #include "misc/single_file/imgui_single_file.h"
+        #include "examples/example_null/main.cpp"
+
+        EOF
+        clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
+
+    - name: Build example_glfw_opengl2
+      run: make -C examples/example_glfw_opengl2
+
+    - name: Build example_glfw_opengl3
+      run: make -C examples/example_glfw_opengl3
+      if: github.event_name == 'workflow_run'
+
+    - name: Build example_glfw_metal
+      run: make -C examples/example_glfw_metal
+
+    - name: Build example_sdl2_metal
+      run: make -C examples/example_sdl2_metal
+
+    - name: Build example_sdl2_opengl2
+      run: make -C examples/example_sdl2_opengl2
+      if: github.event_name == 'workflow_run'
+
+    - name: Build example_sdl2_opengl3
+      run: make -C examples/example_sdl2_opengl3
+
+    - name: Build example_apple_metal
+      run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
+
+    - name: Build example_apple_opengl2
+      run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
+
+  iOS:
+    runs-on: macos-latest
+    steps:
+    - uses: actions/checkout@v4
+
+    - name: Build example_apple_metal
+      run: |
+        # Code signing is required, but we disable it because it is irrelevant for CI builds.
+        xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
+
+  Emscripten:
+    runs-on: ubuntu-24.04
+    steps:
+    - uses: actions/checkout@v4
+
+    - name: Install Dependencies
+      run: |
+        wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
+        tar -xvf master.tar.gz
+        emsdk-master/emsdk update
+        emsdk-master/emsdk install latest
+        emsdk-master/emsdk activate latest
+        sudo apt-get install build-essential
+
+    - name: Build example_sdl2_opengl3 with Emscripten
+      run: |
+        pushd emsdk-master
+        source ./emsdk_env.sh
+        popd
+        make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
+
+    # This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3)
+    # This ensures 2 things: the make build works, and the GLFW built-in implementation is tested
+    - name: Build example_glfw_wgpu with Emscripten/Makefile
+      run: |
+        pushd emsdk-master
+        source ./emsdk_env.sh
+        popd
+        make -C examples/example_glfw_wgpu -f Makefile.emscripten
+
+    # This build compiles example_glfw_wgpu using CMakeLists.txt and Emscripten GLFW contrib port (--use-port=contrib.glfw3)
+    # This ensures 2 things: the CMake build works, and the GLFW contrib port is tested
+    - name: Build example_glfw_wgpu with Emscripten/CMake
+      run: |
+        pushd emsdk-master
+        source ./emsdk_env.sh
+        popd
+        emcc -v
+        emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu
+        cmake --build build
+
+  Android:
+    runs-on: ubuntu-24.04
+    steps:
+    - uses: actions/checkout@v4
+
+    - name: Build example_android_opengl3
+      run: |
+        cd examples/example_android_opengl3/android
+        gradle assembleDebug --stacktrace
diff --git a/third_party/imgui/.github/workflows/manual.yml b/third_party/imgui/.github/workflows/manual.yml
new file mode 100644
index 0000000000000000000000000000000000000000..3c472f1bf78d73e6539228d23e0764f4898b626a
--- /dev/null
+++ b/third_party/imgui/.github/workflows/manual.yml
@@ -0,0 +1,12 @@
+#
+# This is a dummy workflow used to trigger full builds manually.
+#
+name: manual
+
+on: workflow_dispatch
+
+jobs:
+  manual:
+    runs-on: ubuntu-latest
+    steps:
+      - run: exit 0
diff --git a/third_party/imgui/.github/workflows/scheduled.yml b/third_party/imgui/.github/workflows/scheduled.yml
new file mode 100644
index 0000000000000000000000000000000000000000..2a08578fb65194a6ea6d4351939d21f06bcbe70d
--- /dev/null
+++ b/third_party/imgui/.github/workflows/scheduled.yml
@@ -0,0 +1,15 @@
+#
+# This is a dummy workflow used to trigger scheduled builds. Forked repositories most likely should disable this
+# workflow to avoid daily builds of inactive repositories.
+#
+name: scheduled
+
+on:
+  schedule:
+    - cron:  '0 9 * * *'
+
+jobs:
+  scheduled:
+    runs-on: ubuntu-latest
+    steps:
+      - run: exit 0
diff --git a/third_party/imgui/.github/workflows/static-analysis.yml b/third_party/imgui/.github/workflows/static-analysis.yml
new file mode 100644
index 0000000000000000000000000000000000000000..99b058c91a2b1089745b818bf20c1b544a35ba1e
--- /dev/null
+++ b/third_party/imgui/.github/workflows/static-analysis.yml
@@ -0,0 +1,46 @@
+name: static-analysis
+
+on:
+  workflow_run:
+    # Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here.
+    workflows:
+      - build
+    types:
+      - requested
+
+jobs:
+  PVS-Studio:
+    runs-on: ubuntu-22.04
+    steps:
+      - uses: actions/checkout@v4
+        with:
+          fetch-depth: 1
+
+      - name: Install Dependencies
+        env:
+          # The Secret variable setup in GitHub must be in format: "name_or_email key", on a single line
+          PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
+        run: |
+          if [[ "$PVS_STUDIO_LICENSE" != "" ]];
+          then
+            wget -q https://files.viva64.com/etc/pubkey.txt
+            sudo apt-key add pubkey.txt
+            sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
+            sudo apt-get update
+            sudo apt-get install -y pvs-studio
+            pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
+          fi
+
+      - name: PVS-Studio static analysis
+        run: |
+          if [[ ! -f pvs-studio.lic ]];
+          then
+            echo "PVS Studio license is missing. No analysis will be performed."
+            echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
+            echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
+            exit 0
+          fi
+          cd examples/example_null
+          pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
+          pvs-studio-analyzer analyze --disableLicenseExpirationCheck -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
+          plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log
diff --git a/third_party/imgui/.gitignore b/third_party/imgui/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..f632636e0fddab6dedfb630f4e92b08482199bfa
--- /dev/null
+++ b/third_party/imgui/.gitignore
@@ -0,0 +1,61 @@
+## OSX artifacts
+.DS_Store
+
+## Dear ImGui artifacts
+imgui.ini
+imgui*.ini
+
+## General build artifacts
+*.o
+*.obj
+*.exe
+examples/*/Debug/*
+examples/*/Release/*
+examples/*/x64/*
+
+## Visual Studio artifacts
+.vs
+ipch
+*.opensdf
+*.log
+*.pdb
+*.ilk
+*.user
+*.sdf
+*.suo
+*.VC.db
+*.VC.VC.opendb
+
+## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update
+JSON/
+
+## Commonly used CMake directories
+build*/
+
+## Xcode artifacts
+project.xcworkspace
+xcuserdata
+
+## Emscripten artifacts
+examples/*.o.tmp
+examples/*.out.js
+examples/*.out.wasm
+examples/example_glfw_opengl3/web/*
+examples/example_glfw_wgpu/web/*
+examples/example_glfw_wgpu/external/*
+examples/example_sdl2_opengl3/web/*
+
+## JetBrains IDE artifacts
+.idea
+cmake-build-*
+
+## Unix executables from our example Makefiles
+examples/example_glfw_metal/example_glfw_metal
+examples/example_glfw_opengl2/example_glfw_opengl2
+examples/example_glfw_opengl3/example_glfw_opengl3
+examples/example_glut_opengl2/example_glut_opengl2
+examples/example_null/example_null
+examples/example_sdl2_metal/example_sdl2_metal
+examples/example_sdl2_opengl2/example_sdl2_opengl2
+examples/example_sdl2_opengl3/example_sdl2_opengl3
+examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer
diff --git a/third_party/imgui/LICENSE.txt b/third_party/imgui/LICENSE.txt
new file mode 100644
index 0000000000000000000000000000000000000000..3282f5b5b105440af25c030c29bea5a24fddf496
--- /dev/null
+++ b/third_party/imgui/LICENSE.txt
@@ -0,0 +1,21 @@
+The MIT License (MIT)
+
+Copyright (c) 2014-2024 Omar Cornut
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/third_party/imgui/backends/imgui_impl_allegro5.cpp b/third_party/imgui/backends/imgui_impl_allegro5.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..e41f021401d0fcfdddb193c8e131e52a2f93cfa4
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_allegro5.cpp
@@ -0,0 +1,618 @@
+// dear imgui: Renderer + Platform Backend for Allegro 5
+// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Clipboard support (from Allegro 5.1.12)
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Issues:
+//  [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
+//  [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+//               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
+//               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
+//  2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+//  2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+//  2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
+//  2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-02-18: Change blending equation to preserve alpha in output buffer.
+//  2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
+//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+//  2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
+//  2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2018-11-30: Platform: Added touchscreen support.
+//  2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
+//  2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
+//  2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+//  2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
+//  2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
+//  2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
+//  2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_allegro5.h"
+#include <stdint.h>     // uint64_t
+#include <cstring>      // memcpy
+
+// Allegro
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+#ifdef _WIN32
+#include <allegro5/allegro_windows.h>
+#endif
+#define ALLEGRO_HAS_CLIPBOARD           ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
+#define ALLEGRO_HAS_DRAW_INDEXED_PRIM   ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#endif
+
+struct ImDrawVertAllegro
+{
+    ImVec2          pos;
+    ImVec2          uv;
+    ALLEGRO_COLOR   col;
+};
+
+// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
+// FIXME-OPT: Consider inlining al_map_rgba()?
+// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
+// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
+#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC)  { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
+
+// Allegro Data
+struct ImGui_ImplAllegro5_Data
+{
+    ALLEGRO_DISPLAY*            Display;
+    ALLEGRO_BITMAP*             Texture;
+    double                      Time;
+    ALLEGRO_MOUSE_CURSOR*       MouseCursorInvisible;
+    ALLEGRO_VERTEX_DECL*        VertexDecl;
+    char*                       ClipboardTextData;
+
+    ImVector<ImDrawVertAllegro> BufVertices;
+    ImVector<int>               BufIndices;
+
+    ImGui_ImplAllegro5_Data()   { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData()     { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; }
+
+static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
+{
+    // Setup blending
+    al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
+
+    // Setup orthographic projection matrix
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+    {
+        float L = draw_data->DisplayPos.x;
+        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+        float T = draw_data->DisplayPos.y;
+        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+        ALLEGRO_TRANSFORM transform;
+        al_identity_transform(&transform);
+        al_use_transform(&transform);
+        al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
+        al_use_projection_transform(&transform);
+    }
+}
+
+// Render function.
+void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized
+    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+        return;
+
+    // Backup Allegro state that will be modified
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
+    ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
+    int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
+    al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
+    int last_blender_op, last_blender_src, last_blender_dst;
+    al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
+
+    // Setup desired render state
+    ImGui_ImplAllegro5_SetupRenderState(draw_data);
+
+    // Render command lists
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+
+        ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
+#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
+        vertices.resize(cmd_list->VtxBuffer.Size);
+        for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
+        {
+            const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
+            ImDrawVertAllegro* dst_v = &vertices[i];
+            DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
+        }
+        const int* indices = nullptr;
+        if (sizeof(ImDrawIdx) == 2)
+        {
+            // FIXME-OPT: Allegro doesn't support 16-bit indices.
+            // You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
+            // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
+            bd->BufIndices.resize(cmd_list->IdxBuffer.Size);
+            for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
+                bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i];
+            indices = bd->BufIndices.Data;
+        }
+        else if (sizeof(ImDrawIdx) == 4)
+        {
+            indices = (const int*)cmd_list->IdxBuffer.Data;
+        }
+#else
+        // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
+        vertices.resize(cmd_list->IdxBuffer.Size);
+        for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
+        {
+            const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
+            ImDrawVertAllegro* dst_v = &vertices[i];
+            DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
+        }
+#endif
+
+        // Render command lists
+        ImVec2 clip_off = draw_data->DisplayPos;
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplAllegro5_SetupRenderState(draw_data);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+                ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply scissor/clipping rectangle, Draw
+                ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
+                al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
+#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
+                al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+#else
+                al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+#endif
+            }
+        }
+    }
+
+    // Restore modified Allegro state
+    al_set_blender(last_blender_op, last_blender_src, last_blender_dst);
+    al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h);
+    al_use_transform(&last_transform);
+    al_use_projection_transform(&last_projection_transform);
+}
+
+bool ImGui_ImplAllegro5_CreateDeviceObjects()
+{
+    // Build texture atlas
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Create texture
+    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+    int flags = al_get_new_bitmap_flags();
+    int fmt = al_get_new_bitmap_format();
+    al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
+    al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
+    ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
+    al_set_new_bitmap_flags(flags);
+    al_set_new_bitmap_format(fmt);
+    if (!img)
+        return false;
+
+    ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
+    if (!locked_img)
+    {
+        al_destroy_bitmap(img);
+        return false;
+    }
+    memcpy(locked_img->data, pixels, sizeof(int) * width * height);
+    al_unlock_bitmap(img);
+
+    // Convert software texture to hardware texture.
+    ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
+    al_destroy_bitmap(img);
+    if (!cloned_img)
+        return false;
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img);
+    bd->Texture = cloned_img;
+
+    // Create an invisible mouse cursor
+    // Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
+    ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
+    bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
+    al_destroy_bitmap(mouse_cursor);
+
+    return true;
+}
+
+void ImGui_ImplAllegro5_InvalidateDeviceObjects()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    if (bd->Texture)
+    {
+        io.Fonts->SetTexID(0);
+        al_destroy_bitmap(bd->Texture);
+        bd->Texture = nullptr;
+    }
+    if (bd->MouseCursorInvisible)
+    {
+        al_destroy_mouse_cursor(bd->MouseCursorInvisible);
+        bd->MouseCursorInvisible = nullptr;
+    }
+}
+
+#if ALLEGRO_HAS_CLIPBOARD
+static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
+{
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    if (bd->ClipboardTextData)
+        al_free(bd->ClipboardTextData);
+    bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
+    return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
+{
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    al_set_clipboard_text(bd->Display, text);
+}
+#endif
+
+static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
+{
+    switch (key_code)
+    {
+        case ALLEGRO_KEY_TAB: return ImGuiKey_Tab;
+        case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow;
+        case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow;
+        case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow;
+        case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow;
+        case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp;
+        case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown;
+        case ALLEGRO_KEY_HOME: return ImGuiKey_Home;
+        case ALLEGRO_KEY_END: return ImGuiKey_End;
+        case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert;
+        case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete;
+        case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace;
+        case ALLEGRO_KEY_SPACE: return ImGuiKey_Space;
+        case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter;
+        case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape;
+        case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe;
+        case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma;
+        case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus;
+        case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period;
+        case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash;
+        case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon;
+        case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal;
+        case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket;
+        case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash;
+        case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket;
+        case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent;
+        case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock;
+        case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock;
+        case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock;
+        case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen;
+        case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause;
+        case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0;
+        case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1;
+        case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2;
+        case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3;
+        case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4;
+        case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5;
+        case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6;
+        case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7;
+        case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8;
+        case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9;
+        case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal;
+        case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide;
+        case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply;
+        case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract;
+        case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd;
+        case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter;
+        case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual;
+        case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl;
+        case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift;
+        case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt;
+        case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper;
+        case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl;
+        case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift;
+        case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt;
+        case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper;
+        case ALLEGRO_KEY_MENU: return ImGuiKey_Menu;
+        case ALLEGRO_KEY_0: return ImGuiKey_0;
+        case ALLEGRO_KEY_1: return ImGuiKey_1;
+        case ALLEGRO_KEY_2: return ImGuiKey_2;
+        case ALLEGRO_KEY_3: return ImGuiKey_3;
+        case ALLEGRO_KEY_4: return ImGuiKey_4;
+        case ALLEGRO_KEY_5: return ImGuiKey_5;
+        case ALLEGRO_KEY_6: return ImGuiKey_6;
+        case ALLEGRO_KEY_7: return ImGuiKey_7;
+        case ALLEGRO_KEY_8: return ImGuiKey_8;
+        case ALLEGRO_KEY_9: return ImGuiKey_9;
+        case ALLEGRO_KEY_A: return ImGuiKey_A;
+        case ALLEGRO_KEY_B: return ImGuiKey_B;
+        case ALLEGRO_KEY_C: return ImGuiKey_C;
+        case ALLEGRO_KEY_D: return ImGuiKey_D;
+        case ALLEGRO_KEY_E: return ImGuiKey_E;
+        case ALLEGRO_KEY_F: return ImGuiKey_F;
+        case ALLEGRO_KEY_G: return ImGuiKey_G;
+        case ALLEGRO_KEY_H: return ImGuiKey_H;
+        case ALLEGRO_KEY_I: return ImGuiKey_I;
+        case ALLEGRO_KEY_J: return ImGuiKey_J;
+        case ALLEGRO_KEY_K: return ImGuiKey_K;
+        case ALLEGRO_KEY_L: return ImGuiKey_L;
+        case ALLEGRO_KEY_M: return ImGuiKey_M;
+        case ALLEGRO_KEY_N: return ImGuiKey_N;
+        case ALLEGRO_KEY_O: return ImGuiKey_O;
+        case ALLEGRO_KEY_P: return ImGuiKey_P;
+        case ALLEGRO_KEY_Q: return ImGuiKey_Q;
+        case ALLEGRO_KEY_R: return ImGuiKey_R;
+        case ALLEGRO_KEY_S: return ImGuiKey_S;
+        case ALLEGRO_KEY_T: return ImGuiKey_T;
+        case ALLEGRO_KEY_U: return ImGuiKey_U;
+        case ALLEGRO_KEY_V: return ImGuiKey_V;
+        case ALLEGRO_KEY_W: return ImGuiKey_W;
+        case ALLEGRO_KEY_X: return ImGuiKey_X;
+        case ALLEGRO_KEY_Y: return ImGuiKey_Y;
+        case ALLEGRO_KEY_Z: return ImGuiKey_Z;
+        case ALLEGRO_KEY_F1: return ImGuiKey_F1;
+        case ALLEGRO_KEY_F2: return ImGuiKey_F2;
+        case ALLEGRO_KEY_F3: return ImGuiKey_F3;
+        case ALLEGRO_KEY_F4: return ImGuiKey_F4;
+        case ALLEGRO_KEY_F5: return ImGuiKey_F5;
+        case ALLEGRO_KEY_F6: return ImGuiKey_F6;
+        case ALLEGRO_KEY_F7: return ImGuiKey_F7;
+        case ALLEGRO_KEY_F8: return ImGuiKey_F8;
+        case ALLEGRO_KEY_F9: return ImGuiKey_F9;
+        case ALLEGRO_KEY_F10: return ImGuiKey_F10;
+        case ALLEGRO_KEY_F11: return ImGuiKey_F11;
+        case ALLEGRO_KEY_F12: return ImGuiKey_F12;
+        default: return ImGuiKey_None;
+    }
+}
+
+bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
+    io.BackendPlatformUserData = (void*)bd;
+    io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
+
+    bd->Display = display;
+
+    // Create custom vertex declaration.
+    // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
+    // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
+    ALLEGRO_VERTEX_ELEMENT elems[] =
+    {
+        { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
+        { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
+        { ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
+        { 0, 0, 0 }
+    };
+    bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
+
+#if ALLEGRO_HAS_CLIPBOARD
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
+    platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
+#endif
+
+    return true;
+}
+
+void ImGui_ImplAllegro5_Shutdown()
+{
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplAllegro5_InvalidateDeviceObjects();
+    if (bd->VertexDecl)
+        al_destroy_vertex_decl(bd->VertexDecl);
+    if (bd->ClipboardTextData)
+        al_free(bd->ClipboardTextData);
+
+    io.BackendPlatformName = io.BackendRendererName = nullptr;
+    io.BackendPlatformUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
+    IM_DELETE(bd);
+}
+
+// ev->keyboard.modifiers seems always zero so using that...
+static void ImGui_ImplAllegro5_UpdateKeyModifiers()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ALLEGRO_KEYBOARD_STATE keys;
+    al_get_keyboard_state(&keys);
+    io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
+    io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
+    io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
+    io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
+{
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    switch (ev->type)
+    {
+    case ALLEGRO_EVENT_MOUSE_AXES:
+        if (ev->mouse.display == bd->Display)
+        {
+            io.AddMousePosEvent(ev->mouse.x, ev->mouse.y);
+            io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz);
+        }
+        return true;
+    case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
+    case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
+        if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5)
+            io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
+        return true;
+    case ALLEGRO_EVENT_TOUCH_MOVE:
+        if (ev->touch.display == bd->Display)
+            io.AddMousePosEvent(ev->touch.x, ev->touch.y);
+        return true;
+    case ALLEGRO_EVENT_TOUCH_BEGIN:
+    case ALLEGRO_EVENT_TOUCH_END:
+    case ALLEGRO_EVENT_TOUCH_CANCEL:
+        if (ev->touch.display == bd->Display && ev->touch.primary)
+            io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
+        return true;
+    case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
+        if (ev->mouse.display == bd->Display)
+            io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+        return true;
+    case ALLEGRO_EVENT_KEY_CHAR:
+        if (ev->keyboard.display == bd->Display)
+            if (ev->keyboard.unichar != 0)
+                io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
+        return true;
+    case ALLEGRO_EVENT_KEY_DOWN:
+    case ALLEGRO_EVENT_KEY_UP:
+        if (ev->keyboard.display == bd->Display)
+        {
+            ImGui_ImplAllegro5_UpdateKeyModifiers();
+            ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
+            io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
+            io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
+        }
+        return true;
+    case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
+        if (ev->display.source == bd->Display)
+            io.AddFocusEvent(false);
+        return true;
+    case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
+        if (ev->display.source == bd->Display)
+        {
+            io.AddFocusEvent(true);
+#if defined(ALLEGRO_UNSTABLE)
+            al_clear_keyboard_state(bd->Display);
+#endif
+        }
+        return true;
+    }
+    return false;
+}
+
+static void ImGui_ImplAllegro5_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return;
+
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
+    }
+    else
+    {
+        ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_TextInput:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
+        case ImGuiMouseCursor_ResizeAll:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
+        case ImGuiMouseCursor_ResizeNS:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
+        case ImGuiMouseCursor_ResizeEW:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
+        case ImGuiMouseCursor_ResizeNESW:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
+        case ImGuiMouseCursor_ResizeNWSE:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
+        case ImGuiMouseCursor_NotAllowed:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
+        }
+        al_set_system_mouse_cursor(bd->Display, cursor_id);
+    }
+}
+
+void ImGui_ImplAllegro5_NewFrame()
+{
+    ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
+
+    if (!bd->Texture)
+        ImGui_ImplAllegro5_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    w = al_get_display_width(bd->Display);
+    h = al_get_display_height(bd->Display);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+
+    // Setup time step
+    double current_time = al_get_time();
+    io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+    bd->Time = current_time;
+
+    // Setup mouse cursor shape
+    ImGui_ImplAllegro5_UpdateMouseCursor();
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_allegro5.h b/third_party/imgui/backends/imgui_impl_allegro5.h
new file mode 100644
index 0000000000000000000000000000000000000000..f1501eca8ff63e660ef8f03b5dcf13d0a615583a
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_allegro5.h
@@ -0,0 +1,39 @@
+// dear imgui: Renderer + Platform Backend for Allegro 5
+// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Clipboard support (from Allegro 5.1.12)
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Issues:
+//  [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
+//  [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct ALLEGRO_DISPLAY;
+union ALLEGRO_EVENT;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
+IMGUI_IMPL_API void     ImGui_ImplAllegro5_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplAllegro5_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
+IMGUI_IMPL_API bool     ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API bool     ImGui_ImplAllegro5_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplAllegro5_InvalidateDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_android.cpp b/third_party/imgui/backends/imgui_impl_android.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..b0c46393111f92f7c382c581f0a8c6a164407df1
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_android.cpp
@@ -0,0 +1,308 @@
+// dear imgui: Platform Binding for Android native app
+// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
+
+// Implemented features:
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
+// Missing features:
+//  [ ] Platform: Clipboard support.
+//  [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
+// Important:
+//  - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
+//  - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
+//  - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+//  2021-03-04: Initial version.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_android.h"
+#include <time.h>
+#include <android/native_window.h>
+#include <android/input.h>
+#include <android/keycodes.h>
+#include <android/log.h>
+
+// Android data
+static double                                   g_Time = 0.0;
+static ANativeWindow*                           g_Window;
+static char                                     g_LogTag[] = "ImGuiExample";
+
+static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
+{
+    switch (key_code)
+    {
+        case AKEYCODE_TAB:                  return ImGuiKey_Tab;
+        case AKEYCODE_DPAD_LEFT:            return ImGuiKey_LeftArrow;
+        case AKEYCODE_DPAD_RIGHT:           return ImGuiKey_RightArrow;
+        case AKEYCODE_DPAD_UP:              return ImGuiKey_UpArrow;
+        case AKEYCODE_DPAD_DOWN:            return ImGuiKey_DownArrow;
+        case AKEYCODE_PAGE_UP:              return ImGuiKey_PageUp;
+        case AKEYCODE_PAGE_DOWN:            return ImGuiKey_PageDown;
+        case AKEYCODE_MOVE_HOME:            return ImGuiKey_Home;
+        case AKEYCODE_MOVE_END:             return ImGuiKey_End;
+        case AKEYCODE_INSERT:               return ImGuiKey_Insert;
+        case AKEYCODE_FORWARD_DEL:          return ImGuiKey_Delete;
+        case AKEYCODE_DEL:                  return ImGuiKey_Backspace;
+        case AKEYCODE_SPACE:                return ImGuiKey_Space;
+        case AKEYCODE_ENTER:                return ImGuiKey_Enter;
+        case AKEYCODE_ESCAPE:               return ImGuiKey_Escape;
+        case AKEYCODE_APOSTROPHE:           return ImGuiKey_Apostrophe;
+        case AKEYCODE_COMMA:                return ImGuiKey_Comma;
+        case AKEYCODE_MINUS:                return ImGuiKey_Minus;
+        case AKEYCODE_PERIOD:               return ImGuiKey_Period;
+        case AKEYCODE_SLASH:                return ImGuiKey_Slash;
+        case AKEYCODE_SEMICOLON:            return ImGuiKey_Semicolon;
+        case AKEYCODE_EQUALS:               return ImGuiKey_Equal;
+        case AKEYCODE_LEFT_BRACKET:         return ImGuiKey_LeftBracket;
+        case AKEYCODE_BACKSLASH:            return ImGuiKey_Backslash;
+        case AKEYCODE_RIGHT_BRACKET:        return ImGuiKey_RightBracket;
+        case AKEYCODE_GRAVE:                return ImGuiKey_GraveAccent;
+        case AKEYCODE_CAPS_LOCK:            return ImGuiKey_CapsLock;
+        case AKEYCODE_SCROLL_LOCK:          return ImGuiKey_ScrollLock;
+        case AKEYCODE_NUM_LOCK:             return ImGuiKey_NumLock;
+        case AKEYCODE_SYSRQ:                return ImGuiKey_PrintScreen;
+        case AKEYCODE_BREAK:                return ImGuiKey_Pause;
+        case AKEYCODE_NUMPAD_0:             return ImGuiKey_Keypad0;
+        case AKEYCODE_NUMPAD_1:             return ImGuiKey_Keypad1;
+        case AKEYCODE_NUMPAD_2:             return ImGuiKey_Keypad2;
+        case AKEYCODE_NUMPAD_3:             return ImGuiKey_Keypad3;
+        case AKEYCODE_NUMPAD_4:             return ImGuiKey_Keypad4;
+        case AKEYCODE_NUMPAD_5:             return ImGuiKey_Keypad5;
+        case AKEYCODE_NUMPAD_6:             return ImGuiKey_Keypad6;
+        case AKEYCODE_NUMPAD_7:             return ImGuiKey_Keypad7;
+        case AKEYCODE_NUMPAD_8:             return ImGuiKey_Keypad8;
+        case AKEYCODE_NUMPAD_9:             return ImGuiKey_Keypad9;
+        case AKEYCODE_NUMPAD_DOT:           return ImGuiKey_KeypadDecimal;
+        case AKEYCODE_NUMPAD_DIVIDE:        return ImGuiKey_KeypadDivide;
+        case AKEYCODE_NUMPAD_MULTIPLY:      return ImGuiKey_KeypadMultiply;
+        case AKEYCODE_NUMPAD_SUBTRACT:      return ImGuiKey_KeypadSubtract;
+        case AKEYCODE_NUMPAD_ADD:           return ImGuiKey_KeypadAdd;
+        case AKEYCODE_NUMPAD_ENTER:         return ImGuiKey_KeypadEnter;
+        case AKEYCODE_NUMPAD_EQUALS:        return ImGuiKey_KeypadEqual;
+        case AKEYCODE_CTRL_LEFT:            return ImGuiKey_LeftCtrl;
+        case AKEYCODE_SHIFT_LEFT:           return ImGuiKey_LeftShift;
+        case AKEYCODE_ALT_LEFT:             return ImGuiKey_LeftAlt;
+        case AKEYCODE_META_LEFT:            return ImGuiKey_LeftSuper;
+        case AKEYCODE_CTRL_RIGHT:           return ImGuiKey_RightCtrl;
+        case AKEYCODE_SHIFT_RIGHT:          return ImGuiKey_RightShift;
+        case AKEYCODE_ALT_RIGHT:            return ImGuiKey_RightAlt;
+        case AKEYCODE_META_RIGHT:           return ImGuiKey_RightSuper;
+        case AKEYCODE_MENU:                 return ImGuiKey_Menu;
+        case AKEYCODE_0:                    return ImGuiKey_0;
+        case AKEYCODE_1:                    return ImGuiKey_1;
+        case AKEYCODE_2:                    return ImGuiKey_2;
+        case AKEYCODE_3:                    return ImGuiKey_3;
+        case AKEYCODE_4:                    return ImGuiKey_4;
+        case AKEYCODE_5:                    return ImGuiKey_5;
+        case AKEYCODE_6:                    return ImGuiKey_6;
+        case AKEYCODE_7:                    return ImGuiKey_7;
+        case AKEYCODE_8:                    return ImGuiKey_8;
+        case AKEYCODE_9:                    return ImGuiKey_9;
+        case AKEYCODE_A:                    return ImGuiKey_A;
+        case AKEYCODE_B:                    return ImGuiKey_B;
+        case AKEYCODE_C:                    return ImGuiKey_C;
+        case AKEYCODE_D:                    return ImGuiKey_D;
+        case AKEYCODE_E:                    return ImGuiKey_E;
+        case AKEYCODE_F:                    return ImGuiKey_F;
+        case AKEYCODE_G:                    return ImGuiKey_G;
+        case AKEYCODE_H:                    return ImGuiKey_H;
+        case AKEYCODE_I:                    return ImGuiKey_I;
+        case AKEYCODE_J:                    return ImGuiKey_J;
+        case AKEYCODE_K:                    return ImGuiKey_K;
+        case AKEYCODE_L:                    return ImGuiKey_L;
+        case AKEYCODE_M:                    return ImGuiKey_M;
+        case AKEYCODE_N:                    return ImGuiKey_N;
+        case AKEYCODE_O:                    return ImGuiKey_O;
+        case AKEYCODE_P:                    return ImGuiKey_P;
+        case AKEYCODE_Q:                    return ImGuiKey_Q;
+        case AKEYCODE_R:                    return ImGuiKey_R;
+        case AKEYCODE_S:                    return ImGuiKey_S;
+        case AKEYCODE_T:                    return ImGuiKey_T;
+        case AKEYCODE_U:                    return ImGuiKey_U;
+        case AKEYCODE_V:                    return ImGuiKey_V;
+        case AKEYCODE_W:                    return ImGuiKey_W;
+        case AKEYCODE_X:                    return ImGuiKey_X;
+        case AKEYCODE_Y:                    return ImGuiKey_Y;
+        case AKEYCODE_Z:                    return ImGuiKey_Z;
+        case AKEYCODE_F1:                   return ImGuiKey_F1;
+        case AKEYCODE_F2:                   return ImGuiKey_F2;
+        case AKEYCODE_F3:                   return ImGuiKey_F3;
+        case AKEYCODE_F4:                   return ImGuiKey_F4;
+        case AKEYCODE_F5:                   return ImGuiKey_F5;
+        case AKEYCODE_F6:                   return ImGuiKey_F6;
+        case AKEYCODE_F7:                   return ImGuiKey_F7;
+        case AKEYCODE_F8:                   return ImGuiKey_F8;
+        case AKEYCODE_F9:                   return ImGuiKey_F9;
+        case AKEYCODE_F10:                  return ImGuiKey_F10;
+        case AKEYCODE_F11:                  return ImGuiKey_F11;
+        case AKEYCODE_F12:                  return ImGuiKey_F12;
+        default:                            return ImGuiKey_None;
+    }
+}
+
+int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    int32_t event_type = AInputEvent_getType(input_event);
+    switch (event_type)
+    {
+    case AINPUT_EVENT_TYPE_KEY:
+    {
+        int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
+        int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
+        int32_t event_action = AKeyEvent_getAction(input_event);
+        int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
+
+        io.AddKeyEvent(ImGuiMod_Ctrl,  (event_meta_state & AMETA_CTRL_ON)  != 0);
+        io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0);
+        io.AddKeyEvent(ImGuiMod_Alt,   (event_meta_state & AMETA_ALT_ON)   != 0);
+        io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON)  != 0);
+
+        switch (event_action)
+        {
+        // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
+        // goes up from a key. We use a simple key event queue/ and process one event per key per frame in
+        // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
+        case AKEY_EVENT_ACTION_DOWN:
+        case AKEY_EVENT_ACTION_UP:
+        {
+            ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
+            if (key != ImGuiKey_None)
+            {
+                io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
+                io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
+            }
+
+            break;
+        }
+        default:
+            break;
+        }
+        break;
+    }
+    case AINPUT_EVENT_TYPE_MOTION:
+    {
+        int32_t event_action = AMotionEvent_getAction(input_event);
+        int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
+        event_action &= AMOTION_EVENT_ACTION_MASK;
+
+        switch (AMotionEvent_getToolType(input_event, event_pointer_index))
+        {
+        case AMOTION_EVENT_TOOL_TYPE_MOUSE:
+            io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
+            break;
+        case AMOTION_EVENT_TOOL_TYPE_STYLUS:
+        case AMOTION_EVENT_TOOL_TYPE_ERASER:
+            io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
+            break;
+        case AMOTION_EVENT_TOOL_TYPE_FINGER:
+        default:
+            io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
+            break;
+        }
+
+        switch (event_action)
+        {
+        case AMOTION_EVENT_ACTION_DOWN:
+        case AMOTION_EVENT_ACTION_UP:
+        {
+            // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
+            // but we have to process them separately to identify the actual button pressed. This is done below via
+            // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
+            int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index);
+            if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)
+            {
+                io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
+                io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
+            }
+            break;
+        }
+        case AMOTION_EVENT_ACTION_BUTTON_PRESS:
+        case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
+        {
+            int32_t button_state = AMotionEvent_getButtonState(input_event);
+            io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
+            io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
+            io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
+            break;
+        }
+        case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
+        case AMOTION_EVENT_ACTION_MOVE:       // Touch pointer moves while DOWN
+            io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
+            break;
+        case AMOTION_EVENT_ACTION_SCROLL:
+            io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
+            break;
+        default:
+            break;
+        }
+    }
+        return 1;
+    default:
+        break;
+    }
+
+    return 0;
+}
+
+bool ImGui_ImplAndroid_Init(ANativeWindow* window)
+{
+    IMGUI_CHECKVERSION();
+
+    g_Window = window;
+    g_Time = 0.0;
+
+    // Setup backend capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendPlatformName = "imgui_impl_android";
+
+    return true;
+}
+
+void ImGui_ImplAndroid_Shutdown()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendPlatformName = nullptr;
+}
+
+void ImGui_ImplAndroid_NewFrame()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int32_t window_width = ANativeWindow_getWidth(g_Window);
+    int32_t window_height = ANativeWindow_getHeight(g_Window);
+    int display_width = window_width;
+    int display_height = window_height;
+
+    io.DisplaySize = ImVec2((float)window_width, (float)window_height);
+    if (window_width > 0 && window_height > 0)
+        io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
+
+    // Setup time step
+    struct timespec current_timespec;
+    clock_gettime(CLOCK_MONOTONIC, &current_timespec);
+    double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
+    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
+    g_Time = current_time;
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_android.h b/third_party/imgui/backends/imgui_impl_android.h
new file mode 100644
index 0000000000000000000000000000000000000000..92a044db028aa3494edf3216b60819a34fa987ff
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_android.h
@@ -0,0 +1,37 @@
+// dear imgui: Platform Binding for Android native app
+// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
+
+// Implemented features:
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
+// Missing features:
+//  [ ] Platform: Clipboard support.
+//  [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
+// Important:
+//  - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
+//  - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
+//  - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct ANativeWindow;
+struct AInputEvent;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplAndroid_Init(ANativeWindow* window);
+IMGUI_IMPL_API int32_t  ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
+IMGUI_IMPL_API void     ImGui_ImplAndroid_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplAndroid_NewFrame();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_dx10.cpp b/third_party/imgui/backends/imgui_impl_dx10.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..9691b49fdff416797e1b3ac8963dd9aa8885eee4
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_dx10.cpp
@@ -0,0 +1,590 @@
+// dear imgui: Renderer Backend for DirectX10
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
+//  2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
+//  2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+//  2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+//  2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
+//  2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
+//  2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+//  2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2016-05-07: DirectX10: Disabling depth-write.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_dx10.h"
+
+// DirectX
+#include <stdio.h>
+#include <d3d10_1.h>
+#include <d3d10.h>
+#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX data
+struct ImGui_ImplDX10_Data
+{
+    ID3D10Device*               pd3dDevice;
+    IDXGIFactory*               pFactory;
+    ID3D10Buffer*               pVB;
+    ID3D10Buffer*               pIB;
+    ID3D10VertexShader*         pVertexShader;
+    ID3D10InputLayout*          pInputLayout;
+    ID3D10Buffer*               pVertexConstantBuffer;
+    ID3D10PixelShader*          pPixelShader;
+    ID3D10SamplerState*         pFontSampler;
+    ID3D10ShaderResourceView*   pFontTextureView;
+    ID3D10RasterizerState*      pRasterizerState;
+    ID3D10BlendState*           pBlendState;
+    ID3D10DepthStencilState*    pDepthStencilState;
+    int                         VertexBufferSize;
+    int                         IndexBufferSize;
+
+    ImGui_ImplDX10_Data()       { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX10
+{
+    float   mvp[4][4];
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
+{
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+
+    // Setup viewport
+    D3D10_VIEWPORT vp;
+    memset(&vp, 0, sizeof(D3D10_VIEWPORT));
+    vp.Width = (UINT)draw_data->DisplaySize.x;
+    vp.Height = (UINT)draw_data->DisplaySize.y;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    vp.TopLeftX = vp.TopLeftY = 0;
+    ctx->RSSetViewports(1, &vp);
+
+    // Bind shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    ctx->IASetInputLayout(bd->pInputLayout);
+    ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
+    ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+    ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ctx->VSSetShader(bd->pVertexShader);
+    ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
+    ctx->PSSetShader(bd->pPixelShader);
+    ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
+    ctx->GSSetShader(nullptr);
+
+    // Setup render state
+    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+    ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
+    ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
+    ctx->RSSetState(bd->pRasterizerState);
+}
+
+// Render function
+void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized
+    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+        return;
+
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    ID3D10Device* ctx = bd->pd3dDevice;
+
+    // Create and grow vertex/index buffers if needed
+    if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+        bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D10_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+        desc.Usage = D3D10_USAGE_DYNAMIC;
+        desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
+        desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+        desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+        desc.MiscFlags = 0;
+        if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
+            return;
+    }
+
+    if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
+        bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D10_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+        desc.Usage = D3D10_USAGE_DYNAMIC;
+        desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
+        desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
+        desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+        if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
+            return;
+    }
+
+    // Copy and convert all vertices into a single contiguous buffer
+    ImDrawVert* vtx_dst = nullptr;
+    ImDrawIdx* idx_dst = nullptr;
+    bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
+    bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.Size;
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    bd->pVB->Unmap();
+    bd->pIB->Unmap();
+
+    // Setup orthographic projection matrix into our constant buffer
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+    {
+        void* mapped_resource;
+        if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+            return;
+        VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
+        float L = draw_data->DisplayPos.x;
+        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+        float T = draw_data->DisplayPos.y;
+        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+        float mvp[4][4] =
+        {
+            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
+            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
+            { 0.0f,         0.0f,           0.5f,       0.0f },
+            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
+        };
+        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+        bd->pVertexConstantBuffer->Unmap();
+    }
+
+    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+    struct BACKUP_DX10_STATE
+    {
+        UINT                        ScissorRectsCount, ViewportsCount;
+        D3D10_RECT                  ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+        D3D10_VIEWPORT              Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+        ID3D10RasterizerState*      RS;
+        ID3D10BlendState*           BlendState;
+        FLOAT                       BlendFactor[4];
+        UINT                        SampleMask;
+        UINT                        StencilRef;
+        ID3D10DepthStencilState*    DepthStencilState;
+        ID3D10ShaderResourceView*   PSShaderResource;
+        ID3D10SamplerState*         PSSampler;
+        ID3D10PixelShader*          PS;
+        ID3D10VertexShader*         VS;
+        ID3D10GeometryShader*       GS;
+        D3D10_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
+        ID3D10Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+        DXGI_FORMAT                 IndexBufferFormat;
+        ID3D10InputLayout*          InputLayout;
+    };
+    BACKUP_DX10_STATE old = {};
+    old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+    ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+    ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+    ctx->RSGetState(&old.RS);
+    ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+    ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+    ctx->PSGetSamplers(0, 1, &old.PSSampler);
+    ctx->PSGetShader(&old.PS);
+    ctx->VSGetShader(&old.VS);
+    ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+    ctx->GSGetShader(&old.GS);
+    ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+    ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+    ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+    ctx->IAGetInputLayout(&old.InputLayout);
+
+    // Setup desired DX state
+    ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
+
+    // Render command lists
+    // (Because we merged all buffers into a single one, we maintain our own offset into them)
+    int global_vtx_offset = 0;
+    int global_idx_offset = 0;
+    ImVec2 clip_off = draw_data->DisplayPos;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+                ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply scissor/clipping rectangle
+                const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+                ctx->RSSetScissorRects(1, &r);
+
+                // Bind texture, Draw
+                ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
+                ctx->PSSetShaderResources(0, 1, &texture_srv);
+                ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
+            }
+        }
+        global_idx_offset += cmd_list->IdxBuffer.Size;
+        global_vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+
+    // Restore modified DX state
+    ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+    ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+    ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+    ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+    ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+    ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+    ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
+    ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
+    ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
+    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+    ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+    ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+    ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+    ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+static void ImGui_ImplDX10_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    {
+        D3D10_TEXTURE2D_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Width = width;
+        desc.Height = height;
+        desc.MipLevels = 1;
+        desc.ArraySize = 1;
+        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        desc.SampleDesc.Count = 1;
+        desc.Usage = D3D10_USAGE_DEFAULT;
+        desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+        desc.CPUAccessFlags = 0;
+
+        ID3D10Texture2D* pTexture = nullptr;
+        D3D10_SUBRESOURCE_DATA subResource;
+        subResource.pSysMem = pixels;
+        subResource.SysMemPitch = desc.Width * 4;
+        subResource.SysMemSlicePitch = 0;
+        bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+        IM_ASSERT(pTexture != nullptr);
+
+        // Create texture view
+        D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
+        ZeroMemory(&srv_desc, sizeof(srv_desc));
+        srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
+        srv_desc.Texture2D.MipLevels = desc.MipLevels;
+        srv_desc.Texture2D.MostDetailedMip = 0;
+        bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
+        pTexture->Release();
+    }
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
+
+    // Create texture sampler
+    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+    {
+        D3D10_SAMPLER_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+        desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
+        desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
+        desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
+        desc.MipLODBias = 0.f;
+        desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
+        desc.MinLOD = 0.f;
+        desc.MaxLOD = 0.f;
+        bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
+    }
+}
+
+bool    ImGui_ImplDX10_CreateDeviceObjects()
+{
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    if (!bd->pd3dDevice)
+        return false;
+    if (bd->pFontSampler)
+        ImGui_ImplDX10_InvalidateDeviceObjects();
+
+    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+    // If you would like to use this DX10 sample code but remove this dependency you can:
+    //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+    // Create the vertex shader
+    {
+        static const char* vertexShader =
+            "cbuffer vertexBuffer : register(b0) \
+            {\
+              float4x4 ProjectionMatrix; \
+            };\
+            struct VS_INPUT\
+            {\
+              float2 pos : POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
+            };\
+            \
+            struct PS_INPUT\
+            {\
+              float4 pos : SV_POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
+            };\
+            \
+            PS_INPUT main(VS_INPUT input)\
+            {\
+              PS_INPUT output;\
+              output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+              output.col = input.col;\
+              output.uv  = input.uv;\
+              return output;\
+            }";
+
+        ID3DBlob* vertexShaderBlob;
+        if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
+        {
+            vertexShaderBlob->Release();
+            return false;
+        }
+
+        // Create the input layout
+        D3D10_INPUT_ELEMENT_DESC local_layout[] =
+        {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+        };
+        if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
+        {
+            vertexShaderBlob->Release();
+            return false;
+        }
+        vertexShaderBlob->Release();
+
+        // Create the constant buffer
+        {
+            D3D10_BUFFER_DESC desc;
+            desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
+            desc.Usage = D3D10_USAGE_DYNAMIC;
+            desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+            desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+            desc.MiscFlags = 0;
+            bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
+        }
+    }
+
+    // Create the pixel shader
+    {
+        static const char* pixelShader =
+            "struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            sampler sampler0;\
+            Texture2D texture0;\
+            \
+            float4 main(PS_INPUT input) : SV_Target\
+            {\
+            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+            return out_col; \
+            }";
+
+        ID3DBlob* pixelShaderBlob;
+        if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
+        {
+            pixelShaderBlob->Release();
+            return false;
+        }
+        pixelShaderBlob->Release();
+    }
+
+    // Create the blending setup
+    {
+        D3D10_BLEND_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.AlphaToCoverageEnable = false;
+        desc.BlendEnable[0] = true;
+        desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
+        desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
+        desc.BlendOp = D3D10_BLEND_OP_ADD;
+        desc.SrcBlendAlpha = D3D10_BLEND_ONE;
+        desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
+        desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
+        desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
+        bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
+    }
+
+    // Create the rasterizer state
+    {
+        D3D10_RASTERIZER_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.FillMode = D3D10_FILL_SOLID;
+        desc.CullMode = D3D10_CULL_NONE;
+        desc.ScissorEnable = true;
+        desc.DepthClipEnable = true;
+        bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
+    }
+
+    // Create depth-stencil State
+    {
+        D3D10_DEPTH_STENCIL_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.DepthEnable = false;
+        desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
+        desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
+        desc.StencilEnable = false;
+        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
+        desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
+        desc.BackFace = desc.FrontFace;
+        bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
+    }
+
+    ImGui_ImplDX10_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX10_InvalidateDeviceObjects()
+{
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    if (!bd->pd3dDevice)
+        return;
+
+    if (bd->pFontSampler)           { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
+    if (bd->pFontTextureView)       { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+    if (bd->pIB)                    { bd->pIB->Release(); bd->pIB = nullptr; }
+    if (bd->pVB)                    { bd->pVB->Release(); bd->pVB = nullptr; }
+    if (bd->pBlendState)            { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
+    if (bd->pDepthStencilState)     { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
+    if (bd->pRasterizerState)       { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
+    if (bd->pPixelShader)           { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
+    if (bd->pVertexConstantBuffer)  { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
+    if (bd->pInputLayout)           { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
+    if (bd->pVertexShader)          { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
+}
+
+bool    ImGui_ImplDX10_Init(ID3D10Device* device)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_dx10";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    // Get factory from device
+    IDXGIDevice* pDXGIDevice = nullptr;
+    IDXGIAdapter* pDXGIAdapter = nullptr;
+    IDXGIFactory* pFactory = nullptr;
+    if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
+        if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
+            if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
+            {
+                bd->pd3dDevice = device;
+                bd->pFactory = pFactory;
+            }
+    if (pDXGIDevice) pDXGIDevice->Release();
+    if (pDXGIAdapter) pDXGIAdapter->Release();
+    bd->pd3dDevice->AddRef();
+
+    return true;
+}
+
+void ImGui_ImplDX10_Shutdown()
+{
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplDX10_InvalidateDeviceObjects();
+    if (bd->pFactory) { bd->pFactory->Release(); }
+    if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+void ImGui_ImplDX10_NewFrame()
+{
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
+
+    if (!bd->pFontSampler)
+        ImGui_ImplDX10_CreateDeviceObjects();
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_dx10.h b/third_party/imgui/backends/imgui_impl_dx10.h
new file mode 100644
index 0000000000000000000000000000000000000000..95759737b59038c7a1cb569e57f41c9fac0a5b46
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_dx10.h
@@ -0,0 +1,32 @@
+// dear imgui: Renderer Backend for DirectX10
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct ID3D10Device;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplDX10_Init(ID3D10Device* device);
+IMGUI_IMPL_API void     ImGui_ImplDX10_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplDX10_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void     ImGui_ImplDX10_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool     ImGui_ImplDX10_CreateDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_dx11.cpp b/third_party/imgui/backends/imgui_impl_dx11.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..167bda67380d23d5b87eda57c75c6b43f0ee9681
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_dx11.cpp
@@ -0,0 +1,606 @@
+// dear imgui: Renderer Backend for DirectX11
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
+//  2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
+//  2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
+//  2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+//  2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+//  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
+//  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
+//  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
+//  2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2016-05-07: DirectX11: Disabling depth-write.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_dx11.h"
+
+// DirectX
+#include <stdio.h>
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX11 data
+struct ImGui_ImplDX11_Data
+{
+    ID3D11Device*               pd3dDevice;
+    ID3D11DeviceContext*        pd3dDeviceContext;
+    IDXGIFactory*               pFactory;
+    ID3D11Buffer*               pVB;
+    ID3D11Buffer*               pIB;
+    ID3D11VertexShader*         pVertexShader;
+    ID3D11InputLayout*          pInputLayout;
+    ID3D11Buffer*               pVertexConstantBuffer;
+    ID3D11PixelShader*          pPixelShader;
+    ID3D11SamplerState*         pFontSampler;
+    ID3D11ShaderResourceView*   pFontTextureView;
+    ID3D11RasterizerState*      pRasterizerState;
+    ID3D11BlendState*           pBlendState;
+    ID3D11DepthStencilState*    pDepthStencilState;
+    int                         VertexBufferSize;
+    int                         IndexBufferSize;
+
+    ImGui_ImplDX11_Data()       { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX11
+{
+    float   mvp[4][4];
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
+{
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+
+    // Setup viewport
+    D3D11_VIEWPORT vp;
+    memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+    vp.Width = draw_data->DisplaySize.x;
+    vp.Height = draw_data->DisplaySize.y;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    vp.TopLeftX = vp.TopLeftY = 0;
+    ctx->RSSetViewports(1, &vp);
+
+    // Setup shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    ctx->IASetInputLayout(bd->pInputLayout);
+    ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
+    ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+    ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
+    ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
+    ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
+    ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
+    ctx->GSSetShader(nullptr, nullptr, 0);
+    ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
+    ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
+    ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
+
+    // Setup blend state
+    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+    ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
+    ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
+    ctx->RSSetState(bd->pRasterizerState);
+}
+
+// Render function
+void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized
+    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+        return;
+
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
+
+    // Create and grow vertex/index buffers if needed
+    if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+        bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D11_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+        desc.Usage = D3D11_USAGE_DYNAMIC;
+        desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
+        desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+        desc.MiscFlags = 0;
+        if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
+            return;
+    }
+    if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
+        bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D11_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+        desc.Usage = D3D11_USAGE_DYNAMIC;
+        desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
+        desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+        if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
+            return;
+    }
+
+    // Upload vertex/index data into a single contiguous GPU buffer
+    D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
+    if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
+        return;
+    if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
+        return;
+    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
+    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.Size;
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    ctx->Unmap(bd->pVB, 0);
+    ctx->Unmap(bd->pIB, 0);
+
+    // Setup orthographic projection matrix into our constant buffer
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+    {
+        D3D11_MAPPED_SUBRESOURCE mapped_resource;
+        if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+            return;
+        VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
+        float L = draw_data->DisplayPos.x;
+        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+        float T = draw_data->DisplayPos.y;
+        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+        float mvp[4][4] =
+        {
+            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
+            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
+            { 0.0f,         0.0f,           0.5f,       0.0f },
+            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
+        };
+        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+        ctx->Unmap(bd->pVertexConstantBuffer, 0);
+    }
+
+    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+    struct BACKUP_DX11_STATE
+    {
+        UINT                        ScissorRectsCount, ViewportsCount;
+        D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+        D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+        ID3D11RasterizerState*      RS;
+        ID3D11BlendState*           BlendState;
+        FLOAT                       BlendFactor[4];
+        UINT                        SampleMask;
+        UINT                        StencilRef;
+        ID3D11DepthStencilState*    DepthStencilState;
+        ID3D11ShaderResourceView*   PSShaderResource;
+        ID3D11SamplerState*         PSSampler;
+        ID3D11PixelShader*          PS;
+        ID3D11VertexShader*         VS;
+        ID3D11GeometryShader*       GS;
+        UINT                        PSInstancesCount, VSInstancesCount, GSInstancesCount;
+        ID3D11ClassInstance         *PSInstances[256], *VSInstances[256], *GSInstances[256];   // 256 is max according to PSSetShader documentation
+        D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
+        ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+        DXGI_FORMAT                 IndexBufferFormat;
+        ID3D11InputLayout*          InputLayout;
+    };
+    BACKUP_DX11_STATE old = {};
+    old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+    ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+    ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+    ctx->RSGetState(&old.RS);
+    ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+    ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+    ctx->PSGetSamplers(0, 1, &old.PSSampler);
+    old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
+    ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
+    ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
+    ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+    ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
+
+    ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+    ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+    ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+    ctx->IAGetInputLayout(&old.InputLayout);
+
+    // Setup desired DX state
+    ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
+
+    // Render command lists
+    // (Because we merged all buffers into a single one, we maintain our own offset into them)
+    int global_idx_offset = 0;
+    int global_vtx_offset = 0;
+    ImVec2 clip_off = draw_data->DisplayPos;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback != nullptr)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+                ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply scissor/clipping rectangle
+                const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+                ctx->RSSetScissorRects(1, &r);
+
+                // Bind texture, Draw
+                ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
+                ctx->PSSetShaderResources(0, 1, &texture_srv);
+                ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
+            }
+        }
+        global_idx_offset += cmd_list->IdxBuffer.Size;
+        global_vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+
+    // Restore modified DX state
+    ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+    ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+    ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+    ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+    ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+    ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+    ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
+    for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
+    ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
+    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+    ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
+    for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
+    ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+    ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+    ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+    ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+static void ImGui_ImplDX11_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    {
+        D3D11_TEXTURE2D_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Width = width;
+        desc.Height = height;
+        desc.MipLevels = 1;
+        desc.ArraySize = 1;
+        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        desc.SampleDesc.Count = 1;
+        desc.Usage = D3D11_USAGE_DEFAULT;
+        desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+        desc.CPUAccessFlags = 0;
+
+        ID3D11Texture2D* pTexture = nullptr;
+        D3D11_SUBRESOURCE_DATA subResource;
+        subResource.pSysMem = pixels;
+        subResource.SysMemPitch = desc.Width * 4;
+        subResource.SysMemSlicePitch = 0;
+        bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+        IM_ASSERT(pTexture != nullptr);
+
+        // Create texture view
+        D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+        ZeroMemory(&srvDesc, sizeof(srvDesc));
+        srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+        srvDesc.Texture2D.MipLevels = desc.MipLevels;
+        srvDesc.Texture2D.MostDetailedMip = 0;
+        bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
+        pTexture->Release();
+    }
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
+
+    // Create texture sampler
+    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+    {
+        D3D11_SAMPLER_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+        desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+        desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+        desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+        desc.MipLODBias = 0.f;
+        desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+        desc.MinLOD = 0.f;
+        desc.MaxLOD = 0.f;
+        bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
+    }
+}
+
+bool    ImGui_ImplDX11_CreateDeviceObjects()
+{
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    if (!bd->pd3dDevice)
+        return false;
+    if (bd->pFontSampler)
+        ImGui_ImplDX11_InvalidateDeviceObjects();
+
+    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+    // If you would like to use this DX11 sample code but remove this dependency you can:
+    //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+    // Create the vertex shader
+    {
+        static const char* vertexShader =
+            "cbuffer vertexBuffer : register(b0) \
+            {\
+              float4x4 ProjectionMatrix; \
+            };\
+            struct VS_INPUT\
+            {\
+              float2 pos : POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
+            };\
+            \
+            struct PS_INPUT\
+            {\
+              float4 pos : SV_POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
+            };\
+            \
+            PS_INPUT main(VS_INPUT input)\
+            {\
+              PS_INPUT output;\
+              output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+              output.col = input.col;\
+              output.uv  = input.uv;\
+              return output;\
+            }";
+
+        ID3DBlob* vertexShaderBlob;
+        if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
+        {
+            vertexShaderBlob->Release();
+            return false;
+        }
+
+        // Create the input layout
+        D3D11_INPUT_ELEMENT_DESC local_layout[] =
+        {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+        };
+        if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
+        {
+            vertexShaderBlob->Release();
+            return false;
+        }
+        vertexShaderBlob->Release();
+
+        // Create the constant buffer
+        {
+            D3D11_BUFFER_DESC desc;
+            desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
+            desc.Usage = D3D11_USAGE_DYNAMIC;
+            desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+            desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+            desc.MiscFlags = 0;
+            bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
+        }
+    }
+
+    // Create the pixel shader
+    {
+        static const char* pixelShader =
+            "struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            sampler sampler0;\
+            Texture2D texture0;\
+            \
+            float4 main(PS_INPUT input) : SV_Target\
+            {\
+            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+            return out_col; \
+            }";
+
+        ID3DBlob* pixelShaderBlob;
+        if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
+        {
+            pixelShaderBlob->Release();
+            return false;
+        }
+        pixelShaderBlob->Release();
+    }
+
+    // Create the blending setup
+    {
+        D3D11_BLEND_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.AlphaToCoverageEnable = false;
+        desc.RenderTarget[0].BlendEnable = true;
+        desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+        desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
+        desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+        desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+        bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
+    }
+
+    // Create the rasterizer state
+    {
+        D3D11_RASTERIZER_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.FillMode = D3D11_FILL_SOLID;
+        desc.CullMode = D3D11_CULL_NONE;
+        desc.ScissorEnable = true;
+        desc.DepthClipEnable = true;
+        bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
+    }
+
+    // Create depth-stencil State
+    {
+        D3D11_DEPTH_STENCIL_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.DepthEnable = false;
+        desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+        desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+        desc.StencilEnable = false;
+        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+        desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+        desc.BackFace = desc.FrontFace;
+        bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
+    }
+
+    ImGui_ImplDX11_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX11_InvalidateDeviceObjects()
+{
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    if (!bd->pd3dDevice)
+        return;
+
+    if (bd->pFontSampler)           { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
+    if (bd->pFontTextureView)       { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+    if (bd->pIB)                    { bd->pIB->Release(); bd->pIB = nullptr; }
+    if (bd->pVB)                    { bd->pVB->Release(); bd->pVB = nullptr; }
+    if (bd->pBlendState)            { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
+    if (bd->pDepthStencilState)     { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
+    if (bd->pRasterizerState)       { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
+    if (bd->pPixelShader)           { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
+    if (bd->pVertexConstantBuffer)  { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
+    if (bd->pInputLayout)           { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
+    if (bd->pVertexShader)          { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
+}
+
+bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_dx11";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    // Get factory from device
+    IDXGIDevice* pDXGIDevice = nullptr;
+    IDXGIAdapter* pDXGIAdapter = nullptr;
+    IDXGIFactory* pFactory = nullptr;
+
+    if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
+        if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
+            if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
+            {
+                bd->pd3dDevice = device;
+                bd->pd3dDeviceContext = device_context;
+                bd->pFactory = pFactory;
+            }
+    if (pDXGIDevice) pDXGIDevice->Release();
+    if (pDXGIAdapter) pDXGIAdapter->Release();
+    bd->pd3dDevice->AddRef();
+    bd->pd3dDeviceContext->AddRef();
+
+    return true;
+}
+
+void ImGui_ImplDX11_Shutdown()
+{
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplDX11_InvalidateDeviceObjects();
+    if (bd->pFactory)             { bd->pFactory->Release(); }
+    if (bd->pd3dDevice)           { bd->pd3dDevice->Release(); }
+    if (bd->pd3dDeviceContext)    { bd->pd3dDeviceContext->Release(); }
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
+
+    if (!bd->pFontSampler)
+        ImGui_ImplDX11_CreateDeviceObjects();
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_dx11.h b/third_party/imgui/backends/imgui_impl_dx11.h
new file mode 100644
index 0000000000000000000000000000000000000000..cde64ee961b83cd34f51a4f7578cb6fd7ba308a9
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_dx11.h
@@ -0,0 +1,33 @@
+// dear imgui: Renderer Backend for DirectX11
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
+IMGUI_IMPL_API void     ImGui_ImplDX11_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplDX11_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void     ImGui_ImplDX11_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_dx12.cpp b/third_party/imgui/backends/imgui_impl_dx12.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..32f1622cd46d86e1f914674637dc522aff03af1a
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_dx12.cpp
@@ -0,0 +1,762 @@
+// dear imgui: Renderer Backend for DirectX12
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// To build this on 32-bit systems:
+// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
+// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
+// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
+//  2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
+//  2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
+//  2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
+//  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
+//  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+//  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2019-03-29: Misc: Various minor tidying up.
+//  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+//  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
+//  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
+//  2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
+//  2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX data
+struct ImGui_ImplDX12_RenderBuffers;
+struct ImGui_ImplDX12_Data
+{
+    ID3D12Device*               pd3dDevice;
+    ID3D12RootSignature*        pRootSignature;
+    ID3D12PipelineState*        pPipelineState;
+    DXGI_FORMAT                 RTVFormat;
+    ID3D12Resource*             pFontTextureResource;
+    D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
+    D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+    ID3D12DescriptorHeap*       pd3dSrvDescHeap;
+    UINT                        numFramesInFlight;
+
+    ImGui_ImplDX12_RenderBuffers* pFrameResources;
+    UINT                        frameIndex;
+
+    ImGui_ImplDX12_Data()       { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Buffers used during the rendering of a frame
+struct ImGui_ImplDX12_RenderBuffers
+{
+    ID3D12Resource*     IndexBuffer;
+    ID3D12Resource*     VertexBuffer;
+    int                 IndexBufferSize;
+    int                 VertexBufferSize;
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX12
+{
+    float   mvp[4][4];
+};
+
+// Functions
+static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
+{
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+
+    // Setup orthographic projection matrix into our constant buffer
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+    VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
+    {
+        float L = draw_data->DisplayPos.x;
+        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+        float T = draw_data->DisplayPos.y;
+        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+        float mvp[4][4] =
+        {
+            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
+            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
+            { 0.0f,         0.0f,           0.5f,       0.0f },
+            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
+        };
+        memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
+    }
+
+    // Setup viewport
+    D3D12_VIEWPORT vp;
+    memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+    vp.Width = draw_data->DisplaySize.x;
+    vp.Height = draw_data->DisplaySize.y;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    vp.TopLeftX = vp.TopLeftY = 0.0f;
+    ctx->RSSetViewports(1, &vp);
+
+    // Bind shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    D3D12_VERTEX_BUFFER_VIEW vbv;
+    memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+    vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
+    vbv.SizeInBytes = fr->VertexBufferSize * stride;
+    vbv.StrideInBytes = stride;
+    ctx->IASetVertexBuffers(0, 1, &vbv);
+    D3D12_INDEX_BUFFER_VIEW ibv;
+    memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+    ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
+    ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
+    ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+    ctx->IASetIndexBuffer(&ibv);
+    ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ctx->SetPipelineState(bd->pPipelineState);
+    ctx->SetGraphicsRootSignature(bd->pRootSignature);
+    ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+    // Setup blend factor
+    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+    ctx->OMSetBlendFactor(blend_factor);
+}
+
+template<typename T>
+static inline void SafeRelease(T*& res)
+{
+    if (res)
+        res->Release();
+    res = nullptr;
+}
+
+// Render function
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
+{
+    // Avoid rendering when minimized
+    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+        return;
+
+    // FIXME: I'm assuming that this only gets called once per frame!
+    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    bd->frameIndex = bd->frameIndex + 1;
+    ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
+
+    // Create and grow vertex/index buffers if needed
+    if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        SafeRelease(fr->VertexBuffer);
+        fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+        D3D12_RESOURCE_DESC desc;
+        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+        if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
+            return;
+    }
+    if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        SafeRelease(fr->IndexBuffer);
+        fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+        D3D12_RESOURCE_DESC desc;
+        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+        if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
+            return;
+    }
+
+    // Upload vertex/index data into a single contiguous GPU buffer
+    void* vtx_resource, *idx_resource;
+    D3D12_RANGE range;
+    memset(&range, 0, sizeof(D3D12_RANGE));
+    if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
+        return;
+    if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
+        return;
+    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
+    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.Size;
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    fr->VertexBuffer->Unmap(0, &range);
+    fr->IndexBuffer->Unmap(0, &range);
+
+    // Setup desired DX state
+    ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
+
+    // Render command lists
+    // (Because we merged all buffers into a single one, we maintain our own offset into them)
+    int global_vtx_offset = 0;
+    int global_idx_offset = 0;
+    ImVec2 clip_off = draw_data->DisplayPos;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback != nullptr)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+                ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply Scissor/clipping rectangle, Bind texture, Draw
+                const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+                D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
+                texture_handle.ptr = (UINT64)pcmd->GetTexID();
+                ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
+                ctx->RSSetScissorRects(1, &r);
+                ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+            }
+        }
+        global_idx_offset += cmd_list->IdxBuffer.Size;
+        global_vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    {
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_DEFAULT;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+        D3D12_RESOURCE_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+        desc.Alignment = 0;
+        desc.Width = width;
+        desc.Height = height;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        desc.SampleDesc.Count = 1;
+        desc.SampleDesc.Quality = 0;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+        ID3D12Resource* pTexture = nullptr;
+        bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+            D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
+
+        UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+        UINT uploadSize = height * uploadPitch;
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Alignment = 0;
+        desc.Width = uploadSize;
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.SampleDesc.Quality = 0;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+        ID3D12Resource* uploadBuffer = nullptr;
+        HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+            D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        void* mapped = nullptr;
+        D3D12_RANGE range = { 0, uploadSize };
+        hr = uploadBuffer->Map(0, &range, &mapped);
+        IM_ASSERT(SUCCEEDED(hr));
+        for (int y = 0; y < height; y++)
+            memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
+        uploadBuffer->Unmap(0, &range);
+
+        D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+        srcLocation.pResource = uploadBuffer;
+        srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+        srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srcLocation.PlacedFootprint.Footprint.Width = width;
+        srcLocation.PlacedFootprint.Footprint.Height = height;
+        srcLocation.PlacedFootprint.Footprint.Depth = 1;
+        srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
+
+        D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+        dstLocation.pResource = pTexture;
+        dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+        dstLocation.SubresourceIndex = 0;
+
+        D3D12_RESOURCE_BARRIER barrier = {};
+        barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+        barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+        barrier.Transition.pResource   = pTexture;
+        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+
+        ID3D12Fence* fence = nullptr;
+        hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        HANDLE event = CreateEvent(0, 0, 0, 0);
+        IM_ASSERT(event != nullptr);
+
+        D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+        queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
+        queueDesc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
+        queueDesc.NodeMask = 1;
+
+        ID3D12CommandQueue* cmdQueue = nullptr;
+        hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        ID3D12CommandAllocator* cmdAlloc = nullptr;
+        hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        ID3D12GraphicsCommandList* cmdList = nullptr;
+        hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
+        cmdList->ResourceBarrier(1, &barrier);
+
+        hr = cmdList->Close();
+        IM_ASSERT(SUCCEEDED(hr));
+
+        cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
+        hr = cmdQueue->Signal(fence, 1);
+        IM_ASSERT(SUCCEEDED(hr));
+
+        fence->SetEventOnCompletion(1, event);
+        WaitForSingleObject(event, INFINITE);
+
+        cmdList->Release();
+        cmdAlloc->Release();
+        cmdQueue->Release();
+        CloseHandle(event);
+        fence->Release();
+        uploadBuffer->Release();
+
+        // Create texture view
+        D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+        ZeroMemory(&srvDesc, sizeof(srvDesc));
+        srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+        srvDesc.Texture2D.MipLevels = desc.MipLevels;
+        srvDesc.Texture2D.MostDetailedMip = 0;
+        srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+        bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
+        SafeRelease(bd->pFontTextureResource);
+        bd->pFontTextureResource = pTexture;
+    }
+
+    // Store our identifier
+    // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
+    // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
+    // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+    // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
+    // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
+    // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+    // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
+    static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
+    io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
+}
+
+bool    ImGui_ImplDX12_CreateDeviceObjects()
+{
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    if (!bd || !bd->pd3dDevice)
+        return false;
+    if (bd->pPipelineState)
+        ImGui_ImplDX12_InvalidateDeviceObjects();
+
+    // Create the root signature
+    {
+        D3D12_DESCRIPTOR_RANGE descRange = {};
+        descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+        descRange.NumDescriptors = 1;
+        descRange.BaseShaderRegister = 0;
+        descRange.RegisterSpace = 0;
+        descRange.OffsetInDescriptorsFromTableStart = 0;
+
+        D3D12_ROOT_PARAMETER param[2] = {};
+
+        param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+        param[0].Constants.ShaderRegister = 0;
+        param[0].Constants.RegisterSpace = 0;
+        param[0].Constants.Num32BitValues = 16;
+        param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+        param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+        param[1].DescriptorTable.NumDescriptorRanges = 1;
+        param[1].DescriptorTable.pDescriptorRanges = &descRange;
+        param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+        // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+        D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+        staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+        staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.MipLODBias = 0.f;
+        staticSampler.MaxAnisotropy = 0;
+        staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
+        staticSampler.MinLOD = 0.f;
+        staticSampler.MaxLOD = 0.f;
+        staticSampler.ShaderRegister = 0;
+        staticSampler.RegisterSpace = 0;
+        staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+        D3D12_ROOT_SIGNATURE_DESC desc = {};
+        desc.NumParameters = _countof(param);
+        desc.pParameters = param;
+        desc.NumStaticSamplers = 1;
+        desc.pStaticSamplers = &staticSampler;
+        desc.Flags =
+            D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+        // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
+        // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
+        static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
+        if (d3d12_dll == nullptr)
+        {
+            // Attempt to load d3d12.dll from local directories. This will only succeed if
+            // (1) the current OS is Windows 7, and
+            // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
+            // See https://github.com/ocornut/imgui/pull/3696 for details.
+            const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
+            for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
+                if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
+                    break;
+
+            // If failed, we are on Windows >= 10.
+            if (d3d12_dll == nullptr)
+                d3d12_dll = ::LoadLibraryA("d3d12.dll");
+
+            if (d3d12_dll == nullptr)
+                return false;
+        }
+
+        PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
+        if (D3D12SerializeRootSignatureFn == nullptr)
+            return false;
+
+        ID3DBlob* blob = nullptr;
+        if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
+            return false;
+
+        bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
+        blob->Release();
+    }
+
+    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+    // If you would like to use this DX12 sample code but remove this dependency you can:
+    //  1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
+    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+    D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+    memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+    psoDesc.NodeMask = 1;
+    psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+    psoDesc.pRootSignature = bd->pRootSignature;
+    psoDesc.SampleMask = UINT_MAX;
+    psoDesc.NumRenderTargets = 1;
+    psoDesc.RTVFormats[0] = bd->RTVFormat;
+    psoDesc.SampleDesc.Count = 1;
+    psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+    ID3DBlob* vertexShaderBlob;
+    ID3DBlob* pixelShaderBlob;
+
+    // Create the vertex shader
+    {
+        static const char* vertexShader =
+            "cbuffer vertexBuffer : register(b0) \
+            {\
+              float4x4 ProjectionMatrix; \
+            };\
+            struct VS_INPUT\
+            {\
+              float2 pos : POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
+            };\
+            \
+            struct PS_INPUT\
+            {\
+              float4 pos : SV_POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
+            };\
+            \
+            PS_INPUT main(VS_INPUT input)\
+            {\
+              PS_INPUT output;\
+              output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+              output.col = input.col;\
+              output.uv  = input.uv;\
+              return output;\
+            }";
+
+        if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
+
+        // Create the input layout
+        static D3D12_INPUT_ELEMENT_DESC local_layout[] =
+        {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+        };
+        psoDesc.InputLayout = { local_layout, 3 };
+    }
+
+    // Create the pixel shader
+    {
+        static const char* pixelShader =
+            "struct PS_INPUT\
+            {\
+              float4 pos : SV_POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
+            };\
+            SamplerState sampler0 : register(s0);\
+            Texture2D texture0 : register(t0);\
+            \
+            float4 main(PS_INPUT input) : SV_Target\
+            {\
+              float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+              return out_col; \
+            }";
+
+        if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
+        {
+            vertexShaderBlob->Release();
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        }
+        psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
+    }
+
+    // Create the blending setup
+    {
+        D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+        desc.AlphaToCoverageEnable = false;
+        desc.RenderTarget[0].BlendEnable = true;
+        desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+        desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
+        desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+        desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+    }
+
+    // Create the rasterizer state
+    {
+        D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+        desc.FillMode = D3D12_FILL_MODE_SOLID;
+        desc.CullMode = D3D12_CULL_MODE_NONE;
+        desc.FrontCounterClockwise = FALSE;
+        desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+        desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+        desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+        desc.DepthClipEnable = true;
+        desc.MultisampleEnable = FALSE;
+        desc.AntialiasedLineEnable = FALSE;
+        desc.ForcedSampleCount = 0;
+        desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+    }
+
+    // Create depth-stencil State
+    {
+        D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+        desc.DepthEnable = false;
+        desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+        desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        desc.StencilEnable = false;
+        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+        desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        desc.BackFace = desc.FrontFace;
+    }
+
+    HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
+    vertexShaderBlob->Release();
+    pixelShaderBlob->Release();
+    if (result_pipeline_state != S_OK)
+        return false;
+
+    ImGui_ImplDX12_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    if (!bd || !bd->pd3dDevice)
+        return;
+
+    ImGuiIO& io = ImGui::GetIO();
+    SafeRelease(bd->pRootSignature);
+    SafeRelease(bd->pPipelineState);
+    SafeRelease(bd->pFontTextureResource);
+    io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+
+    for (UINT i = 0; i < bd->numFramesInFlight; i++)
+    {
+        ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
+        SafeRelease(fr->IndexBuffer);
+        SafeRelease(fr->VertexBuffer);
+    }
+}
+
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
+                         D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_dx12";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    bd->pd3dDevice = device;
+    bd->RTVFormat = rtv_format;
+    bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+    bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+    bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
+    bd->numFramesInFlight = num_frames_in_flight;
+    bd->pd3dSrvDescHeap = cbv_srv_heap;
+    bd->frameIndex = UINT_MAX;
+
+    // Create buffers with a default size (they will later be grown as needed)
+    for (int i = 0; i < num_frames_in_flight; i++)
+    {
+        ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
+        fr->IndexBuffer = nullptr;
+        fr->VertexBuffer = nullptr;
+        fr->IndexBufferSize = 10000;
+        fr->VertexBufferSize = 5000;
+    }
+
+    return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Clean up windows and device objects
+    ImGui_ImplDX12_InvalidateDeviceObjects();
+    delete[] bd->pFrameResources;
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+void ImGui_ImplDX12_NewFrame()
+{
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
+
+    if (!bd->pPipelineState)
+        ImGui_ImplDX12_CreateDeviceObjects();
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_dx12.h b/third_party/imgui/backends/imgui_impl_dx12.h
new file mode 100644
index 0000000000000000000000000000000000000000..e1fd07d6d4e15c9070fa378efc1738651b0a440f
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_dx12.h
@@ -0,0 +1,46 @@
+// dear imgui: Renderer Backend for DirectX12
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
+// See imgui_impl_dx12.cpp file for details.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+#include <dxgiformat.h> // DXGI_FORMAT
+
+struct ID3D12Device;
+struct ID3D12DescriptorHeap;
+struct ID3D12GraphicsCommandList;
+struct D3D12_CPU_DESCRIPTOR_HANDLE;
+struct D3D12_GPU_DESCRIPTOR_HANDLE;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
+// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
+// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
+IMGUI_IMPL_API bool     ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
+                                            D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+IMGUI_IMPL_API void     ImGui_ImplDX12_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplDX12_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void     ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool     ImGui_ImplDX12_CreateDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_dx9.cpp b/third_party/imgui/backends/imgui_impl_dx9.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..3eff9ab5da9f0ecf1155121229319b7f8d2c9d1c
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_dx9.cpp
@@ -0,0 +1,411 @@
+// dear imgui: Renderer Backend for DirectX9
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
+//  2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
+//  2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
+//  2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
+//  2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
+//  2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+//  2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
+//  2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+//  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
+//  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+//  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_dx9.h"
+
+// DirectX
+#include <d3d9.h>
+
+// DirectX data
+struct ImGui_ImplDX9_Data
+{
+    LPDIRECT3DDEVICE9           pd3dDevice;
+    LPDIRECT3DVERTEXBUFFER9     pVB;
+    LPDIRECT3DINDEXBUFFER9      pIB;
+    LPDIRECT3DTEXTURE9          FontTexture;
+    int                         VertexBufferSize;
+    int                         IndexBufferSize;
+
+    ImGui_ImplDX9_Data()        { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct CUSTOMVERTEX
+{
+    float    pos[3];
+    D3DCOLOR col;
+    float    uv[2];
+};
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IMGUI_COL_TO_DX9_ARGB(_COL)     (_COL)
+#else
+#define IMGUI_COL_TO_DX9_ARGB(_COL)     (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
+#endif
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
+{
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+
+    // Setup viewport
+    D3DVIEWPORT9 vp;
+    vp.X = vp.Y = 0;
+    vp.Width = (DWORD)draw_data->DisplaySize.x;
+    vp.Height = (DWORD)draw_data->DisplaySize.y;
+    vp.MinZ = 0.0f;
+    vp.MaxZ = 1.0f;
+    bd->pd3dDevice->SetViewport(&vp);
+
+    // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
+    bd->pd3dDevice->SetPixelShader(nullptr);
+    bd->pd3dDevice->SetVertexShader(nullptr);
+    bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+    bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
+    bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+    bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+    bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+    bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+    bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+    bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+    bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+    bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
+    bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+    bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
+    bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
+    bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+    bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
+    bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
+    bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
+    bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+    bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
+    bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
+    bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+    bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+    bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+    bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+    bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
+    bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
+    bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+    bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
+    bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+    bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+    // Setup orthographic projection matrix
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+    // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
+    {
+        float L = draw_data->DisplayPos.x + 0.5f;
+        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
+        float T = draw_data->DisplayPos.y + 0.5f;
+        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
+        D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } } };
+        D3DMATRIX mat_projection =
+        { { {
+            2.0f/(R-L),   0.0f,         0.0f,  0.0f,
+            0.0f,         2.0f/(T-B),   0.0f,  0.0f,
+            0.0f,         0.0f,         0.5f,  0.0f,
+            (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f
+        } } };
+        bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
+        bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
+        bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
+    }
+}
+
+// Render function.
+void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized
+    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+        return;
+
+    // Create and grow buffers if needed
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+        bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
+            return;
+    }
+    if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
+        bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
+            return;
+    }
+
+    // Backup the DX9 state
+    IDirect3DStateBlock9* d3d9_state_block = nullptr;
+    if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
+        return;
+    if (d3d9_state_block->Capture() < 0)
+    {
+        d3d9_state_block->Release();
+        return;
+    }
+
+    // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
+    D3DMATRIX last_world, last_view, last_projection;
+    bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
+    bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
+    bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
+
+    // Allocate buffers
+    CUSTOMVERTEX* vtx_dst;
+    ImDrawIdx* idx_dst;
+    if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+    {
+        d3d9_state_block->Release();
+        return;
+    }
+    if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
+    {
+        bd->pVB->Unlock();
+        d3d9_state_block->Release();
+        return;
+    }
+
+    // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
+    // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
+    //  1) to avoid repacking colors:   #define IMGUI_USE_BGRA_PACKED_COLOR
+    //  2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
+        for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
+        {
+            vtx_dst->pos[0] = vtx_src->pos.x;
+            vtx_dst->pos[1] = vtx_src->pos.y;
+            vtx_dst->pos[2] = 0.0f;
+            vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
+            vtx_dst->uv[0] = vtx_src->uv.x;
+            vtx_dst->uv[1] = vtx_src->uv.y;
+            vtx_dst++;
+            vtx_src++;
+        }
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    bd->pVB->Unlock();
+    bd->pIB->Unlock();
+    bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
+    bd->pd3dDevice->SetIndices(bd->pIB);
+    bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
+
+    // Setup desired DX state
+    ImGui_ImplDX9_SetupRenderState(draw_data);
+
+    // Render command lists
+    // (Because we merged all buffers into a single one, we maintain our own offset into them)
+    int global_vtx_offset = 0;
+    int global_idx_offset = 0;
+    ImVec2 clip_off = draw_data->DisplayPos;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback != nullptr)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplDX9_SetupRenderState(draw_data);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+                ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply Scissor/clipping rectangle, Bind texture, Draw
+                const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+                const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
+                bd->pd3dDevice->SetTexture(0, texture);
+                bd->pd3dDevice->SetScissorRect(&r);
+                bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
+            }
+        }
+        global_idx_offset += cmd_list->IdxBuffer.Size;
+        global_vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+
+    // Restore the DX9 transform
+    bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
+    bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
+    bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
+
+    // Restore the DX9 state
+    d3d9_state_block->Apply();
+    d3d9_state_block->Release();
+}
+
+bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_dx9";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    bd->pd3dDevice = device;
+    bd->pd3dDevice->AddRef();
+
+    return true;
+}
+
+void ImGui_ImplDX9_Shutdown()
+{
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplDX9_InvalidateDeviceObjects();
+    if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
+{
+    IDirect3D9* pd3d = nullptr;
+    if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
+        return false;
+    D3DDEVICE_CREATION_PARAMETERS param = {};
+    D3DDISPLAYMODE mode = {};
+    if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
+    {
+        pd3d->Release();
+        return false;
+    }
+    // Font texture should support linear filter, color blend and write to render-target
+    bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
+    pd3d->Release();
+    return support;
+}
+
+static bool ImGui_ImplDX9_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    unsigned char* pixels;
+    int width, height, bytes_per_pixel;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
+
+    // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+    const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
+    if (!rgba_support && io.Fonts->TexPixelsUseColors)
+    {
+        ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
+        for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
+            *dst = IMGUI_COL_TO_DX9_ARGB(*src);
+        pixels = (unsigned char*)dst_start;
+    }
+#else
+    const bool rgba_support = false;
+#endif
+
+    // Upload texture to graphics system
+    bd->FontTexture = nullptr;
+    if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
+        return false;
+    D3DLOCKED_RECT tex_locked_rect;
+    if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
+        return false;
+    for (int y = 0; y < height; y++)
+        memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
+    bd->FontTexture->UnlockRect(0);
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
+
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+    if (!rgba_support && io.Fonts->TexPixelsUseColors)
+        ImGui::MemFree(pixels);
+#endif
+
+    return true;
+}
+
+bool ImGui_ImplDX9_CreateDeviceObjects()
+{
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    if (!bd || !bd->pd3dDevice)
+        return false;
+    if (!ImGui_ImplDX9_CreateFontsTexture())
+        return false;
+    return true;
+}
+
+void ImGui_ImplDX9_InvalidateDeviceObjects()
+{
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    if (!bd || !bd->pd3dDevice)
+        return;
+    if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+    if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
+    if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+}
+
+void ImGui_ImplDX9_NewFrame()
+{
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
+
+    if (!bd->FontTexture)
+        ImGui_ImplDX9_CreateDeviceObjects();
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_dx9.h b/third_party/imgui/backends/imgui_impl_dx9.h
new file mode 100644
index 0000000000000000000000000000000000000000..df6a0a0124792a5ea93a2ee2a97e14145ce07248
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_dx9.h
@@ -0,0 +1,32 @@
+// dear imgui: Renderer Backend for DirectX9
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct IDirect3DDevice9;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplDX9_Init(IDirect3DDevice9* device);
+IMGUI_IMPL_API void     ImGui_ImplDX9_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplDX9_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API bool     ImGui_ImplDX9_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplDX9_InvalidateDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_glfw.cpp b/third_party/imgui/backends/imgui_impl_glfw.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..30afaf4f0eeb5c69fb23d2a1878a975cb84d34f0
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_glfw.cpp
@@ -0,0 +1,920 @@
+// dear imgui: Platform Backend for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// About Emscripten support:
+// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
+// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
+// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+//               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
+//               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
+//               - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
+//  2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
+//  2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
+//  2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
+//  2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
+//  2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
+//  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
+//  2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
+//  2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
+//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
+//  2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
+//  2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
+//  2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
+//  2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
+//  2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
+//  2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+//  2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
+//  2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
+//  2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
+//  2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
+//  2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+//  2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
+//  2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
+//  2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
+//  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
+//  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
+//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+//  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
+//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+//  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
+//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+//  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
+//  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_glfw.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast"     // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
+#endif
+
+// GLFW
+#include <GLFW/glfw3.h>
+
+#ifdef _WIN32
+#undef APIENTRY
+#ifndef GLFW_EXPOSE_NATIVE_WIN32
+#define GLFW_EXPOSE_NATIVE_WIN32
+#endif
+#include <GLFW/glfw3native.h>   // for glfwGetWin32Window()
+#endif
+#ifdef __APPLE__
+#ifndef GLFW_EXPOSE_NATIVE_COCOA
+#define GLFW_EXPOSE_NATIVE_COCOA
+#endif
+#include <GLFW/glfw3native.h>   // for glfwGetCocoaWindow()
+#endif
+#ifndef _WIN32
+#include <unistd.h>             // for usleep()
+#endif
+
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
+#include <GLFW/emscripten_glfw3.h>
+#else
+#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
+#endif
+#endif
+
+// We gather version tests as define in order to easily see which features are version-dependent.
+#define GLFW_VERSION_COMBINED           (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
+#ifdef GLFW_RESIZE_NESW_CURSOR          // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
+#define GLFW_HAS_NEW_CURSORS            (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
+#else
+#define GLFW_HAS_NEW_CURSORS            (0)
+#endif
+#define GLFW_HAS_GAMEPAD_API            (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
+#define GLFW_HAS_GETKEYNAME             (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
+#define GLFW_HAS_GETERROR               (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
+
+// GLFW data
+enum GlfwClientApi
+{
+    GlfwClientApi_Unknown,
+    GlfwClientApi_OpenGL,
+    GlfwClientApi_Vulkan,
+};
+
+struct ImGui_ImplGlfw_Data
+{
+    GLFWwindow*             Window;
+    GlfwClientApi           ClientApi;
+    double                  Time;
+    GLFWwindow*             MouseWindow;
+    GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];
+    ImVec2                  LastValidMousePos;
+    bool                    InstalledCallbacks;
+    bool                    CallbacksChainForAllWindows;
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+    const char*             CanvasSelector;
+#endif
+
+    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+    GLFWwindowfocusfun      PrevUserCallbackWindowFocus;
+    GLFWcursorposfun        PrevUserCallbackCursorPos;
+    GLFWcursorenterfun      PrevUserCallbackCursorEnter;
+    GLFWmousebuttonfun      PrevUserCallbackMousebutton;
+    GLFWscrollfun           PrevUserCallbackScroll;
+    GLFWkeyfun              PrevUserCallbackKey;
+    GLFWcharfun             PrevUserCallbackChar;
+    GLFWmonitorfun          PrevUserCallbackMonitor;
+#ifdef _WIN32
+    WNDPROC                 PrevWndProc;
+#endif
+
+    ImGui_ImplGlfw_Data()   { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
+//   (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
+// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
+{
+    switch (key)
+    {
+        case GLFW_KEY_TAB: return ImGuiKey_Tab;
+        case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
+        case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
+        case GLFW_KEY_UP: return ImGuiKey_UpArrow;
+        case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
+        case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
+        case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
+        case GLFW_KEY_HOME: return ImGuiKey_Home;
+        case GLFW_KEY_END: return ImGuiKey_End;
+        case GLFW_KEY_INSERT: return ImGuiKey_Insert;
+        case GLFW_KEY_DELETE: return ImGuiKey_Delete;
+        case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
+        case GLFW_KEY_SPACE: return ImGuiKey_Space;
+        case GLFW_KEY_ENTER: return ImGuiKey_Enter;
+        case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
+        case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
+        case GLFW_KEY_COMMA: return ImGuiKey_Comma;
+        case GLFW_KEY_MINUS: return ImGuiKey_Minus;
+        case GLFW_KEY_PERIOD: return ImGuiKey_Period;
+        case GLFW_KEY_SLASH: return ImGuiKey_Slash;
+        case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
+        case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
+        case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
+        case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
+        case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
+        case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
+        case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
+        case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
+        case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
+        case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
+        case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
+        case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
+        case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
+        case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
+        case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
+        case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
+        case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
+        case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
+        case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
+        case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
+        case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
+        case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
+        case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+        case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+        case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
+        case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
+        case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
+        case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
+        case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
+        case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
+        case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
+        case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
+        case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
+        case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
+        case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
+        case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
+        case GLFW_KEY_MENU: return ImGuiKey_Menu;
+        case GLFW_KEY_0: return ImGuiKey_0;
+        case GLFW_KEY_1: return ImGuiKey_1;
+        case GLFW_KEY_2: return ImGuiKey_2;
+        case GLFW_KEY_3: return ImGuiKey_3;
+        case GLFW_KEY_4: return ImGuiKey_4;
+        case GLFW_KEY_5: return ImGuiKey_5;
+        case GLFW_KEY_6: return ImGuiKey_6;
+        case GLFW_KEY_7: return ImGuiKey_7;
+        case GLFW_KEY_8: return ImGuiKey_8;
+        case GLFW_KEY_9: return ImGuiKey_9;
+        case GLFW_KEY_A: return ImGuiKey_A;
+        case GLFW_KEY_B: return ImGuiKey_B;
+        case GLFW_KEY_C: return ImGuiKey_C;
+        case GLFW_KEY_D: return ImGuiKey_D;
+        case GLFW_KEY_E: return ImGuiKey_E;
+        case GLFW_KEY_F: return ImGuiKey_F;
+        case GLFW_KEY_G: return ImGuiKey_G;
+        case GLFW_KEY_H: return ImGuiKey_H;
+        case GLFW_KEY_I: return ImGuiKey_I;
+        case GLFW_KEY_J: return ImGuiKey_J;
+        case GLFW_KEY_K: return ImGuiKey_K;
+        case GLFW_KEY_L: return ImGuiKey_L;
+        case GLFW_KEY_M: return ImGuiKey_M;
+        case GLFW_KEY_N: return ImGuiKey_N;
+        case GLFW_KEY_O: return ImGuiKey_O;
+        case GLFW_KEY_P: return ImGuiKey_P;
+        case GLFW_KEY_Q: return ImGuiKey_Q;
+        case GLFW_KEY_R: return ImGuiKey_R;
+        case GLFW_KEY_S: return ImGuiKey_S;
+        case GLFW_KEY_T: return ImGuiKey_T;
+        case GLFW_KEY_U: return ImGuiKey_U;
+        case GLFW_KEY_V: return ImGuiKey_V;
+        case GLFW_KEY_W: return ImGuiKey_W;
+        case GLFW_KEY_X: return ImGuiKey_X;
+        case GLFW_KEY_Y: return ImGuiKey_Y;
+        case GLFW_KEY_Z: return ImGuiKey_Z;
+        case GLFW_KEY_F1: return ImGuiKey_F1;
+        case GLFW_KEY_F2: return ImGuiKey_F2;
+        case GLFW_KEY_F3: return ImGuiKey_F3;
+        case GLFW_KEY_F4: return ImGuiKey_F4;
+        case GLFW_KEY_F5: return ImGuiKey_F5;
+        case GLFW_KEY_F6: return ImGuiKey_F6;
+        case GLFW_KEY_F7: return ImGuiKey_F7;
+        case GLFW_KEY_F8: return ImGuiKey_F8;
+        case GLFW_KEY_F9: return ImGuiKey_F9;
+        case GLFW_KEY_F10: return ImGuiKey_F10;
+        case GLFW_KEY_F11: return ImGuiKey_F11;
+        case GLFW_KEY_F12: return ImGuiKey_F12;
+        case GLFW_KEY_F13: return ImGuiKey_F13;
+        case GLFW_KEY_F14: return ImGuiKey_F14;
+        case GLFW_KEY_F15: return ImGuiKey_F15;
+        case GLFW_KEY_F16: return ImGuiKey_F16;
+        case GLFW_KEY_F17: return ImGuiKey_F17;
+        case GLFW_KEY_F18: return ImGuiKey_F18;
+        case GLFW_KEY_F19: return ImGuiKey_F19;
+        case GLFW_KEY_F20: return ImGuiKey_F20;
+        case GLFW_KEY_F21: return ImGuiKey_F21;
+        case GLFW_KEY_F22: return ImGuiKey_F22;
+        case GLFW_KEY_F23: return ImGuiKey_F23;
+        case GLFW_KEY_F24: return ImGuiKey_F24;
+        default: return ImGuiKey_None;
+    }
+}
+
+// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
+// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
+static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddKeyEvent(ImGuiMod_Ctrl,  (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
+    io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT)   == GLFW_PRESS));
+    io.AddKeyEvent(ImGuiMod_Alt,   (glfwGetKey(window, GLFW_KEY_LEFT_ALT)     == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT)     == GLFW_PRESS));
+    io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER)   == GLFW_PRESS));
+}
+
+static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+        bd->PrevUserCallbackMousebutton(window, button, action, mods);
+
+    ImGui_ImplGlfw_UpdateKeyModifiers(window);
+
+    ImGuiIO& io = ImGui::GetIO();
+    if (button >= 0 && button < ImGuiMouseButton_COUNT)
+        io.AddMouseButtonEvent(button, action == GLFW_PRESS);
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+        bd->PrevUserCallbackScroll(window, xoffset, yoffset);
+
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+    // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
+    return;
+#endif
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
+}
+
+static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
+{
+#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
+    // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
+    // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
+    // See https://github.com/glfw/glfw/issues/1502 for details.
+    // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
+    // This won't cover edge cases but this is at least going to cover common cases.
+    if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
+        return key;
+    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+    const char* key_name = glfwGetKeyName(key, scancode);
+    glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
+    (void)glfwGetError(nullptr);
+#endif
+    if (key_name && key_name[0] != 0 && key_name[1] == 0)
+    {
+        const char char_names[] = "`-=[]\\,;\'./";
+        const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
+        IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
+        if (key_name[0] >= '0' && key_name[0] <= '9')               { key = GLFW_KEY_0 + (key_name[0] - '0'); }
+        else if (key_name[0] >= 'A' && key_name[0] <= 'Z')          { key = GLFW_KEY_A + (key_name[0] - 'A'); }
+        else if (key_name[0] >= 'a' && key_name[0] <= 'z')          { key = GLFW_KEY_A + (key_name[0] - 'a'); }
+        else if (const char* p = strchr(char_names, key_name[0]))   { key = char_keys[p - char_names]; }
+    }
+    // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
+#else
+    IM_UNUSED(scancode);
+#endif
+    return key;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+        bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
+
+    if (action != GLFW_PRESS && action != GLFW_RELEASE)
+        return;
+
+    ImGui_ImplGlfw_UpdateKeyModifiers(window);
+
+    keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
+
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
+    io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
+    io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
+}
+
+void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+        bd->PrevUserCallbackWindowFocus(window, focused);
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddFocusEvent(focused != 0);
+}
+
+void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+        bd->PrevUserCallbackCursorPos(window, x, y);
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddMousePosEvent((float)x, (float)y);
+    bd->LastValidMousePos = ImVec2((float)x, (float)y);
+}
+
+// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
+// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
+void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+        bd->PrevUserCallbackCursorEnter(window, entered);
+
+    ImGuiIO& io = ImGui::GetIO();
+    if (entered)
+    {
+        bd->MouseWindow = window;
+        io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
+    }
+    else if (!entered && bd->MouseWindow == window)
+    {
+        bd->LastValidMousePos = io.MousePos;
+        bd->MouseWindow = nullptr;
+        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+    }
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+        bd->PrevUserCallbackChar(window, c);
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddInputCharacter(c);
+}
+
+void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
+{
+	// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
+}
+
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
+{
+    // Mimic Emscripten_HandleWheel() in SDL.
+    // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
+    float multiplier = 0.0f;
+    if (ev->deltaMode == DOM_DELTA_PIXEL)       { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
+    else if (ev->deltaMode == DOM_DELTA_LINE)   { multiplier = 1.0f / 3.0f; }   // 3 lines make up a step.
+    else if (ev->deltaMode == DOM_DELTA_PAGE)   { multiplier = 80.0f; }         // A page makes up 80 steps.
+    float wheel_x = ev->deltaX * -multiplier;
+    float wheel_y = ev->deltaY * -multiplier;
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddMouseWheelEvent(wheel_x, wheel_y);
+    //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
+    return EM_TRUE;
+}
+#endif
+
+#ifdef _WIN32
+// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
+// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
+{
+    LPARAM extra_info = ::GetMessageExtraInfo();
+    if ((extra_info & 0xFFFFFF80) == 0xFF515700)
+        return ImGuiMouseSource_Pen;
+    if ((extra_info & 0xFFFFFF80) == 0xFF515780)
+        return ImGuiMouseSource_TouchScreen;
+    return ImGuiMouseSource_Mouse;
+}
+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    switch (msg)
+    {
+    case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
+    case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
+        ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
+        break;
+    }
+    return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
+}
+#endif
+
+void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
+    IM_ASSERT(bd->Window == window);
+
+    bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
+    bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
+    bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
+    bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+    bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+    bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+    bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+    bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
+    bd->InstalledCallbacks = true;
+}
+
+void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
+    IM_ASSERT(bd->Window == window);
+
+    glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
+    glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
+    glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
+    glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
+    glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
+    glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
+    glfwSetCharCallback(window, bd->PrevUserCallbackChar);
+    glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
+    bd->InstalledCallbacks = false;
+    bd->PrevUserCallbackWindowFocus = nullptr;
+    bd->PrevUserCallbackCursorEnter = nullptr;
+    bd->PrevUserCallbackCursorPos = nullptr;
+    bd->PrevUserCallbackMousebutton = nullptr;
+    bd->PrevUserCallbackScroll = nullptr;
+    bd->PrevUserCallbackKey = nullptr;
+    bd->PrevUserCallbackChar = nullptr;
+    bd->PrevUserCallbackMonitor = nullptr;
+}
+
+// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
+// This is 'false' by default meaning we only chain callbacks for the main viewport.
+// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
+// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
+void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    bd->CallbacksChainForAllWindows = chain_for_all_windows;
+}
+
+#ifdef __EMSCRIPTEN__
+#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
+void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
+#else
+EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
+#endif
+#endif
+
+static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+    //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
+
+    // Setup backend capabilities flags
+    ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
+    io.BackendPlatformUserData = (void*)bd;
+    io.BackendPlatformName = "imgui_impl_glfw";
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    bd->Window = window;
+    bd->Time = 0.0;
+
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
+    platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
+#ifdef __EMSCRIPTEN__
+    platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
+#endif
+
+    // Create mouse cursors
+    // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
+    // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
+    // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
+    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+    bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+#if GLFW_HAS_NEW_CURSORS
+    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
+#else
+    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+#endif
+    glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
+    (void)glfwGetError(nullptr);
+#endif
+
+    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+    if (install_callbacks)
+        ImGui_ImplGlfw_InstallCallbacks(window);
+
+    // Set platform dependent data in viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = (void*)bd->Window;
+#ifdef _WIN32
+    main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
+#elif defined(__APPLE__)
+    main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
+#else
+    IM_UNUSED(main_viewport);
+#endif
+
+    // Windows: register a WndProc hook so we can intercept some messages.
+#ifdef _WIN32
+    bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
+    IM_ASSERT(bd->PrevWndProc != nullptr);
+    ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
+#endif
+
+    // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
+    // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
+#ifdef __EMSCRIPTEN__
+#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
+    if (emscripten::glfw3::IsRuntimePlatformApple())
+    {
+        ImGui::GetIO().ConfigMacOSXBehaviors = true;
+
+        // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
+        // This means that Meta + V only registers a single key-press, even if the keys are held.
+        // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
+        // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
+        emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
+    }
+#endif
+#endif
+
+    bd->ClientApi = client_api;
+    return true;
+}
+
+bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
+{
+    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
+}
+
+bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
+{
+    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
+}
+
+bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
+{
+    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
+}
+
+void ImGui_ImplGlfw_Shutdown()
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    if (bd->InstalledCallbacks)
+        ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+    if (bd->CanvasSelector)
+        emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
+#endif
+
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        glfwDestroyCursor(bd->MouseCursors[cursor_n]);
+
+    // Windows: restore our WndProc hook
+#ifdef _WIN32
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
+    bd->PrevWndProc = nullptr;
+#endif
+
+    io.BackendPlatformName = nullptr;
+    io.BackendPlatformUserData = nullptr;
+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+    IM_DELETE(bd);
+}
+
+static void ImGui_ImplGlfw_UpdateMouseData()
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
+    {
+        GLFWwindow* window = bd->Window;
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+        const bool is_window_focused = true;
+#else
+        const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
+#endif
+        if (is_window_focused)
+        {
+            // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+            if (io.WantSetMousePos)
+                glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
+
+            // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
+            if (bd->MouseWindow == nullptr)
+            {
+                double mouse_x, mouse_y;
+                glfwGetCursorPos(window, &mouse_x, &mouse_y);
+                bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
+                io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
+            }
+        }
+    }
+}
+
+static void ImGui_ImplGlfw_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+        return;
+
+    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+    // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
+    {
+        GLFWwindow* window = bd->Window;
+        if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+        {
+            // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+        }
+        else
+        {
+            // Show OS mouse cursor
+            // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
+            glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        }
+    }
+}
+
+// Update gamepad inputs
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; }
+static void ImGui_ImplGlfw_UpdateGamepads()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+        return;
+
+    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
+    GLFWgamepadstate gamepad;
+    if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
+        return;
+    #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED)          do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
+    #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1)    do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#else
+    int axes_count = 0, buttons_count = 0;
+    const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+    const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+    if (axes_count == 0 || buttons_count == 0)
+        return;
+    #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO)          do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
+    #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1)    do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#endif
+    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+    MAP_BUTTON(ImGuiKey_GamepadStart,       GLFW_GAMEPAD_BUTTON_START,          7);
+    MAP_BUTTON(ImGuiKey_GamepadBack,        GLFW_GAMEPAD_BUTTON_BACK,           6);
+    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,    GLFW_GAMEPAD_BUTTON_X,              2);     // Xbox X, PS Square
+    MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle
+    MAP_BUTTON(ImGuiKey_GamepadFaceUp,      GLFW_GAMEPAD_BUTTON_Y,              3);     // Xbox Y, PS Triangle
+    MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross
+    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,    GLFW_GAMEPAD_BUTTON_DPAD_LEFT,      13);
+    MAP_BUTTON(ImGuiKey_GamepadDpadRight,   GLFW_GAMEPAD_BUTTON_DPAD_RIGHT,     11);
+    MAP_BUTTON(ImGuiKey_GamepadDpadUp,      GLFW_GAMEPAD_BUTTON_DPAD_UP,        10);
+    MAP_BUTTON(ImGuiKey_GamepadDpadDown,    GLFW_GAMEPAD_BUTTON_DPAD_DOWN,      12);
+    MAP_BUTTON(ImGuiKey_GamepadL1,          GLFW_GAMEPAD_BUTTON_LEFT_BUMPER,    4);
+    MAP_BUTTON(ImGuiKey_GamepadR1,          GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER,   5);
+    MAP_ANALOG(ImGuiKey_GamepadL2,          GLFW_GAMEPAD_AXIS_LEFT_TRIGGER,     4,      -0.75f,  +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadR2,          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER,    5,      -0.75f,  +1.0f);
+    MAP_BUTTON(ImGuiKey_GamepadL3,          GLFW_GAMEPAD_BUTTON_LEFT_THUMB,     8);
+    MAP_BUTTON(ImGuiKey_GamepadR3,          GLFW_GAMEPAD_BUTTON_RIGHT_THUMB,    9);
+    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,  GLFW_GAMEPAD_AXIS_LEFT_X,           0,      -0.25f,  -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X,           0,      +0.25f,  +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickUp,    GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      -0.25f,  -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickDown,  GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      +0.25f,  +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,  GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      -0.25f,  -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      +0.25f,  +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickUp,    GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      -0.25f,  -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickDown,  GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      +0.25f,  +1.0f);
+    #undef MAP_BUTTON
+    #undef MAP_ANALOG
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    glfwGetWindowSize(bd->Window, &w, &h);
+    glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    if (w > 0 && h > 0)
+        io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
+
+    // Setup time step
+    // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
+    double current_time = glfwGetTime();
+    if (current_time <= bd->Time)
+        current_time = bd->Time + 0.00001f;
+    io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+    bd->Time = current_time;
+
+    ImGui_ImplGlfw_UpdateMouseData();
+    ImGui_ImplGlfw_UpdateMouseCursor();
+
+    // Update game controllers (if enabled and available)
+    ImGui_ImplGlfw_UpdateGamepads();
+}
+
+// GLFW doesn't provide a portable sleep function
+void ImGui_ImplGlfw_Sleep(int milliseconds)
+{
+#ifdef _WIN32
+    ::Sleep(milliseconds);
+#else
+    usleep(milliseconds * 1000);
+#endif
+}
+
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
+{
+    ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
+    double canvas_width, canvas_height;
+    emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
+    glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
+    return true;
+}
+
+static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
+{
+    ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
+    double canvas_width, canvas_height;
+    emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
+    glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
+    return true;
+}
+
+// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
+// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
+void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
+{
+    IM_ASSERT(canvas_selector != nullptr);
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
+
+    bd->CanvasSelector = canvas_selector;
+    emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
+    emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
+
+    // Change the size of the GLFW window according to the size of the canvas
+    ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
+
+    // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
+    // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
+    // FIXME: May break chaining in case user registered their own Emscripten callback?
+    emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
+}
+#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
+// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
+// by invoking emscripten_glfw_make_canvas_resizable afterward.
+// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
+void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
+{
+  GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
+  IM_ASSERT(window == w); // Sanity check
+  IM_UNUSED(w);
+  emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
+}
+#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_glfw.h b/third_party/imgui/backends/imgui_impl_glfw.h
new file mode 100644
index 0000000000000000000000000000000000000000..60b95bd99d46ac3f6dbc10f26e2db0744575c59b
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_glfw.h
@@ -0,0 +1,63 @@
+// dear imgui: Platform Backend for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct GLFWwindow;
+struct GLFWmonitor;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplGlfw_NewFrame();
+
+// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
+#ifdef __EMSCRIPTEN__
+IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
+//static inline void    ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
+#endif
+
+// GLFW callbacks install
+// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
+// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
+IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
+
+// GFLW callbacks options:
+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
+IMGUI_IMPL_API void     ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
+
+// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
+IMGUI_IMPL_API void     ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);        // Since 1.84
+IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);        // Since 1.84
+IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y);   // Since 1.87
+IMGUI_IMPL_API void     ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
+
+// GLFW helpers
+IMGUI_IMPL_API void     ImGui_ImplGlfw_Sleep(int milliseconds);
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_glut.cpp b/third_party/imgui/backends/imgui_impl_glut.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..d8ffc907368818a48409d13a19b5949c8bcc22cc
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_glut.cpp
@@ -0,0 +1,309 @@
+// dear imgui: Platform Backend for GLUT/FreeGLUT
+// This needs to be used along with a Renderer (e.g. OpenGL2)
+
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
+// !!! Nowadays, prefer using GLFW or SDL instead!
+
+// Implemented features:
+//  [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// Issues:
+//  [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
+//  [ ] Platform: Missing horizontal mouse wheel support.
+//  [ ] Platform: Missing mouse cursor shape/visibility support.
+//  [ ] Platform: Missing clipboard support (not supported by Glut).
+//  [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+//  2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
+//  2019-03-25: Misc: Made io.DeltaTime always above zero.
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+//  2018-03-22: Added GLUT Platform binding.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_glut.h"
+#define GL_SILENCE_DEPRECATION
+#ifdef __APPLE__
+#include <GLUT/glut.h>
+#else
+#include <GL/freeglut.h>
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#endif
+
+static int g_Time = 0;          // Current time, in milliseconds
+
+// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
+static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
+{
+    switch (key)
+    {
+        case '\t':                      return ImGuiKey_Tab;
+        case 256 + GLUT_KEY_LEFT:       return ImGuiKey_LeftArrow;
+        case 256 + GLUT_KEY_RIGHT:      return ImGuiKey_RightArrow;
+        case 256 + GLUT_KEY_UP:         return ImGuiKey_UpArrow;
+        case 256 + GLUT_KEY_DOWN:       return ImGuiKey_DownArrow;
+        case 256 + GLUT_KEY_PAGE_UP:    return ImGuiKey_PageUp;
+        case 256 + GLUT_KEY_PAGE_DOWN:  return ImGuiKey_PageDown;
+        case 256 + GLUT_KEY_HOME:       return ImGuiKey_Home;
+        case 256 + GLUT_KEY_END:        return ImGuiKey_End;
+        case 256 + GLUT_KEY_INSERT:     return ImGuiKey_Insert;
+        case 127:                       return ImGuiKey_Delete;
+        case 8:                         return ImGuiKey_Backspace;
+        case ' ':                       return ImGuiKey_Space;
+        case 13:                        return ImGuiKey_Enter;
+        case 27:                        return ImGuiKey_Escape;
+        case 39:                        return ImGuiKey_Apostrophe;
+        case 44:                        return ImGuiKey_Comma;
+        case 45:                        return ImGuiKey_Minus;
+        case 46:                        return ImGuiKey_Period;
+        case 47:                        return ImGuiKey_Slash;
+        case 59:                        return ImGuiKey_Semicolon;
+        case 61:                        return ImGuiKey_Equal;
+        case 91:                        return ImGuiKey_LeftBracket;
+        case 92:                        return ImGuiKey_Backslash;
+        case 93:                        return ImGuiKey_RightBracket;
+        case 96:                        return ImGuiKey_GraveAccent;
+        //case 0:                         return ImGuiKey_CapsLock;
+        //case 0:                         return ImGuiKey_ScrollLock;
+        case 256 + 0x006D:              return ImGuiKey_NumLock;
+        //case 0:                         return ImGuiKey_PrintScreen;
+        //case 0:                         return ImGuiKey_Pause;
+        //case '0':                       return ImGuiKey_Keypad0;
+        //case '1':                       return ImGuiKey_Keypad1;
+        //case '2':                       return ImGuiKey_Keypad2;
+        //case '3':                       return ImGuiKey_Keypad3;
+        //case '4':                       return ImGuiKey_Keypad4;
+        //case '5':                       return ImGuiKey_Keypad5;
+        //case '6':                       return ImGuiKey_Keypad6;
+        //case '7':                       return ImGuiKey_Keypad7;
+        //case '8':                       return ImGuiKey_Keypad8;
+        //case '9':                       return ImGuiKey_Keypad9;
+        //case 46:                        return ImGuiKey_KeypadDecimal;
+        //case 47:                        return ImGuiKey_KeypadDivide;
+        case 42:                        return ImGuiKey_KeypadMultiply;
+        //case 45:                        return ImGuiKey_KeypadSubtract;
+        case 43:                        return ImGuiKey_KeypadAdd;
+        //case 13:                        return ImGuiKey_KeypadEnter;
+        //case 0:                         return ImGuiKey_KeypadEqual;
+        case 256 + 0x0072:              return ImGuiKey_LeftCtrl;
+        case 256 + 0x0070:              return ImGuiKey_LeftShift;
+        case 256 + 0x0074:              return ImGuiKey_LeftAlt;
+        //case 0:                         return ImGuiKey_LeftSuper;
+        case 256 + 0x0073:              return ImGuiKey_RightCtrl;
+        case 256 + 0x0071:              return ImGuiKey_RightShift;
+        case 256 + 0x0075:              return ImGuiKey_RightAlt;
+        //case 0:                         return ImGuiKey_RightSuper;
+        //case 0:                         return ImGuiKey_Menu;
+        case '0':                       return ImGuiKey_0;
+        case '1':                       return ImGuiKey_1;
+        case '2':                       return ImGuiKey_2;
+        case '3':                       return ImGuiKey_3;
+        case '4':                       return ImGuiKey_4;
+        case '5':                       return ImGuiKey_5;
+        case '6':                       return ImGuiKey_6;
+        case '7':                       return ImGuiKey_7;
+        case '8':                       return ImGuiKey_8;
+        case '9':                       return ImGuiKey_9;
+        case 'A': case 'a':             return ImGuiKey_A;
+        case 'B': case 'b':             return ImGuiKey_B;
+        case 'C': case 'c':             return ImGuiKey_C;
+        case 'D': case 'd':             return ImGuiKey_D;
+        case 'E': case 'e':             return ImGuiKey_E;
+        case 'F': case 'f':             return ImGuiKey_F;
+        case 'G': case 'g':             return ImGuiKey_G;
+        case 'H': case 'h':             return ImGuiKey_H;
+        case 'I': case 'i':             return ImGuiKey_I;
+        case 'J': case 'j':             return ImGuiKey_J;
+        case 'K': case 'k':             return ImGuiKey_K;
+        case 'L': case 'l':             return ImGuiKey_L;
+        case 'M': case 'm':             return ImGuiKey_M;
+        case 'N': case 'n':             return ImGuiKey_N;
+        case 'O': case 'o':             return ImGuiKey_O;
+        case 'P': case 'p':             return ImGuiKey_P;
+        case 'Q': case 'q':             return ImGuiKey_Q;
+        case 'R': case 'r':             return ImGuiKey_R;
+        case 'S': case 's':             return ImGuiKey_S;
+        case 'T': case 't':             return ImGuiKey_T;
+        case 'U': case 'u':             return ImGuiKey_U;
+        case 'V': case 'v':             return ImGuiKey_V;
+        case 'W': case 'w':             return ImGuiKey_W;
+        case 'X': case 'x':             return ImGuiKey_X;
+        case 'Y': case 'y':             return ImGuiKey_Y;
+        case 'Z': case 'z':             return ImGuiKey_Z;
+        case 256 + GLUT_KEY_F1:         return ImGuiKey_F1;
+        case 256 + GLUT_KEY_F2:         return ImGuiKey_F2;
+        case 256 + GLUT_KEY_F3:         return ImGuiKey_F3;
+        case 256 + GLUT_KEY_F4:         return ImGuiKey_F4;
+        case 256 + GLUT_KEY_F5:         return ImGuiKey_F5;
+        case 256 + GLUT_KEY_F6:         return ImGuiKey_F6;
+        case 256 + GLUT_KEY_F7:         return ImGuiKey_F7;
+        case 256 + GLUT_KEY_F8:         return ImGuiKey_F8;
+        case 256 + GLUT_KEY_F9:         return ImGuiKey_F9;
+        case 256 + GLUT_KEY_F10:        return ImGuiKey_F10;
+        case 256 + GLUT_KEY_F11:        return ImGuiKey_F11;
+        case 256 + GLUT_KEY_F12:        return ImGuiKey_F12;
+        default:                        return ImGuiKey_None;
+    }
+}
+
+bool ImGui_ImplGLUT_Init()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+
+#ifdef FREEGLUT
+    io.BackendPlatformName = "imgui_impl_glut (freeglut)";
+#else
+    io.BackendPlatformName = "imgui_impl_glut";
+#endif
+    g_Time = 0;
+
+    return true;
+}
+
+void ImGui_ImplGLUT_InstallFuncs()
+{
+    glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
+    glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
+    glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
+    glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
+#ifdef __FREEGLUT_EXT_H__
+    glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
+#endif
+    glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
+    glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
+    glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
+    glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
+}
+
+void ImGui_ImplGLUT_Shutdown()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendPlatformName = nullptr;
+}
+
+void ImGui_ImplGLUT_NewFrame()
+{
+    // Setup time step
+    ImGuiIO& io = ImGui::GetIO();
+    int current_time = glutGet(GLUT_ELAPSED_TIME);
+    int delta_time_ms = (current_time - g_Time);
+    if (delta_time_ms <= 0)
+        delta_time_ms = 1;
+    io.DeltaTime = delta_time_ms / 1000.0f;
+    g_Time = current_time;
+}
+
+static void ImGui_ImplGLUT_UpdateKeyModifiers()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    int glut_key_mods = glutGetModifiers();
+    io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
+    io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
+    io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
+}
+
+static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddKeyEvent(key, down);
+    io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code)
+}
+
+void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
+{
+    // Send character to imgui
+    //printf("char_down_func %d '%c'\n", c, c);
+    ImGuiIO& io = ImGui::GetIO();
+    if (c >= 32)
+        io.AddInputCharacter((unsigned int)c);
+
+    ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
+    ImGui_ImplGLUT_AddKeyEvent(key, true, c);
+    ImGui_ImplGLUT_UpdateKeyModifiers();
+    (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
+{
+    //printf("char_up_func %d '%c'\n", c, c);
+    ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
+    ImGui_ImplGLUT_AddKeyEvent(key, false, c);
+    ImGui_ImplGLUT_UpdateKeyModifiers();
+    (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
+{
+    //printf("key_down_func %d\n", key);
+    ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
+    ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
+    ImGui_ImplGLUT_UpdateKeyModifiers();
+    (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
+{
+    //printf("key_up_func %d\n", key);
+    ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
+    ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
+    ImGui_ImplGLUT_UpdateKeyModifiers();
+    (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddMousePosEvent((float)x, (float)y);
+    int button = -1;
+    if (glut_button == GLUT_LEFT_BUTTON) button = 0;
+    if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
+    if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
+    if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP))
+        io.AddMouseButtonEvent(button, state == GLUT_DOWN);
+}
+
+#ifdef __FREEGLUT_EXT_H__
+void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddMousePosEvent((float)x, (float)y);
+    if (dir != 0)
+        io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f);
+    (void)button; // Unused
+}
+#endif
+
+void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.DisplaySize = ImVec2((float)w, (float)h);
+}
+
+void ImGui_ImplGLUT_MotionFunc(int x, int y)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddMousePosEvent((float)x, (float)y);
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_glut.h b/third_party/imgui/backends/imgui_impl_glut.h
new file mode 100644
index 0000000000000000000000000000000000000000..a7479e1d7480d24a90c53cb230b0a1aeb373957e
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_glut.h
@@ -0,0 +1,47 @@
+// dear imgui: Platform Backend for GLUT/FreeGLUT
+// This needs to be used along with a Renderer (e.g. OpenGL2)
+
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
+// !!! Nowadays, prefer using GLFW or SDL instead!
+
+// Implemented features:
+//  [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// Issues:
+//  [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
+//  [ ] Platform: Missing horizontal mouse wheel support.
+//  [ ] Platform: Missing mouse cursor shape/visibility support.
+//  [ ] Platform: Missing clipboard support (not supported by Glut).
+//  [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#ifndef IMGUI_DISABLE
+#include "imgui.h"      // IMGUI_IMPL_API
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplGLUT_Init();
+IMGUI_IMPL_API void     ImGui_ImplGLUT_InstallFuncs();
+IMGUI_IMPL_API void     ImGui_ImplGLUT_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplGLUT_NewFrame();
+
+// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
+// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
+//------------------------------------ GLUT name ---------------------------------------------- Decent Name ---------
+IMGUI_IMPL_API void     ImGui_ImplGLUT_ReshapeFunc(int w, int h);                           // ~ ResizeFunc
+IMGUI_IMPL_API void     ImGui_ImplGLUT_MotionFunc(int x, int y);                            // ~ MouseMoveFunc
+IMGUI_IMPL_API void     ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y);      // ~ MouseButtonFunc
+IMGUI_IMPL_API void     ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y);   // ~ MouseWheelFunc
+IMGUI_IMPL_API void     ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y);         // ~ CharPressedFunc
+IMGUI_IMPL_API void     ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y);       // ~ CharReleasedFunc
+IMGUI_IMPL_API void     ImGui_ImplGLUT_SpecialFunc(int key, int x, int y);                  // ~ KeyPressedFunc
+IMGUI_IMPL_API void     ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y);                // ~ KeyReleasedFunc
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_metal.h b/third_party/imgui/backends/imgui_impl_metal.h
new file mode 100644
index 0000000000000000000000000000000000000000..2402c02c62c8a1be8f2a87bb9dfd2fd7b0d49ac0
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_metal.h
@@ -0,0 +1,74 @@
+// dear imgui: Renderer Backend for Metal
+// This needs to be used along with a Platform Backend (e.g. OSX)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+//-----------------------------------------------------------------------------
+// ObjC API
+//-----------------------------------------------------------------------------
+
+#ifdef __OBJC__
+
+@class MTLRenderPassDescriptor;
+@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
+IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
+                                                   id<MTLCommandBuffer> commandBuffer,
+                                                   id<MTLRenderCommandEncoder> commandEncoder);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
+
+#endif
+
+//-----------------------------------------------------------------------------
+// C++ API
+//-----------------------------------------------------------------------------
+
+// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
+// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
+
+#ifdef IMGUI_IMPL_METAL_CPP
+#include <Metal/Metal.hpp>
+#ifndef __OBJC__
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
+IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
+IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+                                                   MTL::CommandBuffer* commandBuffer,
+                                                   MTL::RenderCommandEncoder* commandEncoder);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
+
+#endif
+#endif
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_metal.mm b/third_party/imgui/backends/imgui_impl_metal.mm
new file mode 100644
index 0000000000000000000000000000000000000000..f9fd1087e84981ee2afbecdf9707496ade547b7c
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_metal.mm
@@ -0,0 +1,592 @@
+// dear imgui: Renderer Backend for Metal
+// This needs to be used along with a Platform Backend (e.g. OSX)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
+//  2022-07-05: Metal: Add dispatch synchronization.
+//  2022-06-30: Metal: Use __bridge for ARC based systems.
+//  2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
+//  2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
+//  2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
+//  2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
+//  2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
+//  2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
+//  2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
+//  2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+//  2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+//  2018-07-05: Metal: Added new Metal backend implementation.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_metal.h"
+#import <time.h>
+#import <Metal/Metal.h>
+
+#pragma mark - Support classes
+
+// A wrapper around a MTLBuffer object that knows the last time it was reused
+@interface MetalBuffer : NSObject
+@property (nonatomic, strong) id<MTLBuffer> buffer;
+@property (nonatomic, assign) double        lastReuseTime;
+- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
+@end
+
+// An object that encapsulates the data necessary to uniquely identify a
+// render pipeline state. These are used as cache keys.
+@interface FramebufferDescriptor : NSObject<NSCopying>
+@property (nonatomic, assign) unsigned long  sampleCount;
+@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
+@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
+@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
+@end
+
+// A singleton that stores long-lived objects that are needed by the Metal
+// renderer backend. Stores the render pipeline state cache and the default
+// font texture, and manages the reusable buffer cache.
+@interface MetalContext : NSObject
+@property (nonatomic, strong) id<MTLDevice>                 device;
+@property (nonatomic, strong) id<MTLDepthStencilState>      depthStencilState;
+@property (nonatomic, strong) FramebufferDescriptor*        framebufferDescriptor; // framebuffer descriptor for current frame; transient
+@property (nonatomic, strong) NSMutableDictionary*          renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
+@property (nonatomic, strong, nullable) id<MTLTexture>      fontTexture;
+@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
+@property (nonatomic, assign) double                        lastBufferCachePurge;
+- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
+- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
+@end
+
+struct ImGui_ImplMetal_Data
+{
+    MetalContext*               SharedMetalContext;
+
+    ImGui_ImplMetal_Data()      { memset(this, 0, sizeof(*this)); }
+};
+
+static ImGui_ImplMetal_Data*    ImGui_ImplMetal_GetBackendData()    { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
+static void                     ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
+
+static inline CFTimeInterval    GetMachAbsoluteTimeInSeconds()      { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
+
+#ifdef IMGUI_IMPL_METAL_CPP
+
+#pragma mark - Dear ImGui Metal C++ Backend API
+
+bool ImGui_ImplMetal_Init(MTL::Device* device)
+{
+    return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
+}
+
+void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
+{
+    ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
+}
+
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+                                    MTL::CommandBuffer* commandBuffer,
+                                    MTL::RenderCommandEncoder* commandEncoder)
+{
+    ImGui_ImplMetal_RenderDrawData(draw_data,
+                                   (__bridge id<MTLCommandBuffer>)(commandBuffer),
+                                   (__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
+
+}
+
+bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
+{
+    return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
+}
+
+bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
+{
+    return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
+}
+
+#endif // #ifdef IMGUI_IMPL_METAL_CPP
+
+#pragma mark - Dear ImGui Metal Backend API
+
+bool ImGui_ImplMetal_Init(id<MTLDevice> device)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_metal";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    bd->SharedMetalContext = [[MetalContext alloc] init];
+    bd->SharedMetalContext.device = device;
+
+    return true;
+}
+
+void ImGui_ImplMetal_Shutdown()
+{
+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGui_ImplMetal_DestroyDeviceObjects();
+    ImGui_ImplMetal_DestroyBackendData();
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+}
+
+void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
+{
+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+    IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
+    bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
+
+    if (bd->SharedMetalContext.depthStencilState == nil)
+        ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
+}
+
+static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
+    id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
+    MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
+{
+    IM_UNUSED(commandBuffer);
+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+    [commandEncoder setCullMode:MTLCullModeNone];
+    [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
+
+    // Setup viewport, orthographic projection matrix
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to
+    // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+    MTLViewport viewport =
+    {
+        .originX = 0.0,
+        .originY = 0.0,
+        .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
+        .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
+        .znear = 0.0,
+        .zfar = 1.0
+    };
+    [commandEncoder setViewport:viewport];
+
+    float L = drawData->DisplayPos.x;
+    float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
+    float T = drawData->DisplayPos.y;
+    float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
+    float N = (float)viewport.znear;
+    float F = (float)viewport.zfar;
+    const float ortho_projection[4][4] =
+    {
+        { 2.0f/(R-L),   0.0f,           0.0f,   0.0f },
+        { 0.0f,         2.0f/(T-B),     0.0f,   0.0f },
+        { 0.0f,         0.0f,        1/(F-N),   0.0f },
+        { (R+L)/(L-R),  (T+B)/(B-T), N/(F-N),   1.0f },
+    };
+    [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
+
+    [commandEncoder setRenderPipelineState:renderPipelineState];
+
+    [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
+    [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
+}
+
+// Metal Render function.
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
+{
+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+    MetalContext* ctx = bd->SharedMetalContext;
+
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
+    int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
+    if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
+        return;
+
+    // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
+    // The hit rate for this cache should be very near 100%.
+    id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
+    if (renderPipelineState == nil)
+    {
+        // No luck; make a new render pipeline state
+        renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
+
+        // Cache render pipeline state for later reuse
+        ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
+    }
+
+    size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
+    size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
+    MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
+    MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
+
+    ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
+
+    // Will project scissor/clipping rectangles into framebuffer space
+    ImVec2 clip_off = drawData->DisplayPos;         // (0,0) unless using multi-viewports
+    ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+    // Render command lists
+    size_t vertexBufferOffset = 0;
+    size_t indexBufferOffset = 0;
+    for (int n = 0; n < drawData->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = drawData->CmdLists[n];
+
+        memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+                // Clamp to viewport as setScissorRect() won't accept values that are off bounds
+                if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+                if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+                if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+                if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+                if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
+                    continue;
+
+                // Apply scissor/clipping rectangle
+                MTLScissorRect scissorRect =
+                {
+                    .x = NSUInteger(clip_min.x),
+                    .y = NSUInteger(clip_min.y),
+                    .width = NSUInteger(clip_max.x - clip_min.x),
+                    .height = NSUInteger(clip_max.y - clip_min.y)
+                };
+                [commandEncoder setScissorRect:scissorRect];
+
+                // Bind texture, Draw
+                if (ImTextureID tex_id = pcmd->GetTexID())
+                    [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
+
+                [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
+                [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
+                                           indexCount:pcmd->ElemCount
+                                            indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
+                                          indexBuffer:indexBuffer.buffer
+                                    indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
+            }
+        }
+
+        vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
+        indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
+    }
+
+    [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
+    {
+        dispatch_async(dispatch_get_main_queue(), ^{
+            ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+            if (bd != nullptr)
+            {
+                @synchronized(bd->SharedMetalContext.bufferCache)
+                {
+                    [bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
+                    [bd->SharedMetalContext.bufferCache addObject:indexBuffer];
+                }
+            }
+        });
+    }];
+}
+
+bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
+{
+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
+    // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
+    // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
+    // You can make that change in your implementation.
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+    MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
+                                                                                                 width:(NSUInteger)width
+                                                                                                height:(NSUInteger)height
+                                                                                             mipmapped:NO];
+    textureDescriptor.usage = MTLTextureUsageShaderRead;
+#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
+    textureDescriptor.storageMode = MTLStorageModeManaged;
+#else
+    textureDescriptor.storageMode = MTLStorageModeShared;
+#endif
+    id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
+    [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
+    bd->SharedMetalContext.fontTexture = texture;
+    io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
+
+    return (bd->SharedMetalContext.fontTexture != nil);
+}
+
+void ImGui_ImplMetal_DestroyFontsTexture()
+{
+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+    bd->SharedMetalContext.fontTexture = nil;
+    io.Fonts->SetTexID(0);
+}
+
+bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
+{
+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+    MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
+    depthStencilDescriptor.depthWriteEnabled = NO;
+    depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
+    bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
+    ImGui_ImplMetal_CreateFontsTexture(device);
+
+    return true;
+}
+
+void ImGui_ImplMetal_DestroyDeviceObjects()
+{
+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+    ImGui_ImplMetal_DestroyFontsTexture();
+    [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
+}
+
+#pragma mark - MetalBuffer implementation
+
+@implementation MetalBuffer
+- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
+{
+    if ((self = [super init]))
+    {
+        _buffer = buffer;
+        _lastReuseTime = GetMachAbsoluteTimeInSeconds();
+    }
+    return self;
+}
+@end
+
+#pragma mark - FramebufferDescriptor implementation
+
+@implementation FramebufferDescriptor
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor
+{
+    if ((self = [super init]))
+    {
+        _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
+        _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
+        _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
+        _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
+    }
+    return self;
+}
+
+- (nonnull id)copyWithZone:(nullable NSZone*)zone
+{
+    FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
+    copy.sampleCount = self.sampleCount;
+    copy.colorPixelFormat = self.colorPixelFormat;
+    copy.depthPixelFormat = self.depthPixelFormat;
+    copy.stencilPixelFormat = self.stencilPixelFormat;
+    return copy;
+}
+
+- (NSUInteger)hash
+{
+    NSUInteger sc = _sampleCount & 0x3;
+    NSUInteger cf = _colorPixelFormat & 0x3FF;
+    NSUInteger df = _depthPixelFormat & 0x3FF;
+    NSUInteger sf = _stencilPixelFormat & 0x3FF;
+    NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
+    return hash;
+}
+
+- (BOOL)isEqual:(id)object
+{
+    FramebufferDescriptor* other = object;
+    if (![other isKindOfClass:[FramebufferDescriptor class]])
+        return NO;
+    return other.sampleCount == self.sampleCount      &&
+    other.colorPixelFormat   == self.colorPixelFormat &&
+    other.depthPixelFormat   == self.depthPixelFormat &&
+    other.stencilPixelFormat == self.stencilPixelFormat;
+}
+
+@end
+
+#pragma mark - MetalContext implementation
+
+@implementation MetalContext
+- (instancetype)init
+{
+    if ((self = [super init]))
+    {
+        self.renderPipelineStateCache = [NSMutableDictionary dictionary];
+        self.bufferCache = [NSMutableArray array];
+        _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
+    }
+    return self;
+}
+
+- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
+{
+    uint64_t now = GetMachAbsoluteTimeInSeconds();
+
+    @synchronized(self.bufferCache)
+    {
+        // Purge old buffers that haven't been useful for a while
+        if (now - self.lastBufferCachePurge > 1.0)
+        {
+            NSMutableArray* survivors = [NSMutableArray array];
+            for (MetalBuffer* candidate in self.bufferCache)
+                if (candidate.lastReuseTime > self.lastBufferCachePurge)
+                    [survivors addObject:candidate];
+            self.bufferCache = [survivors mutableCopy];
+            self.lastBufferCachePurge = now;
+        }
+
+        // See if we have a buffer we can reuse
+        MetalBuffer* bestCandidate = nil;
+        for (MetalBuffer* candidate in self.bufferCache)
+            if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
+                bestCandidate = candidate;
+
+        if (bestCandidate != nil)
+        {
+            [self.bufferCache removeObject:bestCandidate];
+            bestCandidate.lastReuseTime = now;
+            return bestCandidate;
+        }
+    }
+
+    // No luck; make a new buffer
+    id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
+    return [[MetalBuffer alloc] initWithBuffer:backing];
+}
+
+// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
+{
+    NSError* error = nil;
+
+    NSString* shaderSource = @""
+    "#include <metal_stdlib>\n"
+    "using namespace metal;\n"
+    "\n"
+    "struct Uniforms {\n"
+    "    float4x4 projectionMatrix;\n"
+    "};\n"
+    "\n"
+    "struct VertexIn {\n"
+    "    float2 position  [[attribute(0)]];\n"
+    "    float2 texCoords [[attribute(1)]];\n"
+    "    uchar4 color     [[attribute(2)]];\n"
+    "};\n"
+    "\n"
+    "struct VertexOut {\n"
+    "    float4 position [[position]];\n"
+    "    float2 texCoords;\n"
+    "    float4 color;\n"
+    "};\n"
+    "\n"
+    "vertex VertexOut vertex_main(VertexIn in                 [[stage_in]],\n"
+    "                             constant Uniforms &uniforms [[buffer(1)]]) {\n"
+    "    VertexOut out;\n"
+    "    out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
+    "    out.texCoords = in.texCoords;\n"
+    "    out.color = float4(in.color) / float4(255.0);\n"
+    "    return out;\n"
+    "}\n"
+    "\n"
+    "fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
+    "                             texture2d<half, access::sample> texture [[texture(0)]]) {\n"
+    "    constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
+    "    half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
+    "    return half4(in.color) * texColor;\n"
+    "}\n";
+
+    id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
+    if (library == nil)
+    {
+        NSLog(@"Error: failed to create Metal library: %@", error);
+        return nil;
+    }
+
+    id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
+    id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
+
+    if (vertexFunction == nil || fragmentFunction == nil)
+    {
+        NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
+        return nil;
+    }
+
+    MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
+    vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
+    vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
+    vertexDescriptor.attributes[0].bufferIndex = 0;
+    vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
+    vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
+    vertexDescriptor.attributes[1].bufferIndex = 0;
+    vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
+    vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
+    vertexDescriptor.attributes[2].bufferIndex = 0;
+    vertexDescriptor.layouts[0].stepRate = 1;
+    vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
+    vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
+
+    MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
+    pipelineDescriptor.vertexFunction = vertexFunction;
+    pipelineDescriptor.fragmentFunction = fragmentFunction;
+    pipelineDescriptor.vertexDescriptor = vertexDescriptor;
+    pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
+    pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
+    pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
+    pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
+    pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
+    pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+    pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
+    pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
+    pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+    pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
+    pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
+
+    id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
+    if (error != nil)
+        NSLog(@"Error: failed to create Metal pipeline state: %@", error);
+
+    return renderPipelineState;
+}
+
+@end
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_opengl2.cpp b/third_party/imgui/backends/imgui_impl_opengl2.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..7f1ea325aa874c64c904d63479733dc0c182320f
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_opengl2.cpp
@@ -0,0 +1,306 @@
+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
+//  2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
+//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+//  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
+//  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
+//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
+//  2017-09-01: OpenGL: Save and restore current polygon mode.
+//  2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
+//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_opengl2.h"
+#include <stdint.h>     // intptr_t
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-macros"                      // warning: macro is not used
+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
+#endif
+
+// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
+#if defined(_WIN32) && !defined(APIENTRY)
+#define APIENTRY __stdcall                  // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
+#endif
+#if defined(_WIN32) && !defined(WINGDIAPI)
+#define WINGDIAPI __declspec(dllimport)     // Some Windows OpenGL headers need this
+#endif
+#if defined(__APPLE__)
+#define GL_SILENCE_DEPRECATION
+#include <OpenGL/gl.h>
+#else
+#include <GL/gl.h>
+#endif
+
+struct ImGui_ImplOpenGL2_Data
+{
+    GLuint       FontTexture;
+
+    ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+bool    ImGui_ImplOpenGL2_Init()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_opengl2";
+
+    return true;
+}
+
+void    ImGui_ImplOpenGL2_Shutdown()
+{
+    ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplOpenGL2_DestroyDeviceObjects();
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    IM_DELETE(bd);
+}
+
+void    ImGui_ImplOpenGL2_NewFrame()
+{
+    ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
+
+    if (!bd->FontTexture)
+        ImGui_ImplOpenGL2_CreateDeviceObjects();
+    if (!bd->FontTexture)
+        ImGui_ImplOpenGL2_CreateFontsTexture();
+}
+
+static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
+{
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_STENCIL_TEST);
+    glDisable(GL_LIGHTING);
+    glDisable(GL_COLOR_MATERIAL);
+    glEnable(GL_SCISSOR_TEST);
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+    glEnableClientState(GL_COLOR_ARRAY);
+    glDisableClientState(GL_NORMAL_ARRAY);
+    glEnable(GL_TEXTURE_2D);
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+    glShadeModel(GL_SMOOTH);
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+    // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+    // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
+    // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
+    //   GLint last_program;
+    //   glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+    //   glUseProgram(0);
+    //   ImGui_ImplOpenGL2_RenderDrawData(...);
+    //   glUseProgram(last_program)
+    // There are potentially many more states you could need to clear/setup that we can't access from default headers.
+    // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
+
+    // Setup viewport, orthographic projection matrix
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
+}
+
+// OpenGL2 Render function.
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
+// This is in order to be able to run within an OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+
+    // Backup GL state
+    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+    GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
+    GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
+    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
+
+    // Setup desired GL state
+    ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
+
+    // Will project scissor/clipping rectangles into framebuffer space
+    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
+    ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+    // Render command lists
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
+        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
+        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+                glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
+
+                // Bind texture, Draw
+                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
+                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
+            }
+        }
+    }
+
+    // Restore modified GL state
+    glDisableClientState(GL_COLOR_ARRAY);
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glDisableClientState(GL_VERTEX_ARRAY);
+    glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glPopAttrib();
+    glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
+    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+    glShadeModel(last_shade_model);
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
+}
+
+bool ImGui_ImplOpenGL2_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+    // Upload texture to graphics system
+    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+    GLint last_texture;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGenTextures(1, &bd->FontTexture);
+    glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+
+    // Restore state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+
+    return true;
+}
+
+void ImGui_ImplOpenGL2_DestroyFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+    if (bd->FontTexture)
+    {
+        glDeleteTextures(1, &bd->FontTexture);
+        io.Fonts->SetTexID(0);
+        bd->FontTexture = 0;
+    }
+}
+
+bool    ImGui_ImplOpenGL2_CreateDeviceObjects()
+{
+    return ImGui_ImplOpenGL2_CreateFontsTexture();
+}
+
+void    ImGui_ImplOpenGL2_DestroyDeviceObjects()
+{
+    ImGui_ImplOpenGL2_DestroyFontsTexture();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_opengl2.h b/third_party/imgui/backends/imgui_impl_opengl2.h
new file mode 100644
index 0000000000000000000000000000000000000000..e7f7a58c1f0e2b1c700a9a9debe174981aae8902
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_opengl2.h
@@ -0,0 +1,39 @@
+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_Init();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL2_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL2_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_CreateFontsTexture();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL2_DestroyFontsTexture();
+IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL2_DestroyDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_opengl3.cpp b/third_party/imgui/backends/imgui_impl_opengl3.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..7087a7c5706ddf8a9904a3073ea02db11b95c43a
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_opengl3.cpp
@@ -0,0 +1,961 @@
+// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
+
+// About WebGL/ES:
+// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
+// - This is done automatically on iOS, Android and Emscripten targets.
+// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
+//  2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
+//  2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
+//  2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
+//  2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
+//  2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
+//  2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
+//  2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
+//  2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
+//  2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
+//  2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
+//  2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
+//  2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
+//  2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
+//  2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
+//  2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
+//  2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
+//  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
+//  2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
+//  2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
+//  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
+//  2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
+//  2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
+//  2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
+//  2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
+//  2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
+//  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
+//  2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
+//  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
+//  2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
+//  2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
+//  2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
+//  2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
+//  2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
+//  2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
+//  2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
+//  2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
+//  2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
+//  2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
+//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+//  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+//  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
+//  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
+//  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
+//  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
+//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
+//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
+//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
+//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
+//  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
+//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
+//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
+//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+
+//----------------------------------------
+// OpenGL    GLSL      GLSL
+// version   version   string
+//----------------------------------------
+//  2.0       110       "#version 110"
+//  2.1       120       "#version 120"
+//  3.0       130       "#version 130"
+//  3.1       140       "#version 140"
+//  3.2       150       "#version 150"
+//  3.3       330       "#version 330 core"
+//  4.0       400       "#version 400 core"
+//  4.1       410       "#version 410 core"
+//  4.2       420       "#version 410 core"
+//  4.3       430       "#version 430 core"
+//  ES 2.0    100       "#version 100"      = WebGL 1.0
+//  ES 3.0    300       "#version 300 es"   = WebGL 2.0
+//----------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <stdint.h>     // intptr_t
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags
+#pragma clang diagnostic ignored "-Wold-style-cast"         // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion"        // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wunused-macros"          // warning: macro is not used
+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
+#pragma clang diagnostic ignored "-Wcast-function-type"     // warning: cast between incompatible function types (for loader)
+#endif
+#if defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunknown-warning-option"   // warning: unknown warning group 'xxx'
+#pragma GCC diagnostic ignored "-Wcast-function-type"       // warning: cast between incompatible function types (for loader)
+#endif
+
+// GL includes
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
+#include <OpenGLES/ES2/gl.h>    // Use GL ES 2
+#else
+#include <GLES2/gl2.h>          // Use GL ES 2
+#endif
+#if defined(__EMSCRIPTEN__)
+#ifndef GL_GLEXT_PROTOTYPES
+#define GL_GLEXT_PROTOTYPES
+#endif
+#include <GLES2/gl2ext.h>
+#endif
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
+#include <OpenGLES/ES3/gl.h>    // Use GL ES 3
+#else
+#include <GLES3/gl3.h>          // Use GL ES 3
+#endif
+#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
+// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
+// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
+// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
+// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
+// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
+// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
+#define IMGL3W_IMPL
+#include "imgui_impl_opengl3_loader.h"
+#endif
+
+// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
+#ifndef IMGUI_IMPL_OPENGL_ES2
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#elif defined(__EMSCRIPTEN__)
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#define glBindVertexArray       glBindVertexArrayOES
+#define glGenVertexArrays       glGenVertexArraysOES
+#define glDeleteVertexArrays    glDeleteVertexArraysOES
+#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
+#endif
+
+// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
+// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
+#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS        // has glGetIntegerv(GL_NUM_EXTENSIONS)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
+#endif
+
+// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
+#if !defined(IMGUI_IMPL_OPENGL_ES2)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
+#endif
+
+// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+#endif
+
+// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+#endif
+
+// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+#endif
+
+// [Debugging]
+//#define IMGUI_IMPL_OPENGL_DEBUG
+#ifdef IMGUI_IMPL_OPENGL_DEBUG
+#include <stdio.h>
+#define GL_CALL(_CALL)      do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0)  // Call with error check
+#else
+#define GL_CALL(_CALL)      _CALL   // Call without error check
+#endif
+
+// OpenGL Data
+struct ImGui_ImplOpenGL3_Data
+{
+    GLuint          GlVersion;               // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
+    char            GlslVersionString[32];   // Specified by user or detected based on compile time GL settings.
+    bool            GlProfileIsES2;
+    bool            GlProfileIsES3;
+    bool            GlProfileIsCompat;
+    GLint           GlProfileMask;
+    GLuint          FontTexture;
+    GLuint          ShaderHandle;
+    GLint           AttribLocationTex;       // Uniforms location
+    GLint           AttribLocationProjMtx;
+    GLuint          AttribLocationVtxPos;    // Vertex attributes location
+    GLuint          AttribLocationVtxUV;
+    GLuint          AttribLocationVtxColor;
+    unsigned int    VboHandle, ElementsHandle;
+    GLsizeiptr      VertexBufferSize;
+    GLsizeiptr      IndexBufferSize;
+    bool            HasPolygonMode;
+    bool            HasClipOrigin;
+    bool            UseBufferSubData;
+
+    ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+struct ImGui_ImplOpenGL3_VtxAttribState
+{
+    GLint   Enabled, Size, Type, Normalized, Stride;
+    GLvoid* Ptr;
+
+    void GetState(GLint index)
+    {
+        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
+        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
+        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
+        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
+        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
+        glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
+    }
+    void SetState(GLint index)
+    {
+        glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
+        if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
+    }
+};
+#endif
+
+// Functions
+bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    // Initialize our loader
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+    if (imgl3wInit() != 0)
+    {
+        fprintf(stderr, "Failed to initialize OpenGL loader!\n");
+        return false;
+    }
+#endif
+
+    // Setup backend capabilities flags
+    ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_opengl3";
+
+    // Query for GL version (e.g. 320 for GL 3.2)
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+    // GLES 2
+    bd->GlVersion = 200;
+    bd->GlProfileIsES2 = true;
+#else
+    // Desktop or GLES 3
+    const char* gl_version_str = (const char*)glGetString(GL_VERSION);
+    GLint major = 0;
+    GLint minor = 0;
+    glGetIntegerv(GL_MAJOR_VERSION, &major);
+    glGetIntegerv(GL_MINOR_VERSION, &minor);
+    if (major == 0 && minor == 0)
+        sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
+    bd->GlVersion = (GLuint)(major * 100 + minor * 10);
+#if defined(GL_CONTEXT_PROFILE_MASK)
+    if (bd->GlVersion >= 320)
+        glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
+    bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
+#endif
+
+#if defined(IMGUI_IMPL_OPENGL_ES3)
+    bd->GlProfileIsES3 = true;
+#else
+    if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
+        bd->GlProfileIsES3 = true;
+#endif
+
+    bd->UseBufferSubData = false;
+    /*
+    // Query vendor to enable glBufferSubData kludge
+#ifdef _WIN32
+    if (const char* vendor = (const char*)glGetString(GL_VENDOR))
+        if (strncmp(vendor, "Intel", 5) == 0)
+            bd->UseBufferSubData = true;
+#endif
+    */
+#endif
+
+#ifdef IMGUI_IMPL_OPENGL_DEBUG
+    printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
+#endif
+
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+    if (bd->GlVersion >= 320)
+        io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+#endif
+
+    // Store GLSL version string so we can refer to it later in case we recreate shaders.
+    // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
+    if (glsl_version == nullptr)
+    {
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+        glsl_version = "#version 100";
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+        glsl_version = "#version 300 es";
+#elif defined(__APPLE__)
+        glsl_version = "#version 150";
+#else
+        glsl_version = "#version 130";
+#endif
+    }
+    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
+    strcpy(bd->GlslVersionString, glsl_version);
+    strcat(bd->GlslVersionString, "\n");
+
+    // Make an arbitrary GL call (we don't actually need the result)
+    // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
+    GLint current_texture;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
+
+    // Detect extensions we support
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
+    bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
+#endif
+    bd->HasClipOrigin = (bd->GlVersion >= 450);
+#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
+    GLint num_extensions = 0;
+    glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
+    for (GLint i = 0; i < num_extensions; i++)
+    {
+        const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
+        if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
+            bd->HasClipOrigin = true;
+    }
+#endif
+
+    return true;
+}
+
+void    ImGui_ImplOpenGL3_Shutdown()
+{
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplOpenGL3_DestroyDeviceObjects();
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+void    ImGui_ImplOpenGL3_NewFrame()
+{
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
+
+    if (!bd->ShaderHandle)
+        ImGui_ImplOpenGL3_CreateDeviceObjects();
+    if (!bd->FontTexture)
+        ImGui_ImplOpenGL3_CreateFontsTexture();
+}
+
+static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
+{
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
+    glEnable(GL_BLEND);
+    glBlendEquation(GL_FUNC_ADD);
+    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_STENCIL_TEST);
+    glEnable(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+    if (bd->GlVersion >= 310)
+        glDisable(GL_PRIMITIVE_RESTART);
+#endif
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
+    if (bd->HasPolygonMode)
+        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+
+    // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
+#if defined(GL_CLIP_ORIGIN)
+    bool clip_origin_lower_left = true;
+    if (bd->HasClipOrigin)
+    {
+        GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
+        if (current_clip_origin == GL_UPPER_LEFT)
+            clip_origin_lower_left = false;
+    }
+#endif
+
+    // Setup viewport, orthographic projection matrix
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+    GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
+    float L = draw_data->DisplayPos.x;
+    float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+    float T = draw_data->DisplayPos.y;
+    float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+#if defined(GL_CLIP_ORIGIN)
+    if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
+#endif
+    const float ortho_projection[4][4] =
+    {
+        { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
+        { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },
+        { 0.0f,         0.0f,        -1.0f,   0.0f },
+        { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },
+    };
+    glUseProgram(bd->ShaderHandle);
+    glUniform1i(bd->AttribLocationTex, 0);
+    glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+    if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
+        glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
+#endif
+
+    (void)vertex_array_object;
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    glBindVertexArray(vertex_array_object);
+#endif
+
+    // Bind vertex/index buffers and setup attributes for ImDrawVert
+    GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
+    GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
+    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
+    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
+    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
+    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
+    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
+    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
+}
+
+// OpenGL3 Render function.
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
+// This is in order to be able to run within an OpenGL engine that doesn't do so.
+void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+    if (fb_width <= 0 || fb_height <= 0)
+        return;
+
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+    // Backup GL state
+    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
+    glActiveTexture(GL_TEXTURE0);
+    GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
+    GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+    GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
+#endif
+    GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
+    GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
+    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
+    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
+    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
+#endif
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
+#endif
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
+    GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
+#endif
+    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
+    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
+    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
+    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
+    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
+    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
+    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
+    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
+    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+    GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
+    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+    GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
+#endif
+
+    // Setup desired GL state
+    // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
+    // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
+    GLuint vertex_array_object = 0;
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    GL_CALL(glGenVertexArrays(1, &vertex_array_object));
+#endif
+    ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
+
+    // Will project scissor/clipping rectangles into framebuffer space
+    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
+    ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+    // Render command lists
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+
+        // Upload vertex/index buffers
+        // - OpenGL drivers are in a very sorry state nowadays....
+        //   During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
+        //   of leaks on Intel GPU when using multi-viewports on Windows.
+        // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
+        // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
+        //   We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
+        // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
+        const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
+        const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
+        if (bd->UseBufferSubData)
+        {
+            if (bd->VertexBufferSize < vtx_buffer_size)
+            {
+                bd->VertexBufferSize = vtx_buffer_size;
+                GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
+            }
+            if (bd->IndexBufferSize < idx_buffer_size)
+            {
+                bd->IndexBufferSize = idx_buffer_size;
+                GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
+            }
+            GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
+            GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
+        }
+        else
+        {
+            GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
+            GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
+        }
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback != nullptr)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+                GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
+
+                // Bind texture, Draw
+                GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+                if (bd->GlVersion >= 320)
+                    GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
+                else
+#endif
+                GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
+            }
+        }
+    }
+
+    // Destroy the temporary VAO
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
+#endif
+
+    // Restore modified GL state
+    // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
+    if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+    if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
+        glBindSampler(0, last_sampler);
+#endif
+    glActiveTexture(last_active_texture);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    glBindVertexArray(last_vertex_array_object);
+#endif
+    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
+    last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
+    last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
+    last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
+#endif
+    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
+    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
+    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+    if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
+    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+    if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
+#endif
+
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
+    // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
+    if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } }
+#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
+
+    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+    (void)bd; // Not all compilation paths use this
+}
+
+bool ImGui_ImplOpenGL3_CreateFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+    // Build texture atlas
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+    // Upload texture to graphics system
+    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+    GLint last_texture;
+    GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
+    GL_CALL(glGenTextures(1, &bd->FontTexture));
+    GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
+    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
+    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
+#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
+    GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
+#endif
+    GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+
+    // Restore state
+    GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
+
+    return true;
+}
+
+void ImGui_ImplOpenGL3_DestroyFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+    if (bd->FontTexture)
+    {
+        glDeleteTextures(1, &bd->FontTexture);
+        io.Fonts->SetTexID(0);
+        bd->FontTexture = 0;
+    }
+}
+
+// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
+static bool CheckShader(GLuint handle, const char* desc)
+{
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+    GLint status = 0, log_length = 0;
+    glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
+    glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+    if ((GLboolean)status == GL_FALSE)
+        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
+    if (log_length > 1)
+    {
+        ImVector<char> buf;
+        buf.resize((int)(log_length + 1));
+        glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
+        fprintf(stderr, "%s\n", buf.begin());
+    }
+    return (GLboolean)status == GL_TRUE;
+}
+
+// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
+static bool CheckProgram(GLuint handle, const char* desc)
+{
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+    GLint status = 0, log_length = 0;
+    glGetProgramiv(handle, GL_LINK_STATUS, &status);
+    glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+    if ((GLboolean)status == GL_FALSE)
+        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
+    if (log_length > 1)
+    {
+        ImVector<char> buf;
+        buf.resize((int)(log_length + 1));
+        glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
+        fprintf(stderr, "%s\n", buf.begin());
+    }
+    return (GLboolean)status == GL_TRUE;
+}
+
+bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
+{
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+    // Backup GL state
+    GLint last_texture, last_array_buffer;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
+    GLint last_pixel_unpack_buffer = 0;
+    if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
+#endif
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    GLint last_vertex_array;
+    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+#endif
+
+    // Parse GLSL version string
+    int glsl_version = 130;
+    sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
+
+    const GLchar* vertex_shader_glsl_120 =
+        "uniform mat4 ProjMtx;\n"
+        "attribute vec2 Position;\n"
+        "attribute vec2 UV;\n"
+        "attribute vec4 Color;\n"
+        "varying vec2 Frag_UV;\n"
+        "varying vec4 Frag_Color;\n"
+        "void main()\n"
+        "{\n"
+        "    Frag_UV = UV;\n"
+        "    Frag_Color = Color;\n"
+        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+        "}\n";
+
+    const GLchar* vertex_shader_glsl_130 =
+        "uniform mat4 ProjMtx;\n"
+        "in vec2 Position;\n"
+        "in vec2 UV;\n"
+        "in vec4 Color;\n"
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Color;\n"
+        "void main()\n"
+        "{\n"
+        "    Frag_UV = UV;\n"
+        "    Frag_Color = Color;\n"
+        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+        "}\n";
+
+    const GLchar* vertex_shader_glsl_300_es =
+        "precision highp float;\n"
+        "layout (location = 0) in vec2 Position;\n"
+        "layout (location = 1) in vec2 UV;\n"
+        "layout (location = 2) in vec4 Color;\n"
+        "uniform mat4 ProjMtx;\n"
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Color;\n"
+        "void main()\n"
+        "{\n"
+        "    Frag_UV = UV;\n"
+        "    Frag_Color = Color;\n"
+        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+        "}\n";
+
+    const GLchar* vertex_shader_glsl_410_core =
+        "layout (location = 0) in vec2 Position;\n"
+        "layout (location = 1) in vec2 UV;\n"
+        "layout (location = 2) in vec4 Color;\n"
+        "uniform mat4 ProjMtx;\n"
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Color;\n"
+        "void main()\n"
+        "{\n"
+        "    Frag_UV = UV;\n"
+        "    Frag_Color = Color;\n"
+        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+        "}\n";
+
+    const GLchar* fragment_shader_glsl_120 =
+        "#ifdef GL_ES\n"
+        "    precision mediump float;\n"
+        "#endif\n"
+        "uniform sampler2D Texture;\n"
+        "varying vec2 Frag_UV;\n"
+        "varying vec4 Frag_Color;\n"
+        "void main()\n"
+        "{\n"
+        "    gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
+        "}\n";
+
+    const GLchar* fragment_shader_glsl_130 =
+        "uniform sampler2D Texture;\n"
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "out vec4 Out_Color;\n"
+        "void main()\n"
+        "{\n"
+        "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+        "}\n";
+
+    const GLchar* fragment_shader_glsl_300_es =
+        "precision mediump float;\n"
+        "uniform sampler2D Texture;\n"
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "layout (location = 0) out vec4 Out_Color;\n"
+        "void main()\n"
+        "{\n"
+        "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+        "}\n";
+
+    const GLchar* fragment_shader_glsl_410_core =
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "uniform sampler2D Texture;\n"
+        "layout (location = 0) out vec4 Out_Color;\n"
+        "void main()\n"
+        "{\n"
+        "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+        "}\n";
+
+    // Select shaders matching our GLSL versions
+    const GLchar* vertex_shader = nullptr;
+    const GLchar* fragment_shader = nullptr;
+    if (glsl_version < 130)
+    {
+        vertex_shader = vertex_shader_glsl_120;
+        fragment_shader = fragment_shader_glsl_120;
+    }
+    else if (glsl_version >= 410)
+    {
+        vertex_shader = vertex_shader_glsl_410_core;
+        fragment_shader = fragment_shader_glsl_410_core;
+    }
+    else if (glsl_version == 300)
+    {
+        vertex_shader = vertex_shader_glsl_300_es;
+        fragment_shader = fragment_shader_glsl_300_es;
+    }
+    else
+    {
+        vertex_shader = vertex_shader_glsl_130;
+        fragment_shader = fragment_shader_glsl_130;
+    }
+
+    // Create shaders
+    const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
+    GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
+    glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
+    glCompileShader(vert_handle);
+    CheckShader(vert_handle, "vertex shader");
+
+    const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
+    GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+    glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
+    glCompileShader(frag_handle);
+    CheckShader(frag_handle, "fragment shader");
+
+    // Link
+    bd->ShaderHandle = glCreateProgram();
+    glAttachShader(bd->ShaderHandle, vert_handle);
+    glAttachShader(bd->ShaderHandle, frag_handle);
+    glLinkProgram(bd->ShaderHandle);
+    CheckProgram(bd->ShaderHandle, "shader program");
+
+    glDetachShader(bd->ShaderHandle, vert_handle);
+    glDetachShader(bd->ShaderHandle, frag_handle);
+    glDeleteShader(vert_handle);
+    glDeleteShader(frag_handle);
+
+    bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
+    bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
+    bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
+    bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
+    bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
+
+    // Create buffers
+    glGenBuffers(1, &bd->VboHandle);
+    glGenBuffers(1, &bd->ElementsHandle);
+
+    ImGui_ImplOpenGL3_CreateFontsTexture();
+
+    // Restore modified GL state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
+    if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
+#endif
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+    glBindVertexArray(last_vertex_array);
+#endif
+
+    return true;
+}
+
+void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
+{
+    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+    if (bd->VboHandle)      { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
+    if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
+    if (bd->ShaderHandle)   { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
+    ImGui_ImplOpenGL3_DestroyFontsTexture();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_opengl3.h b/third_party/imgui/backends/imgui_impl_opengl3.h
new file mode 100644
index 0000000000000000000000000000000000000000..54545f957b91f7ae245bb119450d2dca82483ff7
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_opengl3.h
@@ -0,0 +1,66 @@
+// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
+
+// About WebGL/ES:
+// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
+// - This is done automatically on iOS, Android and Emscripten targets.
+// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// About GLSL version:
+//  The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
+//  On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
+//  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
+IMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
+
+// (Optional) Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture();
+IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects();
+
+// Configuration flags to add in your imconfig file:
+//#define IMGUI_IMPL_OPENGL_ES2     // Enable ES 2 (Auto-detected on Emscripten)
+//#define IMGUI_IMPL_OPENGL_ES3     // Enable ES 3 (Auto-detected on iOS/Android)
+
+// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
+#if !defined(IMGUI_IMPL_OPENGL_ES2) \
+ && !defined(IMGUI_IMPL_OPENGL_ES3)
+
+// Try to detect GLES on matching platforms
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
+#define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, "#version 300 es"
+#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
+#define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, "#version 100"
+#else
+// Otherwise imgui_impl_opengl3_loader.h will be used.
+#endif
+
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_opengl3_loader.h b/third_party/imgui/backends/imgui_impl_opengl3_loader.h
new file mode 100644
index 0000000000000000000000000000000000000000..3fbc348115bd580817138118eca89abd06e7be3b
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_opengl3_loader.h
@@ -0,0 +1,910 @@
+//-----------------------------------------------------------------------------
+// About imgui_impl_opengl3_loader.h:
+//
+// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
+// which proved to be endless problems for users.
+// Our loader is custom-generated, based on gl3w but automatically filtered to only include
+// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
+//
+// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
+// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
+//
+// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
+// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
+// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
+// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
+// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
+// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
+// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
+//
+// Regenerate with:
+//   python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
+//
+// More info:
+//   https://github.com/dearimgui/gl3w_stripped
+//   https://github.com/ocornut/imgui/issues/4445
+//-----------------------------------------------------------------------------
+
+/*
+ * This file was generated with gl3w_gen.py, part of imgl3w
+ * (hosted at https://github.com/dearimgui/gl3w_stripped)
+ *
+ * This is free and unencumbered software released into the public domain.
+ *
+ * Anyone is free to copy, modify, publish, use, compile, sell, or
+ * distribute this software, either in source code form or as a compiled
+ * binary, for any purpose, commercial or non-commercial, and by any
+ * means.
+ *
+ * In jurisdictions that recognize copyright laws, the author or authors
+ * of this software dedicate any and all copyright interest in the
+ * software to the public domain. We make this dedication for the benefit
+ * of the public at large and to the detriment of our heirs and
+ * successors. We intend this dedication to be an overt act of
+ * relinquishment in perpetuity of all present and future rights to this
+ * software under copyright law.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef __gl3w_h_
+#define __gl3w_h_
+
+// Adapted from KHR/khrplatform.h to avoid including entire file.
+#ifndef __khrplatform_h_
+typedef          float         khronos_float_t;
+typedef signed   char          khronos_int8_t;
+typedef unsigned char          khronos_uint8_t;
+typedef signed   short int     khronos_int16_t;
+typedef unsigned short int     khronos_uint16_t;
+#ifdef _WIN64
+typedef signed   long long int khronos_intptr_t;
+typedef signed   long long int khronos_ssize_t;
+#else
+typedef signed   long  int     khronos_intptr_t;
+typedef signed   long  int     khronos_ssize_t;
+#endif
+
+#if defined(_MSC_VER) && !defined(__clang__)
+typedef signed   __int64       khronos_int64_t;
+typedef unsigned __int64       khronos_uint64_t;
+#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
+#include <stdint.h>
+typedef          int64_t       khronos_int64_t;
+typedef          uint64_t      khronos_uint64_t;
+#else
+typedef signed   long long     khronos_int64_t;
+typedef unsigned long long     khronos_uint64_t;
+#endif
+#endif  // __khrplatform_h_
+
+#ifndef __gl_glcorearb_h_
+#define __gl_glcorearb_h_ 1
+#ifdef __cplusplus
+extern "C" {
+#endif
+/*
+** Copyright 2013-2020 The Khronos Group Inc.
+** SPDX-License-Identifier: MIT
+**
+** This header is generated from the Khronos OpenGL / OpenGL ES XML
+** API Registry. The current version of the Registry, generator scripts
+** used to make the header, and the header can be found at
+**   https://github.com/KhronosGroup/OpenGL-Registry
+*/
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include <windows.h>
+#endif
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+/* glcorearb.h is for use with OpenGL core profile implementations.
+** It should should be placed in the same directory as gl.h and
+** included as <GL/glcorearb.h>.
+**
+** glcorearb.h includes only APIs in the latest OpenGL core profile
+** implementation together with APIs in newer ARB extensions which 
+** can be supported by the core profile. It does not, and never will
+** include functionality removed from the core profile, such as
+** fixed-function vertex and fragment processing.
+**
+** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
+** <GL/glext.h> in the same source file.
+*/
+/* Generated C header for:
+ * API: gl
+ * Profile: core
+ * Versions considered: .*
+ * Versions emitted: .*
+ * Default extensions included: glcore
+ * Additional extensions included: _nomatch_^
+ * Extensions removed: _nomatch_^
+ */
+#ifndef GL_VERSION_1_0
+typedef void GLvoid;
+typedef unsigned int GLenum;
+
+typedef khronos_float_t GLfloat;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned int GLbitfield;
+typedef double GLdouble;
+typedef unsigned int GLuint;
+typedef unsigned char GLboolean;
+typedef khronos_uint8_t GLubyte;
+#define GL_COLOR_BUFFER_BIT               0x00004000
+#define GL_FALSE                          0
+#define GL_TRUE                           1
+#define GL_TRIANGLES                      0x0004
+#define GL_ONE                            1
+#define GL_SRC_ALPHA                      0x0302
+#define GL_ONE_MINUS_SRC_ALPHA            0x0303
+#define GL_FRONT                          0x0404
+#define GL_BACK                           0x0405
+#define GL_FRONT_AND_BACK                 0x0408
+#define GL_POLYGON_MODE                   0x0B40
+#define GL_CULL_FACE                      0x0B44
+#define GL_DEPTH_TEST                     0x0B71
+#define GL_STENCIL_TEST                   0x0B90
+#define GL_VIEWPORT                       0x0BA2
+#define GL_BLEND                          0x0BE2
+#define GL_SCISSOR_BOX                    0x0C10
+#define GL_SCISSOR_TEST                   0x0C11
+#define GL_UNPACK_ROW_LENGTH              0x0CF2
+#define GL_PACK_ALIGNMENT                 0x0D05
+#define GL_TEXTURE_2D                     0x0DE1
+#define GL_UNSIGNED_BYTE                  0x1401
+#define GL_UNSIGNED_SHORT                 0x1403
+#define GL_UNSIGNED_INT                   0x1405
+#define GL_FLOAT                          0x1406
+#define GL_RGBA                           0x1908
+#define GL_FILL                           0x1B02
+#define GL_VENDOR                         0x1F00
+#define GL_RENDERER                       0x1F01
+#define GL_VERSION                        0x1F02
+#define GL_EXTENSIONS                     0x1F03
+#define GL_LINEAR                         0x2601
+#define GL_TEXTURE_MAG_FILTER             0x2800
+#define GL_TEXTURE_MIN_FILTER             0x2801
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
+GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI void APIENTRY glClear (GLbitfield mask);
+GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glDisable (GLenum cap);
+GLAPI void APIENTRY glEnable (GLenum cap);
+GLAPI void APIENTRY glFlush (void);
+GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
+GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+GLAPI GLenum APIENTRY glGetError (void);
+GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
+GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
+GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
+GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+#endif /* GL_VERSION_1_0 */
+#ifndef GL_VERSION_1_1
+typedef khronos_float_t GLclampf;
+typedef double GLclampd;
+#define GL_TEXTURE_BINDING_2D             0x8069
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
+GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
+GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
+GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
+#endif
+#endif /* GL_VERSION_1_1 */
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0                       0x84C0
+#define GL_ACTIVE_TEXTURE                 0x84E0
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum texture);
+#endif
+#endif /* GL_VERSION_1_3 */
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB                  0x80C8
+#define GL_BLEND_SRC_RGB                  0x80C9
+#define GL_BLEND_DST_ALPHA                0x80CA
+#define GL_BLEND_SRC_ALPHA                0x80CB
+#define GL_FUNC_ADD                       0x8006
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI void APIENTRY glBlendEquation (GLenum mode);
+#endif
+#endif /* GL_VERSION_1_4 */
+#ifndef GL_VERSION_1_5
+typedef khronos_ssize_t GLsizeiptr;
+typedef khronos_intptr_t GLintptr;
+#define GL_ARRAY_BUFFER                   0x8892
+#define GL_ELEMENT_ARRAY_BUFFER           0x8893
+#define GL_ARRAY_BUFFER_BINDING           0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
+#define GL_STREAM_DRAW                    0x88E0
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
+GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
+GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+#endif
+#endif /* GL_VERSION_1_5 */
+#ifndef GL_VERSION_2_0
+typedef char GLchar;
+typedef khronos_int16_t GLshort;
+typedef khronos_int8_t GLbyte;
+typedef khronos_uint16_t GLushort;
+#define GL_BLEND_EQUATION_RGB             0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645
+#define GL_BLEND_EQUATION_ALPHA           0x883D
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_FRAGMENT_SHADER                0x8B30
+#define GL_VERTEX_SHADER                  0x8B31
+#define GL_COMPILE_STATUS                 0x8B81
+#define GL_LINK_STATUS                    0x8B82
+#define GL_INFO_LOG_LENGTH                0x8B84
+#define GL_CURRENT_PROGRAM                0x8B8D
+#define GL_UPPER_LEFT                     0x8CA2
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glCompileShader (GLuint shader);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum type);
+GLAPI void APIENTRY glDeleteProgram (GLuint program);
+GLAPI void APIENTRY glDeleteShader (GLuint shader);
+GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
+GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
+GLAPI void APIENTRY glLinkProgram (GLuint program);
+GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+GLAPI void APIENTRY glUseProgram (GLuint program);
+GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#endif
+#endif /* GL_VERSION_2_0 */
+#ifndef GL_VERSION_2_1
+#define GL_PIXEL_UNPACK_BUFFER            0x88EC
+#define GL_PIXEL_UNPACK_BUFFER_BINDING    0x88EF
+#endif /* GL_VERSION_2_1 */
+#ifndef GL_VERSION_3_0
+typedef khronos_uint16_t GLhalf;
+#define GL_MAJOR_VERSION                  0x821B
+#define GL_MINOR_VERSION                  0x821C
+#define GL_NUM_EXTENSIONS                 0x821D
+#define GL_FRAMEBUFFER_SRGB               0x8DB9
+#define GL_VERTEX_ARRAY_BINDING           0x85B5
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
+GLAPI void APIENTRY glBindVertexArray (GLuint array);
+GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
+GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
+#endif
+#endif /* GL_VERSION_3_0 */
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+#define GL_PRIMITIVE_RESTART              0x8F9D
+#endif /* GL_VERSION_3_1 */
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+typedef struct __GLsync *GLsync;
+typedef khronos_uint64_t GLuint64;
+typedef khronos_int64_t GLint64;
+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
+#define GL_CONTEXT_PROFILE_MASK           0x9126
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+#endif
+#endif /* GL_VERSION_3_2 */
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+#define GL_SAMPLER_BINDING                0x8919
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
+#endif
+#endif /* GL_VERSION_3_3 */
+#ifndef GL_VERSION_4_1
+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
+#endif /* GL_VERSION_4_1 */
+#ifndef GL_VERSION_4_3
+typedef void (APIENTRY  *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_VERSION_4_3 */
+#ifndef GL_VERSION_4_5
+#define GL_CLIP_ORIGIN                    0x935C
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
+#endif /* GL_VERSION_4_5 */
+#ifndef GL_ARB_bindless_texture
+typedef khronos_uint64_t GLuint64EXT;
+#endif /* GL_ARB_bindless_texture */
+#ifndef GL_ARB_cl_event
+struct _cl_context;
+struct _cl_event;
+#endif /* GL_ARB_cl_event */
+#ifndef GL_ARB_clip_control
+#define GL_ARB_clip_control 1
+#endif /* GL_ARB_clip_control */
+#ifndef GL_ARB_debug_output
+typedef void (APIENTRY  *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_ARB_debug_output */
+#ifndef GL_EXT_EGL_image_storage
+typedef void *GLeglImageOES;
+#endif /* GL_EXT_EGL_image_storage */
+#ifndef GL_EXT_direct_state_access
+typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
+#endif /* GL_EXT_direct_state_access */
+#ifndef GL_NV_draw_vulkan_image
+typedef void (APIENTRY  *GLVULKANPROCNV)(void);
+#endif /* GL_NV_draw_vulkan_image */
+#ifndef GL_NV_gpu_shader5
+typedef khronos_int64_t GLint64EXT;
+#endif /* GL_NV_gpu_shader5 */
+#ifndef GL_NV_vertex_buffer_unified_memory
+typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
+#endif /* GL_NV_vertex_buffer_unified_memory */
+#ifdef __cplusplus
+}
+#endif
+#endif
+
+#ifndef GL3W_API
+#define GL3W_API
+#endif
+
+#ifndef __gl_h_
+#define __gl_h_
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#define GL3W_OK 0
+#define GL3W_ERROR_INIT -1
+#define GL3W_ERROR_LIBRARY_OPEN -2
+#define GL3W_ERROR_OPENGL_VERSION -3
+
+typedef void (*GL3WglProc)(void);
+typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
+
+/* gl3w api */
+GL3W_API int imgl3wInit(void);
+GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
+GL3W_API int imgl3wIsSupported(int major, int minor);
+GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
+
+/* gl3w internal state */
+union ImGL3WProcs {
+    GL3WglProc ptr[59];
+    struct {
+        PFNGLACTIVETEXTUREPROC            ActiveTexture;
+        PFNGLATTACHSHADERPROC             AttachShader;
+        PFNGLBINDBUFFERPROC               BindBuffer;
+        PFNGLBINDSAMPLERPROC              BindSampler;
+        PFNGLBINDTEXTUREPROC              BindTexture;
+        PFNGLBINDVERTEXARRAYPROC          BindVertexArray;
+        PFNGLBLENDEQUATIONPROC            BlendEquation;
+        PFNGLBLENDEQUATIONSEPARATEPROC    BlendEquationSeparate;
+        PFNGLBLENDFUNCSEPARATEPROC        BlendFuncSeparate;
+        PFNGLBUFFERDATAPROC               BufferData;
+        PFNGLBUFFERSUBDATAPROC            BufferSubData;
+        PFNGLCLEARPROC                    Clear;
+        PFNGLCLEARCOLORPROC               ClearColor;
+        PFNGLCOMPILESHADERPROC            CompileShader;
+        PFNGLCREATEPROGRAMPROC            CreateProgram;
+        PFNGLCREATESHADERPROC             CreateShader;
+        PFNGLDELETEBUFFERSPROC            DeleteBuffers;
+        PFNGLDELETEPROGRAMPROC            DeleteProgram;
+        PFNGLDELETESHADERPROC             DeleteShader;
+        PFNGLDELETETEXTURESPROC           DeleteTextures;
+        PFNGLDELETEVERTEXARRAYSPROC       DeleteVertexArrays;
+        PFNGLDETACHSHADERPROC             DetachShader;
+        PFNGLDISABLEPROC                  Disable;
+        PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
+        PFNGLDRAWELEMENTSPROC             DrawElements;
+        PFNGLDRAWELEMENTSBASEVERTEXPROC   DrawElementsBaseVertex;
+        PFNGLENABLEPROC                   Enable;
+        PFNGLENABLEVERTEXATTRIBARRAYPROC  EnableVertexAttribArray;
+        PFNGLFLUSHPROC                    Flush;
+        PFNGLGENBUFFERSPROC               GenBuffers;
+        PFNGLGENTEXTURESPROC              GenTextures;
+        PFNGLGENVERTEXARRAYSPROC          GenVertexArrays;
+        PFNGLGETATTRIBLOCATIONPROC        GetAttribLocation;
+        PFNGLGETERRORPROC                 GetError;
+        PFNGLGETINTEGERVPROC              GetIntegerv;
+        PFNGLGETPROGRAMINFOLOGPROC        GetProgramInfoLog;
+        PFNGLGETPROGRAMIVPROC             GetProgramiv;
+        PFNGLGETSHADERINFOLOGPROC         GetShaderInfoLog;
+        PFNGLGETSHADERIVPROC              GetShaderiv;
+        PFNGLGETSTRINGPROC                GetString;
+        PFNGLGETSTRINGIPROC               GetStringi;
+        PFNGLGETUNIFORMLOCATIONPROC       GetUniformLocation;
+        PFNGLGETVERTEXATTRIBPOINTERVPROC  GetVertexAttribPointerv;
+        PFNGLGETVERTEXATTRIBIVPROC        GetVertexAttribiv;
+        PFNGLISENABLEDPROC                IsEnabled;
+        PFNGLISPROGRAMPROC                IsProgram;
+        PFNGLLINKPROGRAMPROC              LinkProgram;
+        PFNGLPIXELSTOREIPROC              PixelStorei;
+        PFNGLPOLYGONMODEPROC              PolygonMode;
+        PFNGLREADPIXELSPROC               ReadPixels;
+        PFNGLSCISSORPROC                  Scissor;
+        PFNGLSHADERSOURCEPROC             ShaderSource;
+        PFNGLTEXIMAGE2DPROC               TexImage2D;
+        PFNGLTEXPARAMETERIPROC            TexParameteri;
+        PFNGLUNIFORM1IPROC                Uniform1i;
+        PFNGLUNIFORMMATRIX4FVPROC         UniformMatrix4fv;
+        PFNGLUSEPROGRAMPROC               UseProgram;
+        PFNGLVERTEXATTRIBPOINTERPROC      VertexAttribPointer;
+        PFNGLVIEWPORTPROC                 Viewport;
+    } gl;
+};
+
+GL3W_API extern union ImGL3WProcs imgl3wProcs;
+
+/* OpenGL functions */
+#define glActiveTexture                   imgl3wProcs.gl.ActiveTexture
+#define glAttachShader                    imgl3wProcs.gl.AttachShader
+#define glBindBuffer                      imgl3wProcs.gl.BindBuffer
+#define glBindSampler                     imgl3wProcs.gl.BindSampler
+#define glBindTexture                     imgl3wProcs.gl.BindTexture
+#define glBindVertexArray                 imgl3wProcs.gl.BindVertexArray
+#define glBlendEquation                   imgl3wProcs.gl.BlendEquation
+#define glBlendEquationSeparate           imgl3wProcs.gl.BlendEquationSeparate
+#define glBlendFuncSeparate               imgl3wProcs.gl.BlendFuncSeparate
+#define glBufferData                      imgl3wProcs.gl.BufferData
+#define glBufferSubData                   imgl3wProcs.gl.BufferSubData
+#define glClear                           imgl3wProcs.gl.Clear
+#define glClearColor                      imgl3wProcs.gl.ClearColor
+#define glCompileShader                   imgl3wProcs.gl.CompileShader
+#define glCreateProgram                   imgl3wProcs.gl.CreateProgram
+#define glCreateShader                    imgl3wProcs.gl.CreateShader
+#define glDeleteBuffers                   imgl3wProcs.gl.DeleteBuffers
+#define glDeleteProgram                   imgl3wProcs.gl.DeleteProgram
+#define glDeleteShader                    imgl3wProcs.gl.DeleteShader
+#define glDeleteTextures                  imgl3wProcs.gl.DeleteTextures
+#define glDeleteVertexArrays              imgl3wProcs.gl.DeleteVertexArrays
+#define glDetachShader                    imgl3wProcs.gl.DetachShader
+#define glDisable                         imgl3wProcs.gl.Disable
+#define glDisableVertexAttribArray        imgl3wProcs.gl.DisableVertexAttribArray
+#define glDrawElements                    imgl3wProcs.gl.DrawElements
+#define glDrawElementsBaseVertex          imgl3wProcs.gl.DrawElementsBaseVertex
+#define glEnable                          imgl3wProcs.gl.Enable
+#define glEnableVertexAttribArray         imgl3wProcs.gl.EnableVertexAttribArray
+#define glFlush                           imgl3wProcs.gl.Flush
+#define glGenBuffers                      imgl3wProcs.gl.GenBuffers
+#define glGenTextures                     imgl3wProcs.gl.GenTextures
+#define glGenVertexArrays                 imgl3wProcs.gl.GenVertexArrays
+#define glGetAttribLocation               imgl3wProcs.gl.GetAttribLocation
+#define glGetError                        imgl3wProcs.gl.GetError
+#define glGetIntegerv                     imgl3wProcs.gl.GetIntegerv
+#define glGetProgramInfoLog               imgl3wProcs.gl.GetProgramInfoLog
+#define glGetProgramiv                    imgl3wProcs.gl.GetProgramiv
+#define glGetShaderInfoLog                imgl3wProcs.gl.GetShaderInfoLog
+#define glGetShaderiv                     imgl3wProcs.gl.GetShaderiv
+#define glGetString                       imgl3wProcs.gl.GetString
+#define glGetStringi                      imgl3wProcs.gl.GetStringi
+#define glGetUniformLocation              imgl3wProcs.gl.GetUniformLocation
+#define glGetVertexAttribPointerv         imgl3wProcs.gl.GetVertexAttribPointerv
+#define glGetVertexAttribiv               imgl3wProcs.gl.GetVertexAttribiv
+#define glIsEnabled                       imgl3wProcs.gl.IsEnabled
+#define glIsProgram                       imgl3wProcs.gl.IsProgram
+#define glLinkProgram                     imgl3wProcs.gl.LinkProgram
+#define glPixelStorei                     imgl3wProcs.gl.PixelStorei
+#define glPolygonMode                     imgl3wProcs.gl.PolygonMode
+#define glReadPixels                      imgl3wProcs.gl.ReadPixels
+#define glScissor                         imgl3wProcs.gl.Scissor
+#define glShaderSource                    imgl3wProcs.gl.ShaderSource
+#define glTexImage2D                      imgl3wProcs.gl.TexImage2D
+#define glTexParameteri                   imgl3wProcs.gl.TexParameteri
+#define glUniform1i                       imgl3wProcs.gl.Uniform1i
+#define glUniformMatrix4fv                imgl3wProcs.gl.UniformMatrix4fv
+#define glUseProgram                      imgl3wProcs.gl.UseProgram
+#define glVertexAttribPointer             imgl3wProcs.gl.VertexAttribPointer
+#define glViewport                        imgl3wProcs.gl.Viewport
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+#ifdef IMGL3W_IMPL
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include <stdlib.h>
+
+#define GL3W_ARRAY_SIZE(x)  (sizeof(x) / sizeof((x)[0]))
+
+#if defined(_WIN32)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include <windows.h>
+
+static HMODULE libgl;
+typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
+static GL3WglGetProcAddr wgl_get_proc_address;
+
+static int open_libgl(void)
+{
+    libgl = LoadLibraryA("opengl32.dll");
+    if (!libgl)
+        return GL3W_ERROR_LIBRARY_OPEN;
+    wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
+    return GL3W_OK;
+}
+
+static void close_libgl(void) { FreeLibrary(libgl); }
+static GL3WglProc get_proc(const char *proc)
+{
+    GL3WglProc res;
+    res = (GL3WglProc)wgl_get_proc_address(proc);
+    if (!res)
+        res = (GL3WglProc)GetProcAddress(libgl, proc);
+    return res;
+}
+#elif defined(__APPLE__)
+#include <dlfcn.h>
+
+static void *libgl;
+static int open_libgl(void)
+{
+    libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
+    if (!libgl)
+        return GL3W_ERROR_LIBRARY_OPEN;
+    return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+    GL3WglProc res;
+    *(void **)(&res) = dlsym(libgl, proc);
+    return res;
+}
+#else
+#include <dlfcn.h>
+
+static void* libgl;  // OpenGL library
+static void* libglx;  // GLX library
+static void* libegl;  // EGL library
+static GL3WGetProcAddressProc gl_get_proc_address;
+
+static void close_libgl(void)
+{
+    if (libgl) {
+        dlclose(libgl);
+        libgl = NULL;
+    }
+    if (libegl) {
+        dlclose(libegl);
+        libegl = NULL;
+    }
+    if (libglx) {
+        dlclose(libglx);
+        libglx = NULL;
+    }
+}
+
+static int is_library_loaded(const char* name, void** lib)
+{
+    *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
+    return *lib != NULL;
+}
+
+static int open_libs(void)
+{
+    // On Linux we have two APIs to get process addresses: EGL and GLX.
+    // EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
+
+    libgl = NULL;
+    libegl = NULL;
+    libglx = NULL;
+
+    // First check what's already loaded, the windowing library might have
+    // already loaded either EGL or GLX and we want to use the same one.
+
+    if (is_library_loaded("libEGL.so.1", &libegl) ||
+        is_library_loaded("libGLX.so.0", &libglx)) {
+        libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
+        if (libgl)
+            return GL3W_OK;
+        else
+            close_libgl();
+    }
+
+    if (is_library_loaded("libGL.so", &libgl))
+        return GL3W_OK;
+    if (is_library_loaded("libGL.so.1", &libgl))
+        return GL3W_OK;
+    if (is_library_loaded("libGL.so.3", &libgl))
+        return GL3W_OK;
+
+    // Neither is already loaded, so we have to load one.  Try EGL first
+    // because it is supported under both X11 and Wayland.
+
+    // Load OpenGL + EGL
+    libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
+    libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
+    if (libgl && libegl)
+        return GL3W_OK;
+    else
+        close_libgl();
+
+    // Fall back to legacy libGL, which includes GLX
+    // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
+    libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
+    if (!libgl)
+        libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
+    if (!libgl)
+        libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
+
+    if (libgl)
+        return GL3W_OK;
+
+    return GL3W_ERROR_LIBRARY_OPEN;
+}
+
+static int open_libgl(void)
+{
+    int res = open_libs();
+    if (res)
+        return res;
+
+    if (libegl)
+        *(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
+    else if (libglx)
+        *(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
+    else
+        *(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
+
+    if (!gl_get_proc_address) {
+        close_libgl();
+        return GL3W_ERROR_LIBRARY_OPEN;
+    }
+
+    return GL3W_OK;
+}
+
+static GL3WglProc get_proc(const char* proc)
+{
+    GL3WglProc res = NULL;
+
+    // Before EGL version 1.5, eglGetProcAddress doesn't support querying core
+    // functions and may return a dummy function if we try, so try to load the
+    // function from the GL library directly first.
+    if (libegl)
+        *(void**)(&res) = dlsym(libgl, proc);
+
+    if (!res)
+        res = gl_get_proc_address(proc);
+
+    if (!libegl && !res)
+        *(void**)(&res) = dlsym(libgl, proc);
+
+    return res;
+}
+#endif
+
+static struct { int major, minor; } version;
+
+static int parse_version(void)
+{
+    if (!glGetIntegerv)
+        return GL3W_ERROR_INIT;
+    glGetIntegerv(GL_MAJOR_VERSION, &version.major);
+    glGetIntegerv(GL_MINOR_VERSION, &version.minor);
+    if (version.major == 0 && version.minor == 0)
+    {
+        // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
+        if (const char* gl_version = (const char*)glGetString(GL_VERSION))
+            sscanf(gl_version, "%d.%d", &version.major, &version.minor);
+    }
+    if (version.major < 2)
+        return GL3W_ERROR_OPENGL_VERSION;
+    return GL3W_OK;
+}
+
+static void load_procs(GL3WGetProcAddressProc proc);
+
+int imgl3wInit(void)
+{
+    int res = open_libgl();
+    if (res)
+        return res;
+    atexit(close_libgl);
+    return imgl3wInit2(get_proc);
+}
+
+int imgl3wInit2(GL3WGetProcAddressProc proc)
+{
+    load_procs(proc);
+    return parse_version();
+}
+
+int imgl3wIsSupported(int major, int minor)
+{
+    if (major < 2)
+        return 0;
+    if (version.major == major)
+        return version.minor >= minor;
+    return version.major >= major;
+}
+
+GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
+
+static const char *proc_names[] = {
+    "glActiveTexture",
+    "glAttachShader",
+    "glBindBuffer",
+    "glBindSampler",
+    "glBindTexture",
+    "glBindVertexArray",
+    "glBlendEquation",
+    "glBlendEquationSeparate",
+    "glBlendFuncSeparate",
+    "glBufferData",
+    "glBufferSubData",
+    "glClear",
+    "glClearColor",
+    "glCompileShader",
+    "glCreateProgram",
+    "glCreateShader",
+    "glDeleteBuffers",
+    "glDeleteProgram",
+    "glDeleteShader",
+    "glDeleteTextures",
+    "glDeleteVertexArrays",
+    "glDetachShader",
+    "glDisable",
+    "glDisableVertexAttribArray",
+    "glDrawElements",
+    "glDrawElementsBaseVertex",
+    "glEnable",
+    "glEnableVertexAttribArray",
+    "glFlush",
+    "glGenBuffers",
+    "glGenTextures",
+    "glGenVertexArrays",
+    "glGetAttribLocation",
+    "glGetError",
+    "glGetIntegerv",
+    "glGetProgramInfoLog",
+    "glGetProgramiv",
+    "glGetShaderInfoLog",
+    "glGetShaderiv",
+    "glGetString",
+    "glGetStringi",
+    "glGetUniformLocation",
+    "glGetVertexAttribPointerv",
+    "glGetVertexAttribiv",
+    "glIsEnabled",
+    "glIsProgram",
+    "glLinkProgram",
+    "glPixelStorei",
+    "glPolygonMode",
+    "glReadPixels",
+    "glScissor",
+    "glShaderSource",
+    "glTexImage2D",
+    "glTexParameteri",
+    "glUniform1i",
+    "glUniformMatrix4fv",
+    "glUseProgram",
+    "glVertexAttribPointer",
+    "glViewport",
+};
+
+GL3W_API union ImGL3WProcs imgl3wProcs;
+
+static void load_procs(GL3WGetProcAddressProc proc)
+{
+    size_t i;
+    for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
+        imgl3wProcs.ptr[i] = proc(proc_names[i]);
+}
+
+#ifdef __cplusplus
+}
+#endif
+#endif
diff --git a/third_party/imgui/backends/imgui_impl_osx.h b/third_party/imgui/backends/imgui_impl_osx.h
new file mode 100644
index 0000000000000000000000000000000000000000..28e1331285dff104d03eb1544ff2ea40d8b85bd6
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_osx.h
@@ -0,0 +1,53 @@
+// dear imgui: Platform Backend for OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
+// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+// - Requires linking with the GameController framework ("-framework GameController").
+
+// Implemented features:
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Mouse support. Can discriminate Mouse/Pen.
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
+//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: IME support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+#ifdef __OBJC__
+
+@class NSEvent;
+@class NSView;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplOSX_Init(NSView* _Nonnull view);
+IMGUI_IMPL_API void     ImGui_ImplOSX_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
+
+#endif
+
+//-----------------------------------------------------------------------------
+// C++ API
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
+// #include <AppKit/AppKit.hpp>
+#ifndef __OBJC__
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplOSX_Init(void* _Nonnull view);
+IMGUI_IMPL_API void     ImGui_ImplOSX_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplOSX_NewFrame(void* _Nullable view);
+
+#endif
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_osx.mm b/third_party/imgui/backends/imgui_impl_osx.mm
new file mode 100644
index 0000000000000000000000000000000000000000..870038d85084d2f1d08a69f3e01cdd9eea9e0022
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_osx.mm
@@ -0,0 +1,823 @@
+// dear imgui: Platform Backend for OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
+// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+// - Requires linking with the GameController framework ("-framework GameController").
+
+// Implemented features:
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Mouse support. Can discriminate Mouse/Pen.
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
+//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: IME support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#import "imgui.h"
+#ifndef IMGUI_DISABLE
+#import "imgui_impl_osx.h"
+#import <Cocoa/Cocoa.h>
+#import <Carbon/Carbon.h>
+#import <GameController/GameController.h>
+#import <time.h>
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+//               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
+//               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
+//               - io.PlatformSetImeDataFn  -> platform_io.Platform_SetImeDataFn
+//  2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
+//  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
+//  2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
+//  2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
+//  2022-11-02: Fixed mouse coordinates before clicking the host window.
+//  2022-10-06: Fixed mouse inputs on flipped views.
+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+//  2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture.
+//  2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
+//  2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key
+//  2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui.
+//  2022-01-31: Fixed building with old Xcode versions that are missing gamepad features.
+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+//  2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function.
+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+//  2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys.
+//  2021-12-13: Add game controller support.
+//  2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards.
+//  2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
+//  2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
+//  2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
+//  2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
+//  2020-10-28: Inputs: Added a fix for handling keypad-enter key.
+//  2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
+//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+//  2019-10-11: Inputs:  Fix using Backspace key.
+//  2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
+//  2019-05-28: Inputs: Added mouse cursor shape and visibility support.
+//  2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
+//  2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+//  2018-07-07: Initial version.
+
+#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000)
+#define APPLE_HAS_CONTROLLER     (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000)
+#define APPLE_HAS_THUMBSTICKS    (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100)
+
+@class ImGuiObserver;
+@class KeyEventResponder;
+
+// Data
+struct ImGui_ImplOSX_Data
+{
+    CFTimeInterval              Time;
+    NSCursor*                   MouseCursors[ImGuiMouseCursor_COUNT];
+    bool                        MouseCursorHidden;
+    ImGuiObserver*              Observer;
+    KeyEventResponder*          KeyEventResponder;
+    NSTextInputContext*         InputContext;
+    id                          Monitor;
+    NSWindow*                   Window;
+
+    ImGui_ImplOSX_Data()        { memset(this, 0, sizeof(*this)); }
+};
+
+static ImGui_ImplOSX_Data*      ImGui_ImplOSX_GetBackendData()      { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
+static void                     ImGui_ImplOSX_DestroyBackendData()  { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
+
+static inline CFTimeInterval    GetMachAbsoluteTimeInSeconds()      { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
+
+// Forward Declarations
+static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
+static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
+
+// Undocumented methods for creating cursors.
+@interface NSCursor()
++ (id)_windowResizeNorthWestSouthEastCursor;
++ (id)_windowResizeNorthEastSouthWestCursor;
++ (id)_windowResizeNorthSouthCursor;
++ (id)_windowResizeEastWestCursor;
+@end
+
+/**
+ KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager.
+
+ The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method.
+ Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the
+ insertText:replacementRange method.
+
+ This is the same approach employed by other cross-platform libraries such as SDL2:
+  https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53
+ and GLFW:
+  https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723
+ */
+@interface KeyEventResponder: NSView<NSTextInputClient>
+@end
+
+@implementation KeyEventResponder
+{
+    float _posX;
+    float _posY;
+    NSRect _imeRect;
+}
+
+#pragma mark - Public
+
+- (void)setImePosX:(float)posX imePosY:(float)posY
+{
+    _posX = posX;
+    _posY = posY;
+}
+
+- (void)updateImePosWithView:(NSView *)view
+{
+    NSWindow* window = view.window;
+    if (!window)
+        return;
+    NSRect contentRect = [window contentRectForFrameRect:window.frame];
+    NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
+    _imeRect = [window convertRectToScreen:rect];
+}
+
+- (void)viewDidMoveToWindow
+{
+    // Ensure self is a first responder to receive the input events.
+    [self.window makeFirstResponder:self];
+}
+
+- (void)keyDown:(NSEvent*)event
+{
+    if (!ImGui_ImplOSX_HandleEvent(event, self))
+        [super keyDown:event];
+
+    // Call to the macOS input manager system.
+    [self interpretKeyEvents:@[event]];
+}
+
+- (void)keyUp:(NSEvent*)event
+{
+    if (!ImGui_ImplOSX_HandleEvent(event, self))
+        [super keyUp:event];
+}
+
+- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    NSString* characters;
+    if ([aString isKindOfClass:[NSAttributedString class]])
+        characters = [aString string];
+    else
+        characters = (NSString*)aString;
+
+    io.AddInputCharactersUTF8(characters.UTF8String);
+}
+
+- (BOOL)acceptsFirstResponder
+{
+    return YES;
+}
+
+- (void)doCommandBySelector:(SEL)myselector
+{
+}
+
+- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
+{
+    return nil;
+}
+
+- (NSUInteger)characterIndexForPoint:(NSPoint)point
+{
+    return 0;
+}
+
+- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
+{
+    return _imeRect;
+}
+
+- (BOOL)hasMarkedText
+{
+    return NO;
+}
+
+- (NSRange)markedRange
+{
+    return NSMakeRange(NSNotFound, 0);
+}
+
+- (NSRange)selectedRange
+{
+    return NSMakeRange(NSNotFound, 0);
+}
+
+- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange
+{
+}
+
+- (void)unmarkText
+{
+}
+
+- (nonnull NSArray<NSAttributedStringKey>*)validAttributesForMarkedText
+{
+    return @[];
+}
+
+@end
+
+@interface ImGuiObserver : NSObject
+
+- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
+- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
+
+@end
+
+@implementation ImGuiObserver
+
+- (void)onApplicationBecomeActive:(NSNotification*)aNotification
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddFocusEvent(true);
+}
+
+- (void)onApplicationBecomeInactive:(NSNotification*)aNotification
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddFocusEvent(false);
+}
+
+@end
+
+// Functions
+static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
+{
+    switch (key_code)
+    {
+        case kVK_ANSI_A: return ImGuiKey_A;
+        case kVK_ANSI_S: return ImGuiKey_S;
+        case kVK_ANSI_D: return ImGuiKey_D;
+        case kVK_ANSI_F: return ImGuiKey_F;
+        case kVK_ANSI_H: return ImGuiKey_H;
+        case kVK_ANSI_G: return ImGuiKey_G;
+        case kVK_ANSI_Z: return ImGuiKey_Z;
+        case kVK_ANSI_X: return ImGuiKey_X;
+        case kVK_ANSI_C: return ImGuiKey_C;
+        case kVK_ANSI_V: return ImGuiKey_V;
+        case kVK_ANSI_B: return ImGuiKey_B;
+        case kVK_ANSI_Q: return ImGuiKey_Q;
+        case kVK_ANSI_W: return ImGuiKey_W;
+        case kVK_ANSI_E: return ImGuiKey_E;
+        case kVK_ANSI_R: return ImGuiKey_R;
+        case kVK_ANSI_Y: return ImGuiKey_Y;
+        case kVK_ANSI_T: return ImGuiKey_T;
+        case kVK_ANSI_1: return ImGuiKey_1;
+        case kVK_ANSI_2: return ImGuiKey_2;
+        case kVK_ANSI_3: return ImGuiKey_3;
+        case kVK_ANSI_4: return ImGuiKey_4;
+        case kVK_ANSI_6: return ImGuiKey_6;
+        case kVK_ANSI_5: return ImGuiKey_5;
+        case kVK_ANSI_Equal: return ImGuiKey_Equal;
+        case kVK_ANSI_9: return ImGuiKey_9;
+        case kVK_ANSI_7: return ImGuiKey_7;
+        case kVK_ANSI_Minus: return ImGuiKey_Minus;
+        case kVK_ANSI_8: return ImGuiKey_8;
+        case kVK_ANSI_0: return ImGuiKey_0;
+        case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket;
+        case kVK_ANSI_O: return ImGuiKey_O;
+        case kVK_ANSI_U: return ImGuiKey_U;
+        case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket;
+        case kVK_ANSI_I: return ImGuiKey_I;
+        case kVK_ANSI_P: return ImGuiKey_P;
+        case kVK_ANSI_L: return ImGuiKey_L;
+        case kVK_ANSI_J: return ImGuiKey_J;
+        case kVK_ANSI_Quote: return ImGuiKey_Apostrophe;
+        case kVK_ANSI_K: return ImGuiKey_K;
+        case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon;
+        case kVK_ANSI_Backslash: return ImGuiKey_Backslash;
+        case kVK_ANSI_Comma: return ImGuiKey_Comma;
+        case kVK_ANSI_Slash: return ImGuiKey_Slash;
+        case kVK_ANSI_N: return ImGuiKey_N;
+        case kVK_ANSI_M: return ImGuiKey_M;
+        case kVK_ANSI_Period: return ImGuiKey_Period;
+        case kVK_ANSI_Grave: return ImGuiKey_GraveAccent;
+        case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal;
+        case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply;
+        case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd;
+        case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock;
+        case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide;
+        case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter;
+        case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract;
+        case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual;
+        case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0;
+        case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1;
+        case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2;
+        case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3;
+        case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4;
+        case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5;
+        case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6;
+        case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7;
+        case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8;
+        case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9;
+        case kVK_Return: return ImGuiKey_Enter;
+        case kVK_Tab: return ImGuiKey_Tab;
+        case kVK_Space: return ImGuiKey_Space;
+        case kVK_Delete: return ImGuiKey_Backspace;
+        case kVK_Escape: return ImGuiKey_Escape;
+        case kVK_CapsLock: return ImGuiKey_CapsLock;
+        case kVK_Control: return ImGuiKey_LeftCtrl;
+        case kVK_Shift: return ImGuiKey_LeftShift;
+        case kVK_Option: return ImGuiKey_LeftAlt;
+        case kVK_Command: return ImGuiKey_LeftSuper;
+        case kVK_RightControl: return ImGuiKey_RightCtrl;
+        case kVK_RightShift: return ImGuiKey_RightShift;
+        case kVK_RightOption: return ImGuiKey_RightAlt;
+        case kVK_RightCommand: return ImGuiKey_RightSuper;
+//      case kVK_Function: return ImGuiKey_;
+//      case kVK_VolumeUp: return ImGuiKey_;
+//      case kVK_VolumeDown: return ImGuiKey_;
+//      case kVK_Mute: return ImGuiKey_;
+        case kVK_F1: return ImGuiKey_F1;
+        case kVK_F2: return ImGuiKey_F2;
+        case kVK_F3: return ImGuiKey_F3;
+        case kVK_F4: return ImGuiKey_F4;
+        case kVK_F5: return ImGuiKey_F5;
+        case kVK_F6: return ImGuiKey_F6;
+        case kVK_F7: return ImGuiKey_F7;
+        case kVK_F8: return ImGuiKey_F8;
+        case kVK_F9: return ImGuiKey_F9;
+        case kVK_F10: return ImGuiKey_F10;
+        case kVK_F11: return ImGuiKey_F11;
+        case kVK_F12: return ImGuiKey_F12;
+        case kVK_F13: return ImGuiKey_F13;
+        case kVK_F14: return ImGuiKey_F14;
+        case kVK_F15: return ImGuiKey_F15;
+        case kVK_F16: return ImGuiKey_F16;
+        case kVK_F17: return ImGuiKey_F17;
+        case kVK_F18: return ImGuiKey_F18;
+        case kVK_F19: return ImGuiKey_F19;
+        case kVK_F20: return ImGuiKey_F20;
+        case 0x6E: return ImGuiKey_Menu;
+        case kVK_Help: return ImGuiKey_Insert;
+        case kVK_Home: return ImGuiKey_Home;
+        case kVK_PageUp: return ImGuiKey_PageUp;
+        case kVK_ForwardDelete: return ImGuiKey_Delete;
+        case kVK_End: return ImGuiKey_End;
+        case kVK_PageDown: return ImGuiKey_PageDown;
+        case kVK_LeftArrow: return ImGuiKey_LeftArrow;
+        case kVK_RightArrow: return ImGuiKey_RightArrow;
+        case kVK_DownArrow: return ImGuiKey_DownArrow;
+        case kVK_UpArrow: return ImGuiKey_UpArrow;
+        default: return ImGuiKey_None;
+    }
+}
+
+#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
+
+IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) {
+    return ImGui_ImplOSX_Init((__bridge NSView*)(view));
+}
+
+IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
+    return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view));
+}
+
+#endif
+
+
+bool ImGui_ImplOSX_Init(NSView* view)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)();
+    io.BackendPlatformUserData = (void*)bd;
+    io.BackendPlatformName = "imgui_impl_osx";
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;           // We can honor GetMouseCursor() values (optional)
+    //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    bd->Observer = [ImGuiObserver new];
+    bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
+
+    // Load cursors. Some of them are undocumented.
+    bd->MouseCursorHidden = false;
+    bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
+    bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
+    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
+    bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
+    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
+    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
+
+    // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
+    // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
+    // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
+    platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void
+    {
+        NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
+        [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
+        [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
+    };
+
+    platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char*
+    {
+        NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
+        NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
+        if (![available isEqualToString:NSPasteboardTypeString])
+            return nullptr;
+
+        NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
+        if (string == nil)
+            return nullptr;
+
+        const char* string_c = (const char*)[string UTF8String];
+        size_t string_len = strlen(string_c);
+        static ImVector<char> s_clipboard;
+        s_clipboard.resize((int)string_len + 1);
+        strcpy(s_clipboard.Data, string_c);
+        return s_clipboard.Data;
+    };
+
+    [[NSNotificationCenter defaultCenter] addObserver:bd->Observer
+                                             selector:@selector(onApplicationBecomeActive:)
+                                                 name:NSApplicationDidBecomeActiveNotification
+                                               object:nil];
+    [[NSNotificationCenter defaultCenter] addObserver:bd->Observer
+                                             selector:@selector(onApplicationBecomeInactive:)
+                                                 name:NSApplicationDidResignActiveNotification
+                                               object:nil];
+
+    // Add the NSTextInputClient to the view hierarchy,
+    // to receive keyboard events and translate them to input text.
+    bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect];
+    bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder];
+    [view addSubview:bd->KeyEventResponder];
+    ImGui_ImplOSX_AddTrackingArea(view);
+
+    platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
+    {
+        ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+        if (data->WantVisible)
+        {
+            [bd->InputContext activate];
+        }
+        else
+        {
+            [bd->InputContext discardMarkedText];
+            [bd->InputContext invalidateCharacterCoordinates];
+            [bd->InputContext deactivate];
+        }
+        [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight];
+    };
+
+    return true;
+}
+
+void ImGui_ImplOSX_Shutdown()
+{
+    ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+
+    bd->Observer = nullptr;
+    if (bd->Monitor != nullptr)
+    {
+        [NSEvent removeMonitor:bd->Monitor];
+        bd->Monitor = nullptr;
+    }
+
+    ImGui_ImplOSX_DestroyBackendData();
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendPlatformName = nullptr;
+    io.BackendPlatformUserData = nullptr;
+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
+}
+
+static void ImGui_ImplOSX_UpdateMouseCursor()
+{
+    ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return;
+
+    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        if (!bd->MouseCursorHidden)
+        {
+            bd->MouseCursorHidden = true;
+            [NSCursor hide];
+        }
+    }
+    else
+    {
+        NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow];
+        // -[NSCursor set] generates measureable overhead if called unconditionally.
+        if (desired != NSCursor.currentCursor)
+        {
+            [desired set];
+        }
+        if (bd->MouseCursorHidden)
+        {
+            bd->MouseCursorHidden = false;
+            [NSCursor unhide];
+        }
+    }
+}
+
+static void ImGui_ImplOSX_UpdateGamepads()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+        return;
+
+#if APPLE_HAS_CONTROLLER
+    GCController* controller = GCController.current;
+#else
+    GCController* controller = GCController.controllers.firstObject;
+#endif
+    if (controller == nil || controller.extendedGamepad == nil)
+    {
+        io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+        return;
+    }
+
+    GCExtendedGamepad* gp = controller.extendedGamepad;
+
+    // Update gamepad inputs
+    #define IM_SATURATE(V)                        (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+    #define MAP_BUTTON(KEY_NO, BUTTON_NAME)       { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); }
+    #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
+    const float thumb_dead_zone = 0.0f;
+
+#if APPLE_HAS_BUTTON_OPTIONS
+    MAP_BUTTON(ImGuiKey_GamepadBack,            buttonOptions);
+#endif
+    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        buttonX);              // Xbox X, PS Square
+    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       buttonB);              // Xbox B, PS Circle
+    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          buttonY);              // Xbox Y, PS Triangle
+    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        buttonA);              // Xbox A, PS Cross
+    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        dpad.left);
+    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       dpad.right);
+    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          dpad.up);
+    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        dpad.down);
+    MAP_ANALOG(ImGuiKey_GamepadL1,              leftShoulder, 0.0f, 1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadR1,              rightShoulder, 0.0f, 1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadL2,              leftTrigger,  0.0f, 1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadR2,              rightTrigger, 0.0f, 1.0f);
+#if APPLE_HAS_THUMBSTICKS
+    MAP_BUTTON(ImGuiKey_GamepadL3,              leftThumbstickButton);
+    MAP_BUTTON(ImGuiKey_GamepadR3,              rightThumbstickButton);
+#endif
+    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      leftThumbstick.xAxis,  -thumb_dead_zone, -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     leftThumbstick.xAxis,  +thumb_dead_zone, +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        leftThumbstick.yAxis,  +thumb_dead_zone, +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      leftThumbstick.yAxis,  -thumb_dead_zone, -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      rightThumbstick.xAxis, -thumb_dead_zone, -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     rightThumbstick.xAxis, +thumb_dead_zone, +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        rightThumbstick.yAxis, +thumb_dead_zone, +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      rightThumbstick.yAxis, -thumb_dead_zone, -1.0f);
+    #undef MAP_BUTTON
+    #undef MAP_ANALOG
+
+    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+}
+
+static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
+{
+    ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.WantTextInput)
+        [bd->KeyEventResponder updateImePosWithView:view];
+}
+
+void ImGui_ImplOSX_NewFrame(NSView* view)
+{
+    ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size
+    if (view)
+    {
+        const float dpi = (float)[view.window backingScaleFactor];
+        io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
+        io.DisplayFramebufferScale = ImVec2(dpi, dpi);
+    }
+
+    // Setup time step
+    if (bd->Time == 0.0)
+        bd->Time = GetMachAbsoluteTimeInSeconds();
+
+    double current_time = GetMachAbsoluteTimeInSeconds();
+    io.DeltaTime = (float)(current_time - bd->Time);
+    bd->Time = current_time;
+
+    ImGui_ImplOSX_UpdateMouseCursor();
+    ImGui_ImplOSX_UpdateGamepads();
+    ImGui_ImplOSX_UpdateImePosWithView(view);
+}
+
+// Must only be called for a mouse event, otherwise an exception occurs
+// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!)
+static ImGuiMouseSource GetMouseSource(NSEvent* event)
+{
+    switch (event.subtype)
+    {
+        case NSEventSubtypeTabletPoint:
+            return ImGuiMouseSource_Pen;
+        // macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input.
+        // This doesn't really make sense for Dear ImGui, which expects absolute touch devices only.
+        // There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice.
+        // See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24
+        //case NSEventSubtypeTouch:
+        //    return ImGuiMouseSource_TouchScreen;
+        case NSEventSubtypeMouseEvent:
+        default:
+            return ImGuiMouseSource_Mouse;
+    }
+}
+
+static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
+    {
+        int button = (int)[event buttonNumber];
+        if (button >= 0 && button < ImGuiMouseButton_COUNT)
+        {
+            io.AddMouseSourceEvent(GetMouseSource(event));
+            io.AddMouseButtonEvent(button, true);
+        }
+        return io.WantCaptureMouse;
+    }
+
+    if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
+    {
+        int button = (int)[event buttonNumber];
+        if (button >= 0 && button < ImGuiMouseButton_COUNT)
+        {
+            io.AddMouseSourceEvent(GetMouseSource(event));
+            io.AddMouseButtonEvent(button, false);
+        }
+        return io.WantCaptureMouse;
+    }
+
+    if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
+    {
+        NSPoint mousePoint = event.locationInWindow;
+        if (event.window == nil)
+            mousePoint = [[view window] convertPointFromScreen:mousePoint];
+        mousePoint = [view convertPoint:mousePoint fromView:nil];
+        if ([view isFlipped])
+            mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
+        else
+            mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
+        io.AddMouseSourceEvent(GetMouseSource(event));
+        io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
+        return io.WantCaptureMouse;
+    }
+
+    if (event.type == NSEventTypeScrollWheel)
+    {
+        // Ignore canceled events.
+        //
+        // From macOS 12.1, scrolling with two fingers and then decelerating
+        // by tapping two fingers results in two events appearing:
+        //
+        // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps
+        // two fingers to decelerate or stop the scroll events.
+        //
+        // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the
+        // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and
+        // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view,
+        // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here.
+        if (event.phase == NSEventPhaseCancelled)
+            return false;
+
+        double wheel_dx = 0.0;
+        double wheel_dy = 0.0;
+
+        #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+        if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+        {
+            wheel_dx = [event scrollingDeltaX];
+            wheel_dy = [event scrollingDeltaY];
+            if ([event hasPreciseScrollingDeltas])
+            {
+                wheel_dx *= 0.01;
+                wheel_dy *= 0.01;
+            }
+        }
+        else
+        #endif // MAC_OS_X_VERSION_MAX_ALLOWED
+        {
+            wheel_dx = [event deltaX] * 0.1;
+            wheel_dy = [event deltaY] * 0.1;
+        }
+        if (wheel_dx != 0.0 || wheel_dy != 0.0)
+            io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy);
+
+        return io.WantCaptureMouse;
+    }
+
+    if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp)
+    {
+        if ([event isARepeat])
+            return io.WantCaptureKeyboard;
+
+        int key_code = (int)[event keyCode];
+        ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
+        io.AddKeyEvent(key, event.type == NSEventTypeKeyDown);
+        io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
+
+        return io.WantCaptureKeyboard;
+    }
+
+    if (event.type == NSEventTypeFlagsChanged)
+    {
+        unsigned short key_code = [event keyCode];
+        NSEventModifierFlags modifier_flags = [event modifierFlags];
+
+        io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift)   != 0);
+        io.AddKeyEvent(ImGuiMod_Ctrl,  (modifier_flags & NSEventModifierFlagControl) != 0);
+        io.AddKeyEvent(ImGuiMod_Alt,   (modifier_flags & NSEventModifierFlagOption)  != 0);
+        io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0);
+
+        ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
+        if (key != ImGuiKey_None)
+        {
+            // macOS does not generate down/up event for modifiers. We're trying
+            // to use hardware dependent masks to extract that information.
+            // 'imgui_mask' is left as a fallback.
+            NSEventModifierFlags mask = 0;
+            switch (key)
+            {
+                case ImGuiKey_LeftCtrl:   mask = 0x0001; break;
+                case ImGuiKey_RightCtrl:  mask = 0x2000; break;
+                case ImGuiKey_LeftShift:  mask = 0x0002; break;
+                case ImGuiKey_RightShift: mask = 0x0004; break;
+                case ImGuiKey_LeftSuper:  mask = 0x0008; break;
+                case ImGuiKey_RightSuper: mask = 0x0010; break;
+                case ImGuiKey_LeftAlt:    mask = 0x0020; break;
+                case ImGuiKey_RightAlt:   mask = 0x0040; break;
+                default:
+                    return io.WantCaptureKeyboard;
+            }
+
+            NSEventModifierFlags modifier_flags = [event modifierFlags];
+            io.AddKeyEvent(key, (modifier_flags & mask) != 0);
+            io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
+        }
+
+        return io.WantCaptureKeyboard;
+    }
+
+    return false;
+}
+
+static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
+{
+    // If we want to receive key events, we either need to be in the responder chain of the key view,
+    // or else we can install a local monitor. The consequence of this heavy-handed approach is that
+    // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
+    // window, we'd want to be much more careful than just ingesting the complete event stream.
+    // To match the behavior of other backends, we pass every event down to the OS.
+    ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+    if (bd->Monitor)
+        return;
+    NSEventMask eventMask = 0;
+    eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel;
+    eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged;
+    eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged;
+    eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged;
+    eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
+    bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask
+                                                        handler:^NSEvent* _Nullable(NSEvent* event)
+    {
+        ImGui_ImplOSX_HandleEvent(event, view);
+        return event;
+    }];
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_sdl2.cpp b/third_party/imgui/backends/imgui_impl_sdl2.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..027dff9f2fd55a335365783a21b880c80ed87757
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_sdl2.cpp
@@ -0,0 +1,806 @@
+// dear imgui: Platform Backend for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+// (Prefer SDL 2.0.5+ for full feature support.)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
+//  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+//               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
+//               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
+//               - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
+//               - io.PlatformSetImeDataFn  -> platform_io.Platform_SetImeDataFn
+//  2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
+//  2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
+//  2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
+//  2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
+//  2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
+//  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
+//  2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
+//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
+//  2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
+//  2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
+//  2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
+//  2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
+//  2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
+//  2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
+//  2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+//  2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
+//  2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
+//  2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
+//  2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
+//  2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+//  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
+//  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
+//  2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
+//  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
+//  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
+//  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
+//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+//  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
+//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
+//  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+//  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
+//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+//  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
+//  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
+//  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
+//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_sdl2.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#endif
+
+// SDL
+#include <SDL.h>
+#include <SDL_syswm.h>
+#ifdef __APPLE__
+#include <TargetConditionals.h>
+#endif
+#ifdef __EMSCRIPTEN__
+#include <emscripten/em_js.h>
+#endif
+
+#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
+#else
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
+#endif
+#define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
+#if SDL_HAS_VULKAN
+extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); }
+#endif
+
+// SDL Data
+struct ImGui_ImplSDL2_Data
+{
+    SDL_Window*             Window;
+    Uint32                  WindowID;
+    SDL_Renderer*           Renderer;
+    Uint64                  Time;
+    char*                   ClipboardTextData;
+
+    // Mouse handling
+    Uint32                  MouseWindowID;
+    int                     MouseButtonsDown;
+    SDL_Cursor*             MouseCursors[ImGuiMouseCursor_COUNT];
+    SDL_Cursor*             MouseLastCursor;
+    int                     MouseLastLeaveFrame;
+    bool                    MouseCanUseGlobalState;
+
+    // Gamepad handling
+    ImVector<SDL_GameController*> Gamepads;
+    ImGui_ImplSDL2_GamepadMode    GamepadMode;
+    bool                          WantUpdateGamepadsList;
+
+    ImGui_ImplSDL2_Data()   { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    if (bd->ClipboardTextData)
+        SDL_free(bd->ClipboardTextData);
+    bd->ClipboardTextData = SDL_GetClipboardText();
+    return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
+{
+    SDL_SetClipboardText(text);
+}
+
+// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
+static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
+{
+    if (data->WantVisible)
+    {
+        SDL_Rect r;
+        r.x = (int)data->InputPos.x;
+        r.y = (int)data->InputPos.y;
+        r.w = 1;
+        r.h = (int)data->InputLineHeight;
+        SDL_SetTextInputRect(&r);
+    }
+}
+
+static ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
+{
+    IM_UNUSED(scancode);
+    switch (keycode)
+    {
+        case SDLK_TAB: return ImGuiKey_Tab;
+        case SDLK_LEFT: return ImGuiKey_LeftArrow;
+        case SDLK_RIGHT: return ImGuiKey_RightArrow;
+        case SDLK_UP: return ImGuiKey_UpArrow;
+        case SDLK_DOWN: return ImGuiKey_DownArrow;
+        case SDLK_PAGEUP: return ImGuiKey_PageUp;
+        case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
+        case SDLK_HOME: return ImGuiKey_Home;
+        case SDLK_END: return ImGuiKey_End;
+        case SDLK_INSERT: return ImGuiKey_Insert;
+        case SDLK_DELETE: return ImGuiKey_Delete;
+        case SDLK_BACKSPACE: return ImGuiKey_Backspace;
+        case SDLK_SPACE: return ImGuiKey_Space;
+        case SDLK_RETURN: return ImGuiKey_Enter;
+        case SDLK_ESCAPE: return ImGuiKey_Escape;
+        case SDLK_QUOTE: return ImGuiKey_Apostrophe;
+        case SDLK_COMMA: return ImGuiKey_Comma;
+        case SDLK_MINUS: return ImGuiKey_Minus;
+        case SDLK_PERIOD: return ImGuiKey_Period;
+        case SDLK_SLASH: return ImGuiKey_Slash;
+        case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
+        case SDLK_EQUALS: return ImGuiKey_Equal;
+        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
+        case SDLK_BACKSLASH: return ImGuiKey_Backslash;
+        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
+        case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
+        case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
+        case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
+        case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
+        case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
+        case SDLK_PAUSE: return ImGuiKey_Pause;
+        case SDLK_KP_0: return ImGuiKey_Keypad0;
+        case SDLK_KP_1: return ImGuiKey_Keypad1;
+        case SDLK_KP_2: return ImGuiKey_Keypad2;
+        case SDLK_KP_3: return ImGuiKey_Keypad3;
+        case SDLK_KP_4: return ImGuiKey_Keypad4;
+        case SDLK_KP_5: return ImGuiKey_Keypad5;
+        case SDLK_KP_6: return ImGuiKey_Keypad6;
+        case SDLK_KP_7: return ImGuiKey_Keypad7;
+        case SDLK_KP_8: return ImGuiKey_Keypad8;
+        case SDLK_KP_9: return ImGuiKey_Keypad9;
+        case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
+        case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+        case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+        case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
+        case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
+        case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
+        case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
+        case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
+        case SDLK_LSHIFT: return ImGuiKey_LeftShift;
+        case SDLK_LALT: return ImGuiKey_LeftAlt;
+        case SDLK_LGUI: return ImGuiKey_LeftSuper;
+        case SDLK_RCTRL: return ImGuiKey_RightCtrl;
+        case SDLK_RSHIFT: return ImGuiKey_RightShift;
+        case SDLK_RALT: return ImGuiKey_RightAlt;
+        case SDLK_RGUI: return ImGuiKey_RightSuper;
+        case SDLK_APPLICATION: return ImGuiKey_Menu;
+        case SDLK_0: return ImGuiKey_0;
+        case SDLK_1: return ImGuiKey_1;
+        case SDLK_2: return ImGuiKey_2;
+        case SDLK_3: return ImGuiKey_3;
+        case SDLK_4: return ImGuiKey_4;
+        case SDLK_5: return ImGuiKey_5;
+        case SDLK_6: return ImGuiKey_6;
+        case SDLK_7: return ImGuiKey_7;
+        case SDLK_8: return ImGuiKey_8;
+        case SDLK_9: return ImGuiKey_9;
+        case SDLK_a: return ImGuiKey_A;
+        case SDLK_b: return ImGuiKey_B;
+        case SDLK_c: return ImGuiKey_C;
+        case SDLK_d: return ImGuiKey_D;
+        case SDLK_e: return ImGuiKey_E;
+        case SDLK_f: return ImGuiKey_F;
+        case SDLK_g: return ImGuiKey_G;
+        case SDLK_h: return ImGuiKey_H;
+        case SDLK_i: return ImGuiKey_I;
+        case SDLK_j: return ImGuiKey_J;
+        case SDLK_k: return ImGuiKey_K;
+        case SDLK_l: return ImGuiKey_L;
+        case SDLK_m: return ImGuiKey_M;
+        case SDLK_n: return ImGuiKey_N;
+        case SDLK_o: return ImGuiKey_O;
+        case SDLK_p: return ImGuiKey_P;
+        case SDLK_q: return ImGuiKey_Q;
+        case SDLK_r: return ImGuiKey_R;
+        case SDLK_s: return ImGuiKey_S;
+        case SDLK_t: return ImGuiKey_T;
+        case SDLK_u: return ImGuiKey_U;
+        case SDLK_v: return ImGuiKey_V;
+        case SDLK_w: return ImGuiKey_W;
+        case SDLK_x: return ImGuiKey_X;
+        case SDLK_y: return ImGuiKey_Y;
+        case SDLK_z: return ImGuiKey_Z;
+        case SDLK_F1: return ImGuiKey_F1;
+        case SDLK_F2: return ImGuiKey_F2;
+        case SDLK_F3: return ImGuiKey_F3;
+        case SDLK_F4: return ImGuiKey_F4;
+        case SDLK_F5: return ImGuiKey_F5;
+        case SDLK_F6: return ImGuiKey_F6;
+        case SDLK_F7: return ImGuiKey_F7;
+        case SDLK_F8: return ImGuiKey_F8;
+        case SDLK_F9: return ImGuiKey_F9;
+        case SDLK_F10: return ImGuiKey_F10;
+        case SDLK_F11: return ImGuiKey_F11;
+        case SDLK_F12: return ImGuiKey_F12;
+        case SDLK_F13: return ImGuiKey_F13;
+        case SDLK_F14: return ImGuiKey_F14;
+        case SDLK_F15: return ImGuiKey_F15;
+        case SDLK_F16: return ImGuiKey_F16;
+        case SDLK_F17: return ImGuiKey_F17;
+        case SDLK_F18: return ImGuiKey_F18;
+        case SDLK_F19: return ImGuiKey_F19;
+        case SDLK_F20: return ImGuiKey_F20;
+        case SDLK_F21: return ImGuiKey_F21;
+        case SDLK_F22: return ImGuiKey_F22;
+        case SDLK_F23: return ImGuiKey_F23;
+        case SDLK_F24: return ImGuiKey_F24;
+        case SDLK_AC_BACK: return ImGuiKey_AppBack;
+        case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
+        default: break;
+    }
+    return ImGuiKey_None;
+}
+
+static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
+    io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
+    io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
+    io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
+}
+
+static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
+bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    switch (event->type)
+    {
+        case SDL_MOUSEMOTION:
+        {
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
+                return false;
+            ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
+            io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+            io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
+            return true;
+        }
+        case SDL_MOUSEWHEEL:
+        {
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
+                return false;
+            //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
+#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
+            float wheel_x = -event->wheel.preciseX;
+            float wheel_y = event->wheel.preciseY;
+#else
+            float wheel_x = -(float)event->wheel.x;
+            float wheel_y = (float)event->wheel.y;
+#endif
+#ifdef __EMSCRIPTEN__
+            wheel_x /= 100.0f;
+#endif
+            io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+            io.AddMouseWheelEvent(wheel_x, wheel_y);
+            return true;
+        }
+        case SDL_MOUSEBUTTONDOWN:
+        case SDL_MOUSEBUTTONUP:
+        {
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
+                return false;
+            int mouse_button = -1;
+            if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
+            if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
+            if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
+            if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
+            if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
+            if (mouse_button == -1)
+                break;
+            io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
+            bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
+            return true;
+        }
+        case SDL_TEXTINPUT:
+        {
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
+                return false;
+            io.AddInputCharactersUTF8(event->text.text);
+            return true;
+        }
+        case SDL_KEYDOWN:
+        case SDL_KEYUP:
+        {
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
+                return false;
+            ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
+            ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
+            io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
+            io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
+            return true;
+        }
+        case SDL_WINDOWEVENT:
+        {
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
+                return false;
+            // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
+            // - However we won't get a correct LEAVE event for a captured window.
+            // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
+            //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
+            //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
+            Uint8 window_event = event->window.event;
+            if (window_event == SDL_WINDOWEVENT_ENTER)
+            {
+                bd->MouseWindowID = event->window.windowID;
+                bd->MouseLastLeaveFrame = 0;
+            }
+            if (window_event == SDL_WINDOWEVENT_LEAVE)
+                bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
+            if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
+                io.AddFocusEvent(true);
+            else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
+                io.AddFocusEvent(false);
+            return true;
+        }
+        case SDL_CONTROLLERDEVICEADDED:
+        case SDL_CONTROLLERDEVICEREMOVED:
+        {
+            bd->WantUpdateGamepadsList = true;
+            return true;
+        }
+    }
+    return false;
+}
+
+#ifdef __EMSCRIPTEN__
+EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
+#endif
+
+static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+
+    // Check and store if we are on a SDL backend that supports global mouse position
+    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+    bool mouse_can_use_global_state = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+    const char* sdl_backend = SDL_GetCurrentVideoDriver();
+    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
+        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
+            mouse_can_use_global_state = true;
+#endif
+
+    // Setup backend capabilities flags
+    ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
+    io.BackendPlatformUserData = (void*)bd;
+    io.BackendPlatformName = "imgui_impl_sdl2";
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    bd->Window = window;
+    bd->WindowID = SDL_GetWindowID(window);
+    bd->Renderer = renderer;
+    bd->MouseCanUseGlobalState = mouse_can_use_global_state;
+
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
+    platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
+    platform_io.Platform_ClipboardUserData = nullptr;
+    platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
+#ifdef __EMSCRIPTEN__
+    platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
+#endif
+
+    // Gamepad handling
+    bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
+    bd->WantUpdateGamepadsList = true;
+
+    // Load mouse cursors
+    bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+    bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
+    bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
+    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
+
+    // Set platform dependent data in viewport
+    // Our mouse update function expect PlatformHandle to be filled for the main viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
+    main_viewport->PlatformHandleRaw = nullptr;
+    SDL_SysWMinfo info;
+    SDL_VERSION(&info.version);
+    if (SDL_GetWindowWMInfo(window, &info))
+    {
+#if defined(SDL_VIDEO_DRIVER_WINDOWS)
+        main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
+#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
+        main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
+#endif
+    }
+
+    // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
+    // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
+    // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
+    // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+    // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
+#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
+    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+#endif
+
+    // From 2.0.18: Enable native IME.
+    // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
+    // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
+#ifdef SDL_HINT_IME_SHOW_UI
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+    // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
+#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
+    SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
+#endif
+
+    (void)sdl_gl_context; // Unused in 'master' branch.
+    return true;
+}
+
+bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+    return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
+}
+
+bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
+{
+#if !SDL_HAS_VULKAN
+    IM_ASSERT(0 && "Unsupported");
+#endif
+    return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+    IM_ASSERT(0 && "Unsupported");
+#endif
+    return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
+{
+    return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
+{
+    return ImGui_ImplSDL2_Init(window, renderer, nullptr);
+}
+
+bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
+{
+    return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
+}
+
+static void ImGui_ImplSDL2_CloseGamepads();
+
+void ImGui_ImplSDL2_Shutdown()
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    if (bd->ClipboardTextData)
+        SDL_free(bd->ClipboardTextData);
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        SDL_FreeCursor(bd->MouseCursors[cursor_n]);
+    ImGui_ImplSDL2_CloseGamepads();
+
+    io.BackendPlatformName = nullptr;
+    io.BackendPlatformUserData = nullptr;
+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+    IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDL2_UpdateMouseData()
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
+    SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
+    SDL_Window* focused_window = SDL_GetKeyboardFocus();
+    const bool is_app_focused = (bd->Window == focused_window);
+#else
+    const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
+#endif
+    if (is_app_focused)
+    {
+        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+        if (io.WantSetMousePos)
+            SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
+
+        // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
+        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
+        {
+            int window_x, window_y, mouse_x_global, mouse_y_global;
+            SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
+            SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
+            io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
+        }
+    }
+}
+
+static void ImGui_ImplSDL2_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return;
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+
+    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        SDL_ShowCursor(SDL_FALSE);
+    }
+    else
+    {
+        // Show OS mouse cursor
+        SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
+        if (bd->MouseLastCursor != expected_cursor)
+        {
+            SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
+            bd->MouseLastCursor = expected_cursor;
+        }
+        SDL_ShowCursor(SDL_TRUE);
+    }
+}
+
+static void ImGui_ImplSDL2_CloseGamepads()
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
+        for (SDL_GameController* gamepad : bd->Gamepads)
+            SDL_GameControllerClose(gamepad);
+    bd->Gamepads.resize(0);
+}
+
+void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    ImGui_ImplSDL2_CloseGamepads();
+    if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
+    {
+        IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
+        for (int n = 0; n < manual_gamepads_count; n++)
+            bd->Gamepads.push_back(manual_gamepads_array[n]);
+    }
+    else
+    {
+        IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
+        bd->WantUpdateGamepadsList = true;
+    }
+    bd->GamepadMode = mode;
+}
+
+static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
+{
+    bool merged_value = false;
+    for (SDL_GameController* gamepad : bd->Gamepads)
+        merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
+    io.AddKeyEvent(key, merged_value);
+}
+
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; }
+static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
+{
+    float merged_value = 0.0f;
+    for (SDL_GameController* gamepad : bd->Gamepads)
+    {
+        float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
+        if (merged_value < vn)
+            merged_value = vn;
+    }
+    io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
+}
+
+static void ImGui_ImplSDL2_UpdateGamepads()
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Update list of controller(s) to use
+    if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
+    {
+        ImGui_ImplSDL2_CloseGamepads();
+        int joystick_count = SDL_NumJoysticks();
+        for (int n = 0; n < joystick_count; n++)
+            if (SDL_IsGameController(n))
+                if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
+                {
+                    bd->Gamepads.push_back(gamepad);
+                    if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
+                        break;
+                }
+        bd->WantUpdateGamepadsList = false;
+    }
+
+    // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+        return;
+    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+    if (bd->Gamepads.Size == 0)
+        return;
+    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+    // Update gamepad inputs
+    const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart,       SDL_CONTROLLER_BUTTON_START);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack,        SDL_CONTROLLER_BUTTON_BACK);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,    SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight,   SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp,      SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown,    SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft,    SDL_CONTROLLER_BUTTON_DPAD_LEFT);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight,   SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp,      SDL_CONTROLLER_BUTTON_DPAD_UP);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown,    SDL_CONTROLLER_BUTTON_DPAD_DOWN);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1,          SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1,          SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2,          SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2,          SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3,          SDL_CONTROLLER_BUTTON_LEFTSTICK);
+    ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3,          SDL_CONTROLLER_BUTTON_RIGHTSTICK);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft,  SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp,    SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown,  SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft,  SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp,    SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
+    ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown,  SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
+}
+
+void ImGui_ImplSDL2_NewFrame()
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    SDL_GetWindowSize(bd->Window, &w, &h);
+    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
+        w = h = 0;
+    if (bd->Renderer != nullptr)
+        SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
+#if SDL_HAS_VULKAN
+    else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
+        SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
+#endif
+    else
+        SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    if (w > 0 && h > 0)
+        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+
+    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+    // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
+    static Uint64 frequency = SDL_GetPerformanceFrequency();
+    Uint64 current_time = SDL_GetPerformanceCounter();
+    if (current_time <= bd->Time)
+        current_time = bd->Time + 1;
+    io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
+    bd->Time = current_time;
+
+    if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+    {
+        bd->MouseWindowID = 0;
+        bd->MouseLastLeaveFrame = 0;
+        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+    }
+
+    ImGui_ImplSDL2_UpdateMouseData();
+    ImGui_ImplSDL2_UpdateMouseCursor();
+
+    // Update game controllers (if enabled and available)
+    ImGui_ImplSDL2_UpdateGamepads();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_sdl2.h b/third_party/imgui/backends/imgui_impl_sdl2.h
new file mode 100644
index 0000000000000000000000000000000000000000..e551e52a28534fcf0eccc56469bf5335b3f1acde
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_sdl2.h
@@ -0,0 +1,46 @@
+// dear imgui: Platform Backend for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct SDL_Window;
+struct SDL_Renderer;
+struct _SDL_GameController;
+typedef union SDL_Event SDL_Event;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
+IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
+IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
+IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
+IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOther(SDL_Window* window);
+IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame();
+IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
+
+// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
+// When using manual mode, caller is responsible for opening/closing gamepad.
+enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
+IMGUI_IMPL_API void     ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_sdl3.cpp b/third_party/imgui/backends/imgui_impl_sdl3.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..540b6931af0c487f0d4b976b9fd479d106e9d0fd
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_sdl3.cpp
@@ -0,0 +1,770 @@
+// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
+//  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+//               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
+//               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
+//               - io.PlatformSetImeDataFn  -> platform_io.Platform_SetImeDataFn
+//  2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
+//  2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
+//  2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
+//  2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
+//  2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
+//  2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
+//  2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
+//  2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
+//  2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
+//  2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
+//  2024-05-15: Update for SDL3 api changes: SDLK_ renames.
+//  2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
+//  2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
+//  2023-11-13: Updated for recent SDL3 API changes.
+//  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
+//  2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
+//  2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
+//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
+//  2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
+//  2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_sdl3.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#endif
+
+// SDL
+#include <SDL3/SDL.h>
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+#ifdef _WIN32
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#endif
+
+#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
+#else
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
+#endif
+
+// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
+#ifndef SDLK_APOSTROPHE
+#define SDLK_APOSTROPHE SDLK_QUOTE
+#endif
+#ifndef SDLK_GRAVE
+#define SDLK_GRAVE SDLK_BACKQUOTE
+#endif
+
+// SDL Data
+struct ImGui_ImplSDL3_Data
+{
+    SDL_Window*             Window;
+    SDL_WindowID            WindowID;
+    SDL_Renderer*           Renderer;
+    Uint64                  Time;
+    char*                   ClipboardTextData;
+
+    // IME handling
+    SDL_Window*             ImeWindow;
+
+    // Mouse handling
+    Uint32                  MouseWindowID;
+    int                     MouseButtonsDown;
+    SDL_Cursor*             MouseCursors[ImGuiMouseCursor_COUNT];
+    SDL_Cursor*             MouseLastCursor;
+    int                     MousePendingLeaveFrame;
+    bool                    MouseCanUseGlobalState;
+
+    // Gamepad handling
+    ImVector<SDL_Gamepad*>      Gamepads;
+    ImGui_ImplSDL3_GamepadMode  GamepadMode;
+    bool                        WantUpdateGamepadsList;
+
+    ImGui_ImplSDL3_Data()   { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    if (bd->ClipboardTextData)
+        SDL_free(bd->ClipboardTextData);
+    const char* sdl_clipboard_text = SDL_GetClipboardText();
+    bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
+    return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
+{
+    SDL_SetClipboardText(text);
+}
+
+static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
+    SDL_Window* window = SDL_GetWindowFromID(window_id);
+    if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
+    {
+        SDL_StopTextInput(bd->ImeWindow);
+        bd->ImeWindow = nullptr;
+    }
+    if (data->WantVisible)
+    {
+        SDL_Rect r;
+        r.x = (int)data->InputPos.x;
+        r.y = (int)data->InputPos.y;
+        r.w = 1;
+        r.h = (int)data->InputLineHeight;
+        SDL_SetTextInputArea(window, &r, 0);
+        SDL_StartTextInput(window);
+        bd->ImeWindow = window;
+    }
+}
+
+static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
+{
+    // Keypad doesn't have individual key values in SDL3
+    switch (scancode)
+    {
+        case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
+        case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
+        case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
+        case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
+        case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
+        case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
+        case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
+        case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
+        case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
+        case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
+        case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
+        case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+        case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+        case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
+        case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
+        case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
+        case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
+        default: break;
+    }
+    switch (keycode)
+    {
+        case SDLK_TAB: return ImGuiKey_Tab;
+        case SDLK_LEFT: return ImGuiKey_LeftArrow;
+        case SDLK_RIGHT: return ImGuiKey_RightArrow;
+        case SDLK_UP: return ImGuiKey_UpArrow;
+        case SDLK_DOWN: return ImGuiKey_DownArrow;
+        case SDLK_PAGEUP: return ImGuiKey_PageUp;
+        case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
+        case SDLK_HOME: return ImGuiKey_Home;
+        case SDLK_END: return ImGuiKey_End;
+        case SDLK_INSERT: return ImGuiKey_Insert;
+        case SDLK_DELETE: return ImGuiKey_Delete;
+        case SDLK_BACKSPACE: return ImGuiKey_Backspace;
+        case SDLK_SPACE: return ImGuiKey_Space;
+        case SDLK_RETURN: return ImGuiKey_Enter;
+        case SDLK_ESCAPE: return ImGuiKey_Escape;
+        case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
+        case SDLK_COMMA: return ImGuiKey_Comma;
+        case SDLK_MINUS: return ImGuiKey_Minus;
+        case SDLK_PERIOD: return ImGuiKey_Period;
+        case SDLK_SLASH: return ImGuiKey_Slash;
+        case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
+        case SDLK_EQUALS: return ImGuiKey_Equal;
+        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
+        case SDLK_BACKSLASH: return ImGuiKey_Backslash;
+        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
+        case SDLK_GRAVE: return ImGuiKey_GraveAccent;
+        case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
+        case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
+        case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
+        case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
+        case SDLK_PAUSE: return ImGuiKey_Pause;
+        case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
+        case SDLK_LSHIFT: return ImGuiKey_LeftShift;
+        case SDLK_LALT: return ImGuiKey_LeftAlt;
+        case SDLK_LGUI: return ImGuiKey_LeftSuper;
+        case SDLK_RCTRL: return ImGuiKey_RightCtrl;
+        case SDLK_RSHIFT: return ImGuiKey_RightShift;
+        case SDLK_RALT: return ImGuiKey_RightAlt;
+        case SDLK_RGUI: return ImGuiKey_RightSuper;
+        case SDLK_APPLICATION: return ImGuiKey_Menu;
+        case SDLK_0: return ImGuiKey_0;
+        case SDLK_1: return ImGuiKey_1;
+        case SDLK_2: return ImGuiKey_2;
+        case SDLK_3: return ImGuiKey_3;
+        case SDLK_4: return ImGuiKey_4;
+        case SDLK_5: return ImGuiKey_5;
+        case SDLK_6: return ImGuiKey_6;
+        case SDLK_7: return ImGuiKey_7;
+        case SDLK_8: return ImGuiKey_8;
+        case SDLK_9: return ImGuiKey_9;
+        case SDLK_A: return ImGuiKey_A;
+        case SDLK_B: return ImGuiKey_B;
+        case SDLK_C: return ImGuiKey_C;
+        case SDLK_D: return ImGuiKey_D;
+        case SDLK_E: return ImGuiKey_E;
+        case SDLK_F: return ImGuiKey_F;
+        case SDLK_G: return ImGuiKey_G;
+        case SDLK_H: return ImGuiKey_H;
+        case SDLK_I: return ImGuiKey_I;
+        case SDLK_J: return ImGuiKey_J;
+        case SDLK_K: return ImGuiKey_K;
+        case SDLK_L: return ImGuiKey_L;
+        case SDLK_M: return ImGuiKey_M;
+        case SDLK_N: return ImGuiKey_N;
+        case SDLK_O: return ImGuiKey_O;
+        case SDLK_P: return ImGuiKey_P;
+        case SDLK_Q: return ImGuiKey_Q;
+        case SDLK_R: return ImGuiKey_R;
+        case SDLK_S: return ImGuiKey_S;
+        case SDLK_T: return ImGuiKey_T;
+        case SDLK_U: return ImGuiKey_U;
+        case SDLK_V: return ImGuiKey_V;
+        case SDLK_W: return ImGuiKey_W;
+        case SDLK_X: return ImGuiKey_X;
+        case SDLK_Y: return ImGuiKey_Y;
+        case SDLK_Z: return ImGuiKey_Z;
+        case SDLK_F1: return ImGuiKey_F1;
+        case SDLK_F2: return ImGuiKey_F2;
+        case SDLK_F3: return ImGuiKey_F3;
+        case SDLK_F4: return ImGuiKey_F4;
+        case SDLK_F5: return ImGuiKey_F5;
+        case SDLK_F6: return ImGuiKey_F6;
+        case SDLK_F7: return ImGuiKey_F7;
+        case SDLK_F8: return ImGuiKey_F8;
+        case SDLK_F9: return ImGuiKey_F9;
+        case SDLK_F10: return ImGuiKey_F10;
+        case SDLK_F11: return ImGuiKey_F11;
+        case SDLK_F12: return ImGuiKey_F12;
+        case SDLK_F13: return ImGuiKey_F13;
+        case SDLK_F14: return ImGuiKey_F14;
+        case SDLK_F15: return ImGuiKey_F15;
+        case SDLK_F16: return ImGuiKey_F16;
+        case SDLK_F17: return ImGuiKey_F17;
+        case SDLK_F18: return ImGuiKey_F18;
+        case SDLK_F19: return ImGuiKey_F19;
+        case SDLK_F20: return ImGuiKey_F20;
+        case SDLK_F21: return ImGuiKey_F21;
+        case SDLK_F22: return ImGuiKey_F22;
+        case SDLK_F23: return ImGuiKey_F23;
+        case SDLK_F24: return ImGuiKey_F24;
+        case SDLK_AC_BACK: return ImGuiKey_AppBack;
+        case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
+        default: break;
+    }
+    return ImGuiKey_None;
+}
+
+static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
+    io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
+    io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
+    io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
+}
+
+
+static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
+bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    switch (event->type)
+    {
+        case SDL_EVENT_MOUSE_MOTION:
+        {
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
+                return false;
+            ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
+            io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+            io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
+            return true;
+        }
+        case SDL_EVENT_MOUSE_WHEEL:
+        {
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
+                return false;
+            //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
+            float wheel_x = -event->wheel.x;
+            float wheel_y = event->wheel.y;
+    #ifdef __EMSCRIPTEN__
+            wheel_x /= 100.0f;
+    #endif
+            io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+            io.AddMouseWheelEvent(wheel_x, wheel_y);
+            return true;
+        }
+        case SDL_EVENT_MOUSE_BUTTON_DOWN:
+        case SDL_EVENT_MOUSE_BUTTON_UP:
+        {
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
+                return false;
+            int mouse_button = -1;
+            if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
+            if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
+            if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
+            if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
+            if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
+            if (mouse_button == -1)
+                break;
+            io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
+            bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
+            return true;
+        }
+        case SDL_EVENT_TEXT_INPUT:
+        {
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
+                return false;
+            io.AddInputCharactersUTF8(event->text.text);
+            return true;
+        }
+        case SDL_EVENT_KEY_DOWN:
+        case SDL_EVENT_KEY_UP:
+        {
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
+                return false;
+            //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
+            ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
+            ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
+            io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
+            io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
+            return true;
+        }
+        case SDL_EVENT_WINDOW_MOUSE_ENTER:
+        {
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+                return false;
+            bd->MouseWindowID = event->window.windowID;
+            bd->MousePendingLeaveFrame = 0;
+            return true;
+        }
+        // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
+        //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
+        //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
+        // FIXME: Unconfirmed whether this is still needed with SDL3.
+        case SDL_EVENT_WINDOW_MOUSE_LEAVE:
+        {
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+                return false;
+            bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
+            return true;
+        }
+        case SDL_EVENT_WINDOW_FOCUS_GAINED:
+        case SDL_EVENT_WINDOW_FOCUS_LOST:
+        {
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+                return false;
+            io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
+            return true;
+        }
+        case SDL_EVENT_GAMEPAD_ADDED:
+        case SDL_EVENT_GAMEPAD_REMOVED:
+        {
+            bd->WantUpdateGamepadsList = true;
+            return true;
+        }
+    }
+    return false;
+}
+
+static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
+{
+    viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
+    viewport->PlatformHandleRaw = nullptr;
+#if defined(_WIN32) && !defined(__WINRT__)
+    viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
+#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
+    viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
+#endif
+}
+
+static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+    IM_UNUSED(sdl_gl_context); // Unused in this branch
+
+    // Check and store if we are on a SDL backend that supports global mouse position
+    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+    bool mouse_can_use_global_state = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+    const char* sdl_backend = SDL_GetCurrentVideoDriver();
+    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
+        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
+            mouse_can_use_global_state = true;
+#endif
+
+    // Setup backend capabilities flags
+    ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
+    io.BackendPlatformUserData = (void*)bd;
+    io.BackendPlatformName = "imgui_impl_sdl3";
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;           // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;            // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    bd->Window = window;
+    bd->WindowID = SDL_GetWindowID(window);
+    bd->Renderer = renderer;
+    bd->MouseCanUseGlobalState = mouse_can_use_global_state;
+
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
+    platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
+    platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
+
+    // Gamepad handling
+    bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
+    bd->WantUpdateGamepadsList = true;
+
+    // Load mouse cursors
+    bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
+    bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
+    bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
+    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
+
+    // Set platform dependent data in viewport
+    // Our mouse update function expect PlatformHandle to be filled for the main viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
+
+    // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
+    // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
+    // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
+    // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+    // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
+#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
+    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+#endif
+
+    // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
+#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
+    SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
+#endif
+
+    return true;
+}
+
+bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+    IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
+    return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
+}
+
+bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
+{
+    return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+    IM_ASSERT(0 && "Unsupported");
+#endif
+    return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
+{
+    return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
+{
+    return ImGui_ImplSDL3_Init(window, renderer, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
+{
+    return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+static void ImGui_ImplSDL3_CloseGamepads();
+
+void ImGui_ImplSDL3_Shutdown()
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    if (bd->ClipboardTextData)
+        SDL_free(bd->ClipboardTextData);
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
+    ImGui_ImplSDL3_CloseGamepads();
+
+    io.BackendPlatformName = nullptr;
+    io.BackendPlatformUserData = nullptr;
+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+    IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDL3_UpdateMouseData()
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
+    SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
+    SDL_Window* focused_window = SDL_GetKeyboardFocus();
+    const bool is_app_focused = (bd->Window == focused_window);
+#else
+    SDL_Window* focused_window = bd->Window;
+    const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
+#endif
+    if (is_app_focused)
+    {
+        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+        if (io.WantSetMousePos)
+            SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
+
+        // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
+        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
+        {
+            // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+            float mouse_x_global, mouse_y_global;
+            int window_x, window_y;
+            SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
+            SDL_GetWindowPosition(focused_window, &window_x, &window_y);
+            io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
+        }
+    }
+}
+
+static void ImGui_ImplSDL3_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return;
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        SDL_HideCursor();
+    }
+    else
+    {
+        // Show OS mouse cursor
+        SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
+        if (bd->MouseLastCursor != expected_cursor)
+        {
+            SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
+            bd->MouseLastCursor = expected_cursor;
+        }
+        SDL_ShowCursor();
+    }
+}
+
+static void ImGui_ImplSDL3_CloseGamepads()
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
+        for (SDL_Gamepad* gamepad : bd->Gamepads)
+            SDL_CloseGamepad(gamepad);
+    bd->Gamepads.resize(0);
+}
+
+void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    ImGui_ImplSDL3_CloseGamepads();
+    if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
+    {
+        IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
+        for (int n = 0; n < manual_gamepads_count; n++)
+            bd->Gamepads.push_back(manual_gamepads_array[n]);
+    }
+    else
+    {
+        IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
+        bd->WantUpdateGamepadsList = true;
+    }
+    bd->GamepadMode = mode;
+}
+
+static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
+{
+    bool merged_value = false;
+    for (SDL_Gamepad* gamepad : bd->Gamepads)
+        merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
+    io.AddKeyEvent(key, merged_value);
+}
+
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; }
+static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
+{
+    float merged_value = 0.0f;
+    for (SDL_Gamepad* gamepad : bd->Gamepads)
+    {
+        float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
+        if (merged_value < vn)
+            merged_value = vn;
+    }
+    io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
+}
+
+static void ImGui_ImplSDL3_UpdateGamepads()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+    // Update list of gamepads to use
+    if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
+    {
+        ImGui_ImplSDL3_CloseGamepads();
+        int sdl_gamepads_count = 0;
+        SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
+        for (int n = 0; n < sdl_gamepads_count; n++)
+            if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
+            {
+                bd->Gamepads.push_back(gamepad);
+                if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
+                    break;
+            }
+        bd->WantUpdateGamepadsList = false;
+        SDL_free(sdl_gamepads);
+    }
+
+    // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+        return;
+    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+    if (bd->Gamepads.Size == 0)
+        return;
+    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+    // Update gamepad inputs
+    const int thumb_dead_zone = 8000;           // SDL_gamepad.h suggests using this value.
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart,       SDL_GAMEPAD_BUTTON_START);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack,        SDL_GAMEPAD_BUTTON_BACK);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,    SDL_GAMEPAD_BUTTON_WEST);           // Xbox X, PS Square
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight,   SDL_GAMEPAD_BUTTON_EAST);           // Xbox B, PS Circle
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp,      SDL_GAMEPAD_BUTTON_NORTH);          // Xbox Y, PS Triangle
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown,    SDL_GAMEPAD_BUTTON_SOUTH);          // Xbox A, PS Cross
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft,    SDL_GAMEPAD_BUTTON_DPAD_LEFT);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight,   SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp,      SDL_GAMEPAD_BUTTON_DPAD_UP);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown,    SDL_GAMEPAD_BUTTON_DPAD_DOWN);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1,          SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1,          SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2,          SDL_GAMEPAD_AXIS_LEFT_TRIGGER,  0.0f, 32767);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2,          SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3,          SDL_GAMEPAD_BUTTON_LEFT_STICK);
+    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3,          SDL_GAMEPAD_BUTTON_RIGHT_STICK);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft,  SDL_GAMEPAD_AXIS_LEFTX,  -thumb_dead_zone, -32768);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX,  +thumb_dead_zone, +32767);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp,    SDL_GAMEPAD_AXIS_LEFTY,  -thumb_dead_zone, -32768);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown,  SDL_GAMEPAD_AXIS_LEFTY,  +thumb_dead_zone, +32767);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft,  SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp,    SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
+    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown,  SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
+}
+
+void ImGui_ImplSDL3_NewFrame()
+{
+    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    SDL_GetWindowSize(bd->Window, &w, &h);
+    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
+        w = h = 0;
+    SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    if (w > 0 && h > 0)
+        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+
+    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+    // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
+    static Uint64 frequency = SDL_GetPerformanceFrequency();
+    Uint64 current_time = SDL_GetPerformanceCounter();
+    if (current_time <= bd->Time)
+        current_time = bd->Time + 1;
+    io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
+    bd->Time = current_time;
+
+    if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+    {
+        bd->MouseWindowID = 0;
+        bd->MousePendingLeaveFrame = 0;
+        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+    }
+
+    ImGui_ImplSDL3_UpdateMouseData();
+    ImGui_ImplSDL3_UpdateMouseCursor();
+
+    // Update game controllers (if enabled and available)
+    ImGui_ImplSDL3_UpdateGamepads();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_sdl3.h b/third_party/imgui/backends/imgui_impl_sdl3.h
new file mode 100644
index 0000000000000000000000000000000000000000..880ba9615b182ac52ffc61a72a36aae0d634ba60
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_sdl3.h
@@ -0,0 +1,47 @@
+// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct SDL_Window;
+struct SDL_Renderer;
+struct SDL_Gamepad;
+typedef union SDL_Event SDL_Event;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOther(SDL_Window* window);
+IMGUI_IMPL_API void     ImGui_ImplSDL3_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplSDL3_NewFrame();
+IMGUI_IMPL_API bool     ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
+
+// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
+// When using manual mode, caller is responsible for opening/closing gamepad.
+enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
+IMGUI_IMPL_API void     ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_sdlrenderer2.cpp b/third_party/imgui/backends/imgui_impl_sdlrenderer2.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..3d538dfe78c52235085255928e4d285dc9a69421
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_sdlrenderer2.cpp
@@ -0,0 +1,264 @@
+// dear imgui: Renderer Backend for SDL_Renderer for SDL2
+// (Requires: SDL 2.0.17+)
+
+// Note how SDL_Renderer is an _optional_ component of SDL2.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+// If your application will want to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
+// it might be difficult to step out of those boundaries.
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+//  2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
+//  2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
+//  2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+//  2021-10-06: Backup and restore modified ClipRect/Viewport.
+//  2021-09-21: Initial version.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_sdlrenderer2.h"
+#include <stdint.h>     // intptr_t
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
+#endif
+
+// SDL
+#include <SDL.h>
+#if !SDL_VERSION_ATLEAST(2,0,17)
+#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
+#endif
+
+// SDL_Renderer data
+struct ImGui_ImplSDLRenderer2_Data
+{
+    SDL_Renderer*   Renderer;       // Main viewport's renderer
+    SDL_Texture*    FontTexture;
+    ImGui_ImplSDLRenderer2_Data()   { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+    IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_sdlrenderer2";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    bd->Renderer = renderer;
+
+    return true;
+}
+
+void ImGui_ImplSDLRenderer2_Shutdown()
+{
+    ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
+
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
+{
+	// Clear out any viewports and cliprect set by the user
+    // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
+	SDL_RenderSetViewport(renderer, nullptr);
+	SDL_RenderSetClipRect(renderer, nullptr);
+}
+
+void ImGui_ImplSDLRenderer2_NewFrame()
+{
+    ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
+
+    if (!bd->FontTexture)
+        ImGui_ImplSDLRenderer2_CreateDeviceObjects();
+}
+
+void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
+{
+	// If there's a scale factor set by the user, use that instead
+    // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
+    // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
+    float rsx = 1.0f;
+	float rsy = 1.0f;
+	SDL_RenderGetScale(renderer, &rsx, &rsy);
+    ImVec2 render_scale;
+	render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+	render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+	// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+	int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+	int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+	if (fb_width == 0 || fb_height == 0)
+		return;
+
+    // Backup SDL_Renderer state that will be modified to restore it afterwards
+    struct BackupSDLRendererState
+    {
+        SDL_Rect    Viewport;
+        bool        ClipEnabled;
+        SDL_Rect    ClipRect;
+    };
+    BackupSDLRendererState old = {};
+    old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
+    SDL_RenderGetViewport(renderer, &old.Viewport);
+    SDL_RenderGetClipRect(renderer, &old.ClipRect);
+
+	// Will project scissor/clipping rectangles into framebuffer space
+	ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
+	ImVec2 clip_scale = render_scale;
+
+    // Render command lists
+    ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+                if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+                if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+                if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
+                if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
+                SDL_RenderSetClipRect(renderer, &r);
+
+                const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
+                const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
+#if SDL_VERSION_ATLEAST(2,0,19)
+                const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
+#else
+                const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
+#endif
+
+                // Bind texture, Draw
+				SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+                SDL_RenderGeometryRaw(renderer, tex,
+                    xy, (int)sizeof(ImDrawVert),
+                    color, (int)sizeof(ImDrawVert),
+                    uv, (int)sizeof(ImDrawVert),
+                    cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
+                    idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
+            }
+        }
+    }
+
+    // Restore modified SDL_Renderer state
+    SDL_RenderSetViewport(renderer, &old.Viewport);
+    SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
+}
+
+// Called by Init/NewFrame/Shutdown
+bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+
+    // Build texture atlas
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+    // Upload texture to graphics system
+    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+    bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
+    if (bd->FontTexture == nullptr)
+    {
+        SDL_Log("error creating texture");
+        return false;
+    }
+    SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
+    SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
+    SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+
+    return true;
+}
+
+void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+    if (bd->FontTexture)
+    {
+        io.Fonts->SetTexID(0);
+        SDL_DestroyTexture(bd->FontTexture);
+        bd->FontTexture = nullptr;
+    }
+}
+
+bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
+{
+    return ImGui_ImplSDLRenderer2_CreateFontsTexture();
+}
+
+void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
+{
+    ImGui_ImplSDLRenderer2_DestroyFontsTexture();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_sdlrenderer2.h b/third_party/imgui/backends/imgui_impl_sdlrenderer2.h
new file mode 100644
index 0000000000000000000000000000000000000000..c067eaeead1909ebe8fa7670af104e75c63e7a99
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_sdlrenderer2.h
@@ -0,0 +1,40 @@
+// dear imgui: Renderer Backend for SDL_Renderer for SDL2
+// (Requires: SDL 2.0.17+)
+
+// Note how SDL_Renderer is an _optional_ component of SDL2.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+// If your application will want to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
+// it might be difficult to step out of those boundaries.
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#ifndef IMGUI_DISABLE
+#include "imgui.h"      // IMGUI_IMPL_API
+
+struct SDL_Renderer;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_CreateFontsTexture();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_DestroyFontsTexture();
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_sdlrenderer3.cpp b/third_party/imgui/backends/imgui_impl_sdlrenderer3.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..d3926c2fbf6a8830692de3e8692612cf833b13c0
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_sdlrenderer3.cpp
@@ -0,0 +1,283 @@
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.0.0+)
+
+// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
+
+// Note how SDL_Renderer is an _optional_ component of SDL3.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+// If your application will want to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
+// it might be difficult to step out of those boundaries.
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+//  2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
+//  2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
+//  2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
+//  2023-05-30: Initial version.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_sdlrenderer3.h"
+#include <stdint.h>     // intptr_t
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
+#endif
+
+// SDL
+#include <SDL3/SDL.h>
+#if !SDL_VERSION_ATLEAST(3,0,0)
+#error This backend requires SDL 3.0.0+
+#endif
+
+// SDL_Renderer data
+struct ImGui_ImplSDLRenderer3_Data
+{
+    SDL_Renderer*           Renderer;       // Main viewport's renderer
+    SDL_Texture*            FontTexture;
+    ImVector<SDL_FColor>    ColorBuffer;
+
+    ImGui_ImplSDLRenderer3_Data()   { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+    IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_sdlrenderer3";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    bd->Renderer = renderer;
+
+    return true;
+}
+
+void ImGui_ImplSDLRenderer3_Shutdown()
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
+
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
+{
+	// Clear out any viewports and cliprect set by the user
+    // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
+	SDL_SetRenderViewport(renderer, nullptr);
+	SDL_SetRenderClipRect(renderer, nullptr);
+}
+
+void ImGui_ImplSDLRenderer3_NewFrame()
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
+
+    if (!bd->FontTexture)
+        ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+}
+
+// https://github.com/libsdl-org/SDL/issues/9009
+static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
+{
+    const Uint8* color2 = (const Uint8*)color;
+    colors_out.resize(num_vertices);
+    SDL_FColor* color3 = colors_out.Data;
+    for (int i = 0; i < num_vertices; i++)
+    {
+        color3[i].r = color->r / 255.0f;
+        color3[i].g = color->g / 255.0f;
+        color3[i].b = color->b / 255.0f;
+        color3[i].a = color->a / 255.0f;
+        color2 += color_stride;
+        color = (const SDL_Color*)color2;
+    }
+    return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
+}
+
+void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
+{
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+
+	// If there's a scale factor set by the user, use that instead
+    // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
+    // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
+    float rsx = 1.0f;
+	float rsy = 1.0f;
+	SDL_GetRenderScale(renderer, &rsx, &rsy);
+    ImVec2 render_scale;
+	render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+	render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+	// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+	int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+	int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+	if (fb_width == 0 || fb_height == 0)
+		return;
+
+    // Backup SDL_Renderer state that will be modified to restore it afterwards
+    struct BackupSDLRendererState
+    {
+        SDL_Rect    Viewport;
+        bool        ViewportEnabled;
+        bool        ClipEnabled;
+        SDL_Rect    ClipRect;
+    };
+    BackupSDLRendererState old = {};
+    old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
+    old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
+    SDL_GetRenderViewport(renderer, &old.Viewport);
+    SDL_GetRenderClipRect(renderer, &old.ClipRect);
+
+	// Will project scissor/clipping rectangles into framebuffer space
+	ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
+	ImVec2 clip_scale = render_scale;
+
+    // Render command lists
+    ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+                if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+                if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+                if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
+                if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
+                SDL_SetRenderClipRect(renderer, &r);
+
+                const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
+                const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
+                const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
+
+                // Bind texture, Draw
+				SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+                SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
+                    xy, (int)sizeof(ImDrawVert),
+                    color, (int)sizeof(ImDrawVert),
+                    uv, (int)sizeof(ImDrawVert),
+                    cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
+                    idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
+            }
+        }
+    }
+
+    // Restore modified SDL_Renderer state
+    SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
+    SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
+}
+
+// Called by Init/NewFrame/Shutdown
+bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+
+    // Build texture atlas
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+    // Upload texture to graphics system
+    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+    bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
+    if (bd->FontTexture == nullptr)
+    {
+        SDL_Log("error creating texture");
+        return false;
+    }
+    SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
+    SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
+    SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+
+    return true;
+}
+
+void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+    if (bd->FontTexture)
+    {
+        io.Fonts->SetTexID(0);
+        SDL_DestroyTexture(bd->FontTexture);
+        bd->FontTexture = nullptr;
+    }
+}
+
+bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
+{
+    return ImGui_ImplSDLRenderer3_CreateFontsTexture();
+}
+
+void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
+{
+    ImGui_ImplSDLRenderer3_DestroyFontsTexture();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_sdlrenderer3.h b/third_party/imgui/backends/imgui_impl_sdlrenderer3.h
new file mode 100644
index 0000000000000000000000000000000000000000..6c23deca92573c504bf5c116ad6bb547f25f7214
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_sdlrenderer3.h
@@ -0,0 +1,42 @@
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.0.0+)
+
+// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
+
+// Note how SDL_Renderer is an _optional_ component of SDL3.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+// If your application will want to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
+// it might be difficult to step out of those boundaries.
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct SDL_Renderer;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_CreateFontsTexture();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_DestroyFontsTexture();
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_vulkan.cpp b/third_party/imgui/backends/imgui_impl_vulkan.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..3b757eb6670cfa7af5fd47ec11ba6c4bfa5cbfb2
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_vulkan.cpp
@@ -0,0 +1,1588 @@
+// dear imgui: Renderer Backend for Vulkan
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+//  [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// To build this on 32-bit systems and support texture changes:
+// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files)
+// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
+// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
+
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+//   You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
+//  2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
+//  2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
+//  2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
+//  2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
+//  2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238)
+//  2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
+//  2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
+//  2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
+//              *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend.
+//              ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
+//              You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
+//              Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
+//  2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
+//  2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
+//  2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
+//  2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
+//  2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
+//  2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
+//  2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
+//  2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
+//  2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
+//  2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
+//  2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
+//  2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+//  2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+//  2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
+//  2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
+//  2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
+//  2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
+//  2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+//  2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
+//  2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
+//  2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
+//  2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+//  2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
+//  2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy.
+//  2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex.
+//  2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
+//  2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_vulkan.h"
+#include <stdio.h>
+#ifndef IM_MAX
+#define IM_MAX(A, B)    (((A) >= (B)) ? (A) : (B))
+#endif
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#endif
+
+// Forward Declarations
+struct ImGui_ImplVulkan_FrameRenderBuffers;
+struct ImGui_ImplVulkan_WindowRenderBuffers;
+bool ImGui_ImplVulkan_CreateDeviceObjects();
+void ImGui_ImplVulkan_DestroyDeviceObjects();
+void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
+void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
+
+// Vulkan prototypes for use with custom loaders
+// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
+#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_)
+#define IMGUI_IMPL_VULKAN_USE_LOADER
+static bool g_FunctionsLoaded = false;
+#else
+static bool g_FunctionsLoaded = true;
+#endif
+#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
+#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
+
+// Define function pointers
+#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
+IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
+#undef IMGUI_VULKAN_FUNC_DEF
+#endif // IMGUI_IMPL_VULKAN_USE_LOADER
+
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+static PFN_vkCmdBeginRenderingKHR   ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
+static PFN_vkCmdEndRenderingKHR     ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;
+#endif
+
+// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkan_FrameRenderBuffers
+{
+    VkDeviceMemory      VertexBufferMemory;
+    VkDeviceMemory      IndexBufferMemory;
+    VkDeviceSize        VertexBufferSize;
+    VkDeviceSize        IndexBufferSize;
+    VkBuffer            VertexBuffer;
+    VkBuffer            IndexBuffer;
+};
+
+// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkan_WindowRenderBuffers
+{
+    uint32_t            Index;
+    uint32_t            Count;
+    ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers;
+};
+
+// Vulkan data
+struct ImGui_ImplVulkan_Data
+{
+    ImGui_ImplVulkan_InitInfo   VulkanInitInfo;
+    VkDeviceSize                BufferMemoryAlignment;
+    VkPipelineCreateFlags       PipelineCreateFlags;
+    VkDescriptorSetLayout       DescriptorSetLayout;
+    VkPipelineLayout            PipelineLayout;
+    VkPipeline                  Pipeline;
+    VkShaderModule              ShaderModuleVert;
+    VkShaderModule              ShaderModuleFrag;
+
+    // Font data
+    VkSampler                   FontSampler;
+    VkDeviceMemory              FontMemory;
+    VkImage                     FontImage;
+    VkImageView                 FontView;
+    VkDescriptorSet             FontDescriptorSet;
+    VkCommandPool               FontCommandPool;
+    VkCommandBuffer             FontCommandBuffer;
+
+    // Render buffers for main window
+    ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers;
+
+    ImGui_ImplVulkan_Data()
+    {
+        memset((void*)this, 0, sizeof(*this));
+        BufferMemoryAlignment = 256;
+    }
+};
+
+//-----------------------------------------------------------------------------
+// SHADERS
+//-----------------------------------------------------------------------------
+
+// backends/vulkan/glsl_shader.vert, compiled with:
+// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
+/*
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
+
+out gl_PerVertex { vec4 gl_Position; };
+layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
+
+void main()
+{
+    Out.Color = aColor;
+    Out.UV = aUV;
+    gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
+}
+*/
+static uint32_t __glsl_shader_vert_spv[] =
+{
+    0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
+    0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+    0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
+    0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+    0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
+    0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
+    0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
+    0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
+    0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
+    0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
+    0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
+    0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
+    0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
+    0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
+    0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
+    0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
+    0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
+    0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
+    0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
+    0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
+    0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
+    0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
+    0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
+    0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
+    0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
+    0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
+    0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
+    0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
+    0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
+    0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
+    0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
+    0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
+    0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
+    0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
+    0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
+    0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
+    0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
+    0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
+    0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
+    0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
+    0x0000002d,0x0000002c,0x000100fd,0x00010038
+};
+
+// backends/vulkan/glsl_shader.frag, compiled with:
+// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+/*
+#version 450 core
+layout(location = 0) out vec4 fColor;
+layout(set=0, binding=0) uniform sampler2D sTexture;
+layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
+void main()
+{
+    fColor = In.Color * texture(sTexture, In.UV.st);
+}
+*/
+static uint32_t __glsl_shader_frag_spv[] =
+{
+    0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
+    0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+    0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
+    0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+    0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
+    0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
+    0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
+    0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
+    0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
+    0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
+    0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
+    0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
+    0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
+    0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
+    0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
+    0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
+    0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
+    0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
+    0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
+    0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
+    0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
+    0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
+    0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
+    0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
+    0x00010038
+};
+
+//-----------------------------------------------------------------------------
+// FUNCTIONS
+//-----------------------------------------------------------------------------
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
+static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    VkPhysicalDeviceMemoryProperties prop;
+    vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
+    for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
+        if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i))
+            return i;
+    return 0xFFFFFFFF; // Unable to find memoryType
+}
+
+static void check_vk_result(VkResult err)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    if (!bd)
+        return;
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    if (v->CheckVkResultFn)
+        v->CheckVkResultFn(err);
+}
+
+// Same as IM_MEMALIGN(). 'alignment' must be a power of two.
+static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment)
+{
+    return (size + alignment - 1) & ~(alignment - 1);
+}
+
+static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    VkResult err;
+    if (buffer != VK_NULL_HANDLE)
+        vkDestroyBuffer(v->Device, buffer, v->Allocator);
+    if (buffer_memory != VK_NULL_HANDLE)
+        vkFreeMemory(v->Device, buffer_memory, v->Allocator);
+
+    VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment);
+    VkBufferCreateInfo buffer_info = {};
+    buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+    buffer_info.size = buffer_size_aligned;
+    buffer_info.usage = usage;
+    buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+    err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer);
+    check_vk_result(err);
+
+    VkMemoryRequirements req;
+    vkGetBufferMemoryRequirements(v->Device, buffer, &req);
+    bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
+    VkMemoryAllocateInfo alloc_info = {};
+    alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+    alloc_info.allocationSize = req.size;
+    alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+    err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory);
+    check_vk_result(err);
+
+    err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
+    check_vk_result(err);
+    buffer_size = buffer_size_aligned;
+}
+
+static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+
+    // Bind pipeline:
+    {
+        vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
+    }
+
+    // Bind Vertex And Index Buffer:
+    if (draw_data->TotalVtxCount > 0)
+    {
+        VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
+        VkDeviceSize vertex_offset[1] = { 0 };
+        vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
+        vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
+    }
+
+    // Setup viewport:
+    {
+        VkViewport viewport;
+        viewport.x = 0;
+        viewport.y = 0;
+        viewport.width = (float)fb_width;
+        viewport.height = (float)fb_height;
+        viewport.minDepth = 0.0f;
+        viewport.maxDepth = 1.0f;
+        vkCmdSetViewport(command_buffer, 0, 1, &viewport);
+    }
+
+    // Setup scale and translation:
+    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+    {
+        float scale[2];
+        scale[0] = 2.0f / draw_data->DisplaySize.x;
+        scale[1] = 2.0f / draw_data->DisplaySize.y;
+        float translate[2];
+        translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
+        translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
+        vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
+        vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
+    }
+}
+
+// Render function
+void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
+{
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+    if (fb_width <= 0 || fb_height <= 0)
+        return;
+
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    if (pipeline == VK_NULL_HANDLE)
+        pipeline = bd->Pipeline;
+
+    // Allocate array to store enough vertex/index buffers
+    ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
+    if (wrb->FrameRenderBuffers == nullptr)
+    {
+        wrb->Index = 0;
+        wrb->Count = v->ImageCount;
+        wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
+        memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
+    }
+    IM_ASSERT(wrb->Count == v->ImageCount);
+    wrb->Index = (wrb->Index + 1) % wrb->Count;
+    ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
+
+    if (draw_data->TotalVtxCount > 0)
+    {
+        // Create or resize the vertex/index buffers
+        size_t vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment);
+        size_t index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment);
+        if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
+            CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
+        if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
+            CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
+
+        // Upload vertex/index data into a single contiguous GPU buffer
+        ImDrawVert* vtx_dst = nullptr;
+        ImDrawIdx* idx_dst = nullptr;
+        VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst);
+        check_vk_result(err);
+        err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst);
+        check_vk_result(err);
+        for (int n = 0; n < draw_data->CmdListsCount; n++)
+        {
+            const ImDrawList* cmd_list = draw_data->CmdLists[n];
+            memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+            memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+            vtx_dst += cmd_list->VtxBuffer.Size;
+            idx_dst += cmd_list->IdxBuffer.Size;
+        }
+        VkMappedMemoryRange range[2] = {};
+        range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+        range[0].memory = rb->VertexBufferMemory;
+        range[0].size = VK_WHOLE_SIZE;
+        range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+        range[1].memory = rb->IndexBufferMemory;
+        range[1].size = VK_WHOLE_SIZE;
+        err = vkFlushMappedMemoryRanges(v->Device, 2, range);
+        check_vk_result(err);
+        vkUnmapMemory(v->Device, rb->VertexBufferMemory);
+        vkUnmapMemory(v->Device, rb->IndexBufferMemory);
+    }
+
+    // Setup desired Vulkan state
+    ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
+
+    // Will project scissor/clipping rectangles into framebuffer space
+    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
+    ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+    // Render command lists
+    // (Because we merged all buffers into a single one, we maintain our own offset into them)
+    int global_vtx_offset = 0;
+    int global_idx_offset = 0;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback != nullptr)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+                // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds
+                if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+                if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+                if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+                if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply scissor/clipping rectangle
+                VkRect2D scissor;
+                scissor.offset.x = (int32_t)(clip_min.x);
+                scissor.offset.y = (int32_t)(clip_min.y);
+                scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x);
+                scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
+                vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+
+                // Bind DescriptorSet with font or user texture
+                VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId };
+                if (sizeof(ImTextureID) < sizeof(ImU64))
+                {
+                    // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used.
+                    IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet);
+                    desc_set[0] = bd->FontDescriptorSet;
+                }
+                vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);
+
+                // Draw
+                vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+            }
+        }
+        global_idx_offset += cmd_list->IdxBuffer.Size;
+        global_vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+
+    // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
+    // Our last values will leak into user/application rendering IF:
+    // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state
+    // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state.
+    // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering.
+    // In theory we should aim to backup/restore those values but I am not sure this is possible.
+    // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
+    VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } };
+    vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+}
+
+bool ImGui_ImplVulkan_CreateFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    VkResult err;
+
+    // Destroy existing texture (if any)
+    if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet)
+    {
+        vkQueueWaitIdle(v->Queue);
+        ImGui_ImplVulkan_DestroyFontsTexture();
+    }
+
+    // Create command pool/buffer
+    if (bd->FontCommandPool == VK_NULL_HANDLE)
+    {
+        VkCommandPoolCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+        info.flags = 0;
+        info.queueFamilyIndex = v->QueueFamily;
+        vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool);
+    }
+    if (bd->FontCommandBuffer == VK_NULL_HANDLE)
+    {
+        VkCommandBufferAllocateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+        info.commandPool = bd->FontCommandPool;
+        info.commandBufferCount = 1;
+        err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer);
+        check_vk_result(err);
+    }
+
+    // Start command buffer
+    {
+        err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0);
+        check_vk_result(err);
+        VkCommandBufferBeginInfo begin_info = {};
+        begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+        begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+        err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info);
+        check_vk_result(err);
+    }
+
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+    size_t upload_size = width * height * 4 * sizeof(char);
+
+    // Create the Image:
+    {
+        VkImageCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+        info.imageType = VK_IMAGE_TYPE_2D;
+        info.format = VK_FORMAT_R8G8B8A8_UNORM;
+        info.extent.width = width;
+        info.extent.height = height;
+        info.extent.depth = 1;
+        info.mipLevels = 1;
+        info.arrayLayers = 1;
+        info.samples = VK_SAMPLE_COUNT_1_BIT;
+        info.tiling = VK_IMAGE_TILING_OPTIMAL;
+        info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
+        info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+        info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+        err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage);
+        check_vk_result(err);
+        VkMemoryRequirements req;
+        vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req);
+        VkMemoryAllocateInfo alloc_info = {};
+        alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+        alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
+        alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
+        err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
+        check_vk_result(err);
+        err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0);
+        check_vk_result(err);
+    }
+
+    // Create the Image View:
+    {
+        VkImageViewCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+        info.image = bd->FontImage;
+        info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+        info.format = VK_FORMAT_R8G8B8A8_UNORM;
+        info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+        info.subresourceRange.levelCount = 1;
+        info.subresourceRange.layerCount = 1;
+        err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView);
+        check_vk_result(err);
+    }
+
+    // Create the Descriptor Set:
+    bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+
+    // Create the Upload Buffer:
+    VkDeviceMemory upload_buffer_memory;
+    VkBuffer upload_buffer;
+    {
+        VkBufferCreateInfo buffer_info = {};
+        buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+        buffer_info.size = upload_size;
+        buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+        buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+        err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer);
+        check_vk_result(err);
+        VkMemoryRequirements req;
+        vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req);
+        bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
+        VkMemoryAllocateInfo alloc_info = {};
+        alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+        alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
+        alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+        err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory);
+        check_vk_result(err);
+        err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0);
+        check_vk_result(err);
+    }
+
+    // Upload to Buffer:
+    {
+        char* map = nullptr;
+        err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map));
+        check_vk_result(err);
+        memcpy(map, pixels, upload_size);
+        VkMappedMemoryRange range[1] = {};
+        range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+        range[0].memory = upload_buffer_memory;
+        range[0].size = upload_size;
+        err = vkFlushMappedMemoryRanges(v->Device, 1, range);
+        check_vk_result(err);
+        vkUnmapMemory(v->Device, upload_buffer_memory);
+    }
+
+    // Copy to Image:
+    {
+        VkImageMemoryBarrier copy_barrier[1] = {};
+        copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+        copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+        copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+        copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+        copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+        copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+        copy_barrier[0].image = bd->FontImage;
+        copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+        copy_barrier[0].subresourceRange.levelCount = 1;
+        copy_barrier[0].subresourceRange.layerCount = 1;
+        vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
+
+        VkBufferImageCopy region = {};
+        region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+        region.imageSubresource.layerCount = 1;
+        region.imageExtent.width = width;
+        region.imageExtent.height = height;
+        region.imageExtent.depth = 1;
+        vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
+
+        VkImageMemoryBarrier use_barrier[1] = {};
+        use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+        use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+        use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
+        use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+        use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+        use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+        use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+        use_barrier[0].image = bd->FontImage;
+        use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+        use_barrier[0].subresourceRange.levelCount = 1;
+        use_barrier[0].subresourceRange.layerCount = 1;
+        vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
+    }
+
+    // Store our identifier
+    io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet);
+
+    // End command buffer
+    VkSubmitInfo end_info = {};
+    end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+    end_info.commandBufferCount = 1;
+    end_info.pCommandBuffers = &bd->FontCommandBuffer;
+    err = vkEndCommandBuffer(bd->FontCommandBuffer);
+    check_vk_result(err);
+    err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
+    check_vk_result(err);
+
+    err = vkQueueWaitIdle(v->Queue);
+    check_vk_result(err);
+
+    vkDestroyBuffer(v->Device, upload_buffer, v->Allocator);
+    vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator);
+
+    return true;
+}
+
+// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown().
+void ImGui_ImplVulkan_DestroyFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+    if (bd->FontDescriptorSet)
+    {
+        ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet);
+        bd->FontDescriptorSet = VK_NULL_HANDLE;
+        io.Fonts->SetTexID(0);
+    }
+
+    if (bd->FontView)   { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
+    if (bd->FontImage)  { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
+    if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
+}
+
+static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
+{
+    // Create the shader modules
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    if (bd->ShaderModuleVert == VK_NULL_HANDLE)
+    {
+        VkShaderModuleCreateInfo vert_info = {};
+        vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+        vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
+        vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
+        VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert);
+        check_vk_result(err);
+    }
+    if (bd->ShaderModuleFrag == VK_NULL_HANDLE)
+    {
+        VkShaderModuleCreateInfo frag_info = {};
+        frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+        frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
+        frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
+        VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag);
+        check_vk_result(err);
+    }
+}
+
+static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_CreateShaderModules(device, allocator);
+
+    VkPipelineShaderStageCreateInfo stage[2] = {};
+    stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+    stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+    stage[0].module = bd->ShaderModuleVert;
+    stage[0].pName = "main";
+    stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+    stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+    stage[1].module = bd->ShaderModuleFrag;
+    stage[1].pName = "main";
+
+    VkVertexInputBindingDescription binding_desc[1] = {};
+    binding_desc[0].stride = sizeof(ImDrawVert);
+    binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
+
+    VkVertexInputAttributeDescription attribute_desc[3] = {};
+    attribute_desc[0].location = 0;
+    attribute_desc[0].binding = binding_desc[0].binding;
+    attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
+    attribute_desc[0].offset = offsetof(ImDrawVert, pos);
+    attribute_desc[1].location = 1;
+    attribute_desc[1].binding = binding_desc[0].binding;
+    attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
+    attribute_desc[1].offset = offsetof(ImDrawVert, uv);
+    attribute_desc[2].location = 2;
+    attribute_desc[2].binding = binding_desc[0].binding;
+    attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
+    attribute_desc[2].offset = offsetof(ImDrawVert, col);
+
+    VkPipelineVertexInputStateCreateInfo vertex_info = {};
+    vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+    vertex_info.vertexBindingDescriptionCount = 1;
+    vertex_info.pVertexBindingDescriptions = binding_desc;
+    vertex_info.vertexAttributeDescriptionCount = 3;
+    vertex_info.pVertexAttributeDescriptions = attribute_desc;
+
+    VkPipelineInputAssemblyStateCreateInfo ia_info = {};
+    ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+    ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+
+    VkPipelineViewportStateCreateInfo viewport_info = {};
+    viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+    viewport_info.viewportCount = 1;
+    viewport_info.scissorCount = 1;
+
+    VkPipelineRasterizationStateCreateInfo raster_info = {};
+    raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+    raster_info.polygonMode = VK_POLYGON_MODE_FILL;
+    raster_info.cullMode = VK_CULL_MODE_NONE;
+    raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+    raster_info.lineWidth = 1.0f;
+
+    VkPipelineMultisampleStateCreateInfo ms_info = {};
+    ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+    ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT;
+
+    VkPipelineColorBlendAttachmentState color_attachment[1] = {};
+    color_attachment[0].blendEnable = VK_TRUE;
+    color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
+    color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+    color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
+    color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+    color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+    color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
+    color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
+
+    VkPipelineDepthStencilStateCreateInfo depth_info = {};
+    depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+
+    VkPipelineColorBlendStateCreateInfo blend_info = {};
+    blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+    blend_info.attachmentCount = 1;
+    blend_info.pAttachments = color_attachment;
+
+    VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+    VkPipelineDynamicStateCreateInfo dynamic_state = {};
+    dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+    dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
+    dynamic_state.pDynamicStates = dynamic_states;
+
+    VkGraphicsPipelineCreateInfo info = {};
+    info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+    info.flags = bd->PipelineCreateFlags;
+    info.stageCount = 2;
+    info.pStages = stage;
+    info.pVertexInputState = &vertex_info;
+    info.pInputAssemblyState = &ia_info;
+    info.pViewportState = &viewport_info;
+    info.pRasterizationState = &raster_info;
+    info.pMultisampleState = &ms_info;
+    info.pDepthStencilState = &depth_info;
+    info.pColorBlendState = &blend_info;
+    info.pDynamicState = &dynamic_state;
+    info.layout = bd->PipelineLayout;
+    info.renderPass = renderPass;
+    info.subpass = subpass;
+
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+    if (bd->VulkanInitInfo.UseDynamicRendering)
+    {
+        IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
+        IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL");
+        info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
+        info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
+    }
+#endif
+
+    VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
+    check_vk_result(err);
+}
+
+bool ImGui_ImplVulkan_CreateDeviceObjects()
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    VkResult err;
+
+    if (!bd->FontSampler)
+    {
+        // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+        VkSamplerCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+        info.magFilter = VK_FILTER_LINEAR;
+        info.minFilter = VK_FILTER_LINEAR;
+        info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
+        info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+        info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+        info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+        info.minLod = -1000;
+        info.maxLod = 1000;
+        info.maxAnisotropy = 1.0f;
+        err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
+        check_vk_result(err);
+    }
+
+    if (!bd->DescriptorSetLayout)
+    {
+        VkDescriptorSetLayoutBinding binding[1] = {};
+        binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+        binding[0].descriptorCount = 1;
+        binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+        VkDescriptorSetLayoutCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+        info.bindingCount = 1;
+        info.pBindings = binding;
+        err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout);
+        check_vk_result(err);
+    }
+
+    if (!bd->PipelineLayout)
+    {
+        // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
+        VkPushConstantRange push_constants[1] = {};
+        push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+        push_constants[0].offset = sizeof(float) * 0;
+        push_constants[0].size = sizeof(float) * 4;
+        VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
+        VkPipelineLayoutCreateInfo layout_info = {};
+        layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+        layout_info.setLayoutCount = 1;
+        layout_info.pSetLayouts = set_layout;
+        layout_info.pushConstantRangeCount = 1;
+        layout_info.pPushConstantRanges = push_constants;
+        err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout);
+        check_vk_result(err);
+    }
+
+    ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass);
+
+    return true;
+}
+
+void    ImGui_ImplVulkan_DestroyDeviceObjects()
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+    ImGui_ImplVulkan_DestroyFontsTexture();
+
+    if (bd->FontCommandBuffer)    { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; }
+    if (bd->FontCommandPool)      { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; }
+    if (bd->ShaderModuleVert)     { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
+    if (bd->ShaderModuleFrag)     { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
+    if (bd->FontSampler)          { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
+    if (bd->DescriptorSetLayout)  { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
+    if (bd->PipelineLayout)       { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
+    if (bd->Pipeline)             { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
+}
+
+bool    ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
+{
+    // Load function pointers
+    // You can use the default Vulkan loader using:
+    //      ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
+    // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES.
+#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
+#define IMGUI_VULKAN_FUNC_LOAD(func) \
+    func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
+    if (func == nullptr)   \
+        return false;
+    IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD)
+#undef IMGUI_VULKAN_FUNC_LOAD
+
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+    // Manually load those two (see #5446)
+    ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func("vkCmdBeginRenderingKHR", user_data));
+    ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func("vkCmdEndRenderingKHR", user_data));
+#endif
+#else
+    IM_UNUSED(loader_func);
+    IM_UNUSED(user_data);
+#endif
+
+    g_FunctionsLoaded = true;
+    return true;
+}
+
+bool    ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
+{
+    IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+
+    if (info->UseDynamicRendering)
+    {
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+#ifndef IMGUI_IMPL_VULKAN_USE_LOADER
+        ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
+        ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
+#endif
+        IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr);
+        IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr);
+#else
+        IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined.");
+#endif
+    }
+
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
+    io.BackendRendererUserData = (void*)bd;
+    io.BackendRendererName = "imgui_impl_vulkan";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    IM_ASSERT(info->Instance != VK_NULL_HANDLE);
+    IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
+    IM_ASSERT(info->Device != VK_NULL_HANDLE);
+    IM_ASSERT(info->Queue != VK_NULL_HANDLE);
+    IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
+    IM_ASSERT(info->MinImageCount >= 2);
+    IM_ASSERT(info->ImageCount >= info->MinImageCount);
+    if (info->UseDynamicRendering == false)
+        IM_ASSERT(info->RenderPass != VK_NULL_HANDLE);
+
+    bd->VulkanInitInfo = *info;
+
+    ImGui_ImplVulkan_CreateDeviceObjects();
+
+    return true;
+}
+
+void ImGui_ImplVulkan_Shutdown()
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplVulkan_DestroyDeviceObjects();
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+void ImGui_ImplVulkan_NewFrame()
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
+
+    if (!bd->FontDescriptorSet)
+        ImGui_ImplVulkan_CreateFontsTexture();
+}
+
+void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    IM_ASSERT(min_image_count >= 2);
+    if (bd->VulkanInitInfo.MinImageCount == min_image_count)
+        return;
+
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    VkResult err = vkDeviceWaitIdle(v->Device);
+    check_vk_result(err);
+    ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+    bd->VulkanInitInfo.MinImageCount = min_image_count;
+}
+
+// Register a texture
+// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
+VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+    // Create Descriptor Set:
+    VkDescriptorSet descriptor_set;
+    {
+        VkDescriptorSetAllocateInfo alloc_info = {};
+        alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+        alloc_info.descriptorPool = v->DescriptorPool;
+        alloc_info.descriptorSetCount = 1;
+        alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
+        VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
+        check_vk_result(err);
+    }
+
+    // Update the Descriptor Set:
+    {
+        VkDescriptorImageInfo desc_image[1] = {};
+        desc_image[0].sampler = sampler;
+        desc_image[0].imageView = image_view;
+        desc_image[0].imageLayout = image_layout;
+        VkWriteDescriptorSet write_desc[1] = {};
+        write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+        write_desc[0].dstSet = descriptor_set;
+        write_desc[0].descriptorCount = 1;
+        write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+        write_desc[0].pImageInfo = desc_image;
+        vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr);
+    }
+    return descriptor_set;
+}
+
+void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);
+}
+
+void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
+{
+    if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
+    if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
+    if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
+    if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
+    buffers->VertexBufferSize = 0;
+    buffers->IndexBufferSize = 0;
+}
+
+void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
+{
+    for (uint32_t n = 0; n < buffers->Count; n++)
+        ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
+    IM_FREE(buffers->FrameRenderBuffers);
+    buffers->FrameRenderBuffers = nullptr;
+    buffers->Index = 0;
+    buffers->Count = 0;
+}
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.)
+//-------------------------------------------------------------------------
+// You probably do NOT need to use or care about those functions.
+// Those functions only exist because:
+//   1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
+//   2) the upcoming multi-viewport feature will need them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
+// but it is too much code to duplicate everywhere so we exceptionally expose them.
+//
+// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
+// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
+// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+//-------------------------------------------------------------------------
+
+VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
+{
+    IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+    IM_ASSERT(request_formats != nullptr);
+    IM_ASSERT(request_formats_count > 0);
+
+    // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
+    // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format
+    // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
+    // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
+    uint32_t avail_count;
+    vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr);
+    ImVector<VkSurfaceFormatKHR> avail_format;
+    avail_format.resize((int)avail_count);
+    vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data);
+
+    // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
+    if (avail_count == 1)
+    {
+        if (avail_format[0].format == VK_FORMAT_UNDEFINED)
+        {
+            VkSurfaceFormatKHR ret;
+            ret.format = request_formats[0];
+            ret.colorSpace = request_color_space;
+            return ret;
+        }
+        else
+        {
+            // No point in searching another format
+            return avail_format[0];
+        }
+    }
+    else
+    {
+        // Request several formats, the first found will be used
+        for (int request_i = 0; request_i < request_formats_count; request_i++)
+            for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+                if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space)
+                    return avail_format[avail_i];
+
+        // If none of the requested image formats could be found, use the first available
+        return avail_format[0];
+    }
+}
+
+VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
+{
+    IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+    IM_ASSERT(request_modes != nullptr);
+    IM_ASSERT(request_modes_count > 0);
+
+    // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
+    uint32_t avail_count = 0;
+    vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr);
+    ImVector<VkPresentModeKHR> avail_modes;
+    avail_modes.resize((int)avail_count);
+    vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data);
+    //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+    //    printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]);
+
+    for (int request_i = 0; request_i < request_modes_count; request_i++)
+        for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+            if (request_modes[request_i] == avail_modes[avail_i])
+                return request_modes[request_i];
+
+    return VK_PRESENT_MODE_FIFO_KHR; // Always available
+}
+
+void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
+{
+    IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
+    IM_UNUSED(physical_device);
+
+    // Create Command Buffers
+    VkResult err;
+    for (uint32_t i = 0; i < wd->ImageCount; i++)
+    {
+        ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+        {
+            VkCommandPoolCreateInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+            info.flags = 0;
+            info.queueFamilyIndex = queue_family;
+            err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool);
+            check_vk_result(err);
+        }
+        {
+            VkCommandBufferAllocateInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+            info.commandPool = fd->CommandPool;
+            info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+            info.commandBufferCount = 1;
+            err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer);
+            check_vk_result(err);
+        }
+        {
+            VkFenceCreateInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+            info.flags = VK_FENCE_CREATE_SIGNALED_BIT;
+            err = vkCreateFence(device, &info, allocator, &fd->Fence);
+            check_vk_result(err);
+        }
+    }
+
+    for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
+    {
+        ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
+        {
+            VkSemaphoreCreateInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
+            err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore);
+            check_vk_result(err);
+            err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore);
+            check_vk_result(err);
+        }
+    }
+}
+
+int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode)
+{
+    if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR)
+        return 3;
+    if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR)
+        return 2;
+    if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR)
+        return 1;
+    IM_ASSERT(0);
+    return 1;
+}
+
+// Also destroy old swap chain and in-flight frames data, if any.
+void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count)
+{
+    VkResult err;
+    VkSwapchainKHR old_swapchain = wd->Swapchain;
+    wd->Swapchain = VK_NULL_HANDLE;
+    err = vkDeviceWaitIdle(device);
+    check_vk_result(err);
+
+    // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one.
+    // Destroy old Framebuffer
+    for (uint32_t i = 0; i < wd->ImageCount; i++)
+        ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
+    for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
+        ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
+    IM_FREE(wd->Frames);
+    IM_FREE(wd->FrameSemaphores);
+    wd->Frames = nullptr;
+    wd->FrameSemaphores = nullptr;
+    wd->ImageCount = 0;
+    if (wd->RenderPass)
+        vkDestroyRenderPass(device, wd->RenderPass, allocator);
+    if (wd->Pipeline)
+        vkDestroyPipeline(device, wd->Pipeline, allocator);
+
+    // If min image count was not specified, request different count of images dependent on selected present mode
+    if (min_image_count == 0)
+        min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode);
+
+    // Create Swapchain
+    {
+        VkSwapchainCreateInfoKHR info = {};
+        info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
+        info.surface = wd->Surface;
+        info.minImageCount = min_image_count;
+        info.imageFormat = wd->SurfaceFormat.format;
+        info.imageColorSpace = wd->SurfaceFormat.colorSpace;
+        info.imageArrayLayers = 1;
+        info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
+        info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;           // Assume that graphics family == present family
+        info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
+        info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
+        info.presentMode = wd->PresentMode;
+        info.clipped = VK_TRUE;
+        info.oldSwapchain = old_swapchain;
+        VkSurfaceCapabilitiesKHR cap;
+        err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
+        check_vk_result(err);
+        if (info.minImageCount < cap.minImageCount)
+            info.minImageCount = cap.minImageCount;
+        else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
+            info.minImageCount = cap.maxImageCount;
+
+        if (cap.currentExtent.width == 0xffffffff)
+        {
+            info.imageExtent.width = wd->Width = w;
+            info.imageExtent.height = wd->Height = h;
+        }
+        else
+        {
+            info.imageExtent.width = wd->Width = cap.currentExtent.width;
+            info.imageExtent.height = wd->Height = cap.currentExtent.height;
+        }
+        err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain);
+        check_vk_result(err);
+        err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr);
+        check_vk_result(err);
+        VkImage backbuffers[16] = {};
+        IM_ASSERT(wd->ImageCount >= min_image_count);
+        IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers));
+        err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
+        check_vk_result(err);
+
+        IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr);
+        wd->SemaphoreCount = wd->ImageCount + 1;
+        wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
+        wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount);
+        memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
+        memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount);
+        for (uint32_t i = 0; i < wd->ImageCount; i++)
+            wd->Frames[i].Backbuffer = backbuffers[i];
+    }
+    if (old_swapchain)
+        vkDestroySwapchainKHR(device, old_swapchain, allocator);
+
+    // Create the Render Pass
+    if (wd->UseDynamicRendering == false)
+    {
+        VkAttachmentDescription attachment = {};
+        attachment.format = wd->SurfaceFormat.format;
+        attachment.samples = VK_SAMPLE_COUNT_1_BIT;
+        attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+        attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
+        attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+        attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
+        attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+        attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+        VkAttachmentReference color_attachment = {};
+        color_attachment.attachment = 0;
+        color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+        VkSubpassDescription subpass = {};
+        subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
+        subpass.colorAttachmentCount = 1;
+        subpass.pColorAttachments = &color_attachment;
+        VkSubpassDependency dependency = {};
+        dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
+        dependency.dstSubpass = 0;
+        dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+        dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+        dependency.srcAccessMask = 0;
+        dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+        VkRenderPassCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+        info.attachmentCount = 1;
+        info.pAttachments = &attachment;
+        info.subpassCount = 1;
+        info.pSubpasses = &subpass;
+        info.dependencyCount = 1;
+        info.pDependencies = &dependency;
+        err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass);
+        check_vk_result(err);
+
+        // We do not create a pipeline by default as this is also used by examples' main.cpp,
+        // but secondary viewport in multi-viewport mode may want to create one with:
+        //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass);
+    }
+
+    // Create The Image Views
+    {
+        VkImageViewCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+        info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+        info.format = wd->SurfaceFormat.format;
+        info.components.r = VK_COMPONENT_SWIZZLE_R;
+        info.components.g = VK_COMPONENT_SWIZZLE_G;
+        info.components.b = VK_COMPONENT_SWIZZLE_B;
+        info.components.a = VK_COMPONENT_SWIZZLE_A;
+        VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
+        info.subresourceRange = image_range;
+        for (uint32_t i = 0; i < wd->ImageCount; i++)
+        {
+            ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+            info.image = fd->Backbuffer;
+            err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView);
+            check_vk_result(err);
+        }
+    }
+
+    // Create Framebuffer
+    if (wd->UseDynamicRendering == false)
+    {
+        VkImageView attachment[1];
+        VkFramebufferCreateInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+        info.renderPass = wd->RenderPass;
+        info.attachmentCount = 1;
+        info.pAttachments = attachment;
+        info.width = wd->Width;
+        info.height = wd->Height;
+        info.layers = 1;
+        for (uint32_t i = 0; i < wd->ImageCount; i++)
+        {
+            ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+            attachment[0] = fd->BackbufferView;
+            err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer);
+            check_vk_result(err);
+        }
+    }
+}
+
+// Create or resize window
+void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
+{
+    IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+    (void)instance;
+    ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
+    ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
+}
+
+void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
+{
+    vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
+    //vkQueueWaitIdle(bd->Queue);
+
+    for (uint32_t i = 0; i < wd->ImageCount; i++)
+        ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
+    for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
+        ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
+    IM_FREE(wd->Frames);
+    IM_FREE(wd->FrameSemaphores);
+    wd->Frames = nullptr;
+    wd->FrameSemaphores = nullptr;
+    vkDestroyPipeline(device, wd->Pipeline, allocator);
+    vkDestroyRenderPass(device, wd->RenderPass, allocator);
+    vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
+    vkDestroySurfaceKHR(instance, wd->Surface, allocator);
+
+    *wd = ImGui_ImplVulkanH_Window();
+}
+
+void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
+{
+    vkDestroyFence(device, fd->Fence, allocator);
+    vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer);
+    vkDestroyCommandPool(device, fd->CommandPool, allocator);
+    fd->Fence = VK_NULL_HANDLE;
+    fd->CommandBuffer = VK_NULL_HANDLE;
+    fd->CommandPool = VK_NULL_HANDLE;
+
+    vkDestroyImageView(device, fd->BackbufferView, allocator);
+    vkDestroyFramebuffer(device, fd->Framebuffer, allocator);
+}
+
+void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator)
+{
+    vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator);
+    vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator);
+    fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_vulkan.h b/third_party/imgui/backends/imgui_impl_vulkan.h
new file mode 100644
index 0000000000000000000000000000000000000000..1c7f7695183f679fa45be63329b8fbae8f1f7c6a
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_vulkan.h
@@ -0,0 +1,195 @@
+// dear imgui: Renderer Backend for Vulkan
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+//  [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
+// See imgui_impl_vulkan.cpp file for details.
+
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+//   You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#pragma once
+#ifndef IMGUI_DISABLE
+#include "imgui.h"      // IMGUI_IMPL_API
+
+// [Configuration] in order to use a custom Vulkan function loader:
+// (1) You'll need to disable default Vulkan function prototypes.
+//     We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
+//     In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
+//     - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
+//     - Or as a compilation flag in your build system
+//     - Or uncomment here (not recommended because you'd be modifying imgui sources!)
+//     - Do not simply add it in a .cpp file!
+// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
+// If you have no idea what this is, leave it alone!
+//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
+
+// Convenience support for Volk
+// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
+//#define IMGUI_IMPL_VULKAN_USE_VOLK
+
+#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
+#define VK_NO_PROTOTYPES
+#endif
+#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
+#define NOMINMAX
+#endif
+
+// Vulkan includes
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#include <volk.h>
+#else
+#include <vulkan/vulkan.h>
+#endif
+#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
+#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+#endif
+
+// Initialization data, for ImGui_ImplVulkan_Init()
+// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
+//   and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
+// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkan_InitInfo
+{
+    VkInstance                      Instance;
+    VkPhysicalDevice                PhysicalDevice;
+    VkDevice                        Device;
+    uint32_t                        QueueFamily;
+    VkQueue                         Queue;
+    VkDescriptorPool                DescriptorPool;               // See requirements in note above
+    VkRenderPass                    RenderPass;                   // Ignored if using dynamic rendering
+    uint32_t                        MinImageCount;                // >= 2
+    uint32_t                        ImageCount;                   // >= MinImageCount
+    VkSampleCountFlagBits           MSAASamples;                  // 0 defaults to VK_SAMPLE_COUNT_1_BIT
+
+    // (Optional)
+    VkPipelineCache                 PipelineCache;
+    uint32_t                        Subpass;
+
+    // (Optional) Dynamic Rendering
+    // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
+    bool                            UseDynamicRendering;
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+    VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
+#endif
+
+    // (Optional) Allocation, Debugging
+    const VkAllocationCallbacks*    Allocator;
+    void                            (*CheckVkResultFn)(VkResult err);
+    VkDeviceSize                    MinAllocationSize;      // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
+};
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool         ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
+IMGUI_IMPL_API void         ImGui_ImplVulkan_Shutdown();
+IMGUI_IMPL_API void         ImGui_ImplVulkan_NewFrame();
+IMGUI_IMPL_API void         ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
+IMGUI_IMPL_API bool         ImGui_ImplVulkan_CreateFontsTexture();
+IMGUI_IMPL_API void         ImGui_ImplVulkan_DestroyFontsTexture();
+IMGUI_IMPL_API void         ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
+
+// Register a texture (VkDescriptorSet == ImTextureID)
+// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
+// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
+IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
+IMGUI_IMPL_API void            ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
+
+// Optional: load Vulkan functions with a custom function loader
+// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
+IMGUI_IMPL_API bool         ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
+//-------------------------------------------------------------------------
+// You probably do NOT need to use or care about those functions.
+// Those functions only exist because:
+//   1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
+//   2) the multi-viewport / platform window implementation needs them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
+// but it is too much code to duplicate everywhere so we exceptionally expose them.
+//
+// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
+// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
+// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+//-------------------------------------------------------------------------
+
+struct ImGui_ImplVulkanH_Frame;
+struct ImGui_ImplVulkanH_Window;
+
+// Helpers
+IMGUI_IMPL_API void                 ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
+IMGUI_IMPL_API void                 ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
+IMGUI_IMPL_API VkSurfaceFormatKHR   ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
+IMGUI_IMPL_API VkPresentModeKHR     ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
+IMGUI_IMPL_API int                  ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
+
+// Helper structure to hold the data needed by one rendering frame
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_Frame
+{
+    VkCommandPool       CommandPool;
+    VkCommandBuffer     CommandBuffer;
+    VkFence             Fence;
+    VkImage             Backbuffer;
+    VkImageView         BackbufferView;
+    VkFramebuffer       Framebuffer;
+};
+
+struct ImGui_ImplVulkanH_FrameSemaphores
+{
+    VkSemaphore         ImageAcquiredSemaphore;
+    VkSemaphore         RenderCompleteSemaphore;
+};
+
+// Helper structure to hold the data needed by one rendering context into one OS window
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+struct ImGui_ImplVulkanH_Window
+{
+    int                 Width;
+    int                 Height;
+    VkSwapchainKHR      Swapchain;
+    VkSurfaceKHR        Surface;
+    VkSurfaceFormatKHR  SurfaceFormat;
+    VkPresentModeKHR    PresentMode;
+    VkRenderPass        RenderPass;
+    VkPipeline          Pipeline;               // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
+    bool                UseDynamicRendering;
+    bool                ClearEnable;
+    VkClearValue        ClearValue;
+    uint32_t            FrameIndex;             // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
+    uint32_t            ImageCount;             // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
+    uint32_t            SemaphoreCount;         // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
+    uint32_t            SemaphoreIndex;         // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
+    ImGui_ImplVulkanH_Frame*            Frames;
+    ImGui_ImplVulkanH_FrameSemaphores*  FrameSemaphores;
+
+    ImGui_ImplVulkanH_Window()
+    {
+        memset((void*)this, 0, sizeof(*this));
+        PresentMode = (VkPresentModeKHR)~0;     // Ensure we get an error if user doesn't set this.
+        ClearEnable = true;
+    }
+};
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_wgpu.cpp b/third_party/imgui/backends/imgui_impl_wgpu.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..503ac8efdcd95a2a5dec19cdf28846a918c1224e
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_wgpu.cpp
@@ -0,0 +1,827 @@
+// dear imgui: Renderer for WebGPU
+// This needs to be used along with a Platform Binding (e.g. GLFW)
+// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
+//  2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
+//  2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
+//  2024-01-22: Fixed pipeline layout leak. (#7245)
+//  2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
+//  2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
+//  2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
+//  2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
+//  2022-11-24: Fixed validation error with default depth buffer settings.
+//  2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
+//  2021-08-24: Fixed for latest specs.
+//  2021-05-24: Add support for draw_data->FramebufferScale.
+//  2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+//  2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
+//  2021-02-18: Change blending equation to preserve alpha in output buffer.
+//  2021-01-28: Initial version.
+
+// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
+#ifndef __EMSCRIPTEN__
+    #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+    #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
+    #endif
+#else
+    #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+    #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
+    #endif
+#endif
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_wgpu.h"
+#include <limits.h>
+#include <webgpu/webgpu.h>
+
+// Dear ImGui prototypes from imgui_internal.h
+extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
+#define MEMALIGN(_SIZE,_ALIGN)        (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1))    // Memory align (copied from IM_ALIGN() macro).
+
+// WebGPU data
+struct RenderResources
+{
+    WGPUTexture         FontTexture = nullptr;          // Font texture
+    WGPUTextureView     FontTextureView = nullptr;      // Texture view for font texture
+    WGPUSampler         Sampler = nullptr;              // Sampler for the font texture
+    WGPUBuffer          Uniforms = nullptr;             // Shader uniforms
+    WGPUBindGroup       CommonBindGroup = nullptr;      // Resources bind-group to bind the common resources to pipeline
+    ImGuiStorage        ImageBindGroups;                // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
+    WGPUBindGroup       ImageBindGroup = nullptr;       // Default font-resource of Dear ImGui
+    WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
+};
+
+struct FrameResources
+{
+    WGPUBuffer  IndexBuffer;
+    WGPUBuffer  VertexBuffer;
+    ImDrawIdx*  IndexBufferHost;
+    ImDrawVert* VertexBufferHost;
+    int         IndexBufferSize;
+    int         VertexBufferSize;
+};
+
+struct Uniforms
+{
+    float MVP[4][4];
+    float Gamma;
+};
+
+struct ImGui_ImplWGPU_Data
+{
+    ImGui_ImplWGPU_InitInfo initInfo;
+    WGPUDevice              wgpuDevice = nullptr;
+    WGPUQueue               defaultQueue = nullptr;
+    WGPUTextureFormat       renderTargetFormat = WGPUTextureFormat_Undefined;
+    WGPUTextureFormat       depthStencilFormat = WGPUTextureFormat_Undefined;
+    WGPURenderPipeline      pipelineState = nullptr;
+
+    RenderResources         renderResources;
+    FrameResources*         pFrameResources = nullptr;
+    unsigned int            numFramesInFlight = 0;
+    unsigned int            frameIndex = UINT_MAX;
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+//-----------------------------------------------------------------------------
+// SHADERS
+//-----------------------------------------------------------------------------
+
+static const char __shader_vert_wgsl[] = R"(
+struct VertexInput {
+    @location(0) position: vec2<f32>,
+    @location(1) uv: vec2<f32>,
+    @location(2) color: vec4<f32>,
+};
+
+struct VertexOutput {
+    @builtin(position) position: vec4<f32>,
+    @location(0) color: vec4<f32>,
+    @location(1) uv: vec2<f32>,
+};
+
+struct Uniforms {
+    mvp: mat4x4<f32>,
+    gamma: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
+@vertex
+fn main(in: VertexInput) -> VertexOutput {
+    var out: VertexOutput;
+    out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
+    out.color = in.color;
+    out.uv = in.uv;
+    return out;
+}
+)";
+
+static const char __shader_frag_wgsl[] = R"(
+struct VertexOutput {
+    @builtin(position) position: vec4<f32>,
+    @location(0) color: vec4<f32>,
+    @location(1) uv: vec2<f32>,
+};
+
+struct Uniforms {
+    mvp: mat4x4<f32>,
+    gamma: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+@group(0) @binding(1) var s: sampler;
+@group(1) @binding(0) var t: texture_2d<f32>;
+
+@fragment
+fn main(in: VertexOutput) -> @location(0) vec4<f32> {
+    let color = in.color * textureSample(t, s, in.uv);
+    let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
+    return vec4<f32>(corrected_color, color.a);
+}
+)";
+
+static void SafeRelease(ImDrawIdx*& res)
+{
+    if (res)
+        delete[] res;
+    res = nullptr;
+}
+static void SafeRelease(ImDrawVert*& res)
+{
+    if (res)
+        delete[] res;
+    res = nullptr;
+}
+static void SafeRelease(WGPUBindGroupLayout& res)
+{
+    if (res)
+        wgpuBindGroupLayoutRelease(res);
+    res = nullptr;
+}
+static void SafeRelease(WGPUBindGroup& res)
+{
+    if (res)
+        wgpuBindGroupRelease(res);
+    res = nullptr;
+}
+static void SafeRelease(WGPUBuffer& res)
+{
+    if (res)
+        wgpuBufferRelease(res);
+    res = nullptr;
+}
+static void SafeRelease(WGPUPipelineLayout& res)
+{
+    if (res)
+        wgpuPipelineLayoutRelease(res);
+    res = nullptr;
+}
+static void SafeRelease(WGPURenderPipeline& res)
+{
+    if (res)
+        wgpuRenderPipelineRelease(res);
+    res = nullptr;
+}
+static void SafeRelease(WGPUSampler& res)
+{
+    if (res)
+        wgpuSamplerRelease(res);
+    res = nullptr;
+}
+static void SafeRelease(WGPUShaderModule& res)
+{
+    if (res)
+        wgpuShaderModuleRelease(res);
+    res = nullptr;
+}
+static void SafeRelease(WGPUTextureView& res)
+{
+    if (res)
+        wgpuTextureViewRelease(res);
+    res = nullptr;
+}
+static void SafeRelease(WGPUTexture& res)
+{
+    if (res)
+        wgpuTextureRelease(res);
+    res = nullptr;
+}
+
+static void SafeRelease(RenderResources& res)
+{
+    SafeRelease(res.FontTexture);
+    SafeRelease(res.FontTextureView);
+    SafeRelease(res.Sampler);
+    SafeRelease(res.Uniforms);
+    SafeRelease(res.CommonBindGroup);
+    SafeRelease(res.ImageBindGroup);
+    SafeRelease(res.ImageBindGroupLayout);
+};
+
+static void SafeRelease(FrameResources& res)
+{
+    SafeRelease(res.IndexBuffer);
+    SafeRelease(res.VertexBuffer);
+    SafeRelease(res.IndexBufferHost);
+    SafeRelease(res.VertexBufferHost);
+}
+
+static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
+{
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+
+    WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+    wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
+#else
+    wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
+#endif
+    wgsl_desc.code = wgsl_source;
+
+    WGPUShaderModuleDescriptor desc = {};
+    desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
+
+    WGPUProgrammableStageDescriptor stage_desc = {};
+    stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
+    stage_desc.entryPoint = "main";
+    return stage_desc;
+}
+
+static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
+{
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+    WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
+
+    WGPUBindGroupDescriptor image_bg_descriptor = {};
+    image_bg_descriptor.layout = layout;
+    image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
+    image_bg_descriptor.entries = image_bg_entries;
+    return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
+}
+
+static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
+{
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+
+    // Setup orthographic projection matrix into our constant buffer
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+    {
+        float L = draw_data->DisplayPos.x;
+        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+        float T = draw_data->DisplayPos.y;
+        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+        float mvp[4][4] =
+        {
+            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
+            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
+            { 0.0f,         0.0f,           0.5f,       0.0f },
+            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
+        };
+        wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
+        float gamma;
+        switch (bd->renderTargetFormat)
+        {
+        case WGPUTextureFormat_ASTC10x10UnormSrgb:
+        case WGPUTextureFormat_ASTC10x5UnormSrgb:
+        case WGPUTextureFormat_ASTC10x6UnormSrgb:
+        case WGPUTextureFormat_ASTC10x8UnormSrgb:
+        case WGPUTextureFormat_ASTC12x10UnormSrgb:
+        case WGPUTextureFormat_ASTC12x12UnormSrgb:
+        case WGPUTextureFormat_ASTC4x4UnormSrgb:
+        case WGPUTextureFormat_ASTC5x5UnormSrgb:
+        case WGPUTextureFormat_ASTC6x5UnormSrgb:
+        case WGPUTextureFormat_ASTC6x6UnormSrgb:
+        case WGPUTextureFormat_ASTC8x5UnormSrgb:
+        case WGPUTextureFormat_ASTC8x6UnormSrgb:
+        case WGPUTextureFormat_ASTC8x8UnormSrgb:
+        case WGPUTextureFormat_BC1RGBAUnormSrgb:
+        case WGPUTextureFormat_BC2RGBAUnormSrgb:
+        case WGPUTextureFormat_BC3RGBAUnormSrgb:
+        case WGPUTextureFormat_BC7RGBAUnormSrgb:
+        case WGPUTextureFormat_BGRA8UnormSrgb:
+        case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
+        case WGPUTextureFormat_ETC2RGB8UnormSrgb:
+        case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
+        case WGPUTextureFormat_RGBA8UnormSrgb:
+            gamma = 2.2f;
+            break;
+        default:
+            gamma = 1.0f;
+        }
+        wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
+    }
+
+    // Setup viewport
+    wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
+
+    // Bind shader and vertex buffers
+    wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
+    wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
+    wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
+    wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
+
+    // Setup blend factor
+    WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
+    wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
+}
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
+{
+    // Avoid rendering when minimized
+    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+    if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
+        return;
+
+    // FIXME: Assuming that this only gets called once per frame!
+    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+    bd->frameIndex = bd->frameIndex + 1;
+    FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
+
+    // Create and grow vertex/index buffers if needed
+    if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (fr->VertexBuffer)
+        {
+            wgpuBufferDestroy(fr->VertexBuffer);
+            wgpuBufferRelease(fr->VertexBuffer);
+        }
+        SafeRelease(fr->VertexBufferHost);
+        fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+
+        WGPUBufferDescriptor vb_desc =
+        {
+            nullptr,
+            "Dear ImGui Vertex buffer",
+            WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
+            MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
+            false
+        };
+        fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
+        if (!fr->VertexBuffer)
+            return;
+
+        fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
+    }
+    if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (fr->IndexBuffer)
+        {
+            wgpuBufferDestroy(fr->IndexBuffer);
+            wgpuBufferRelease(fr->IndexBuffer);
+        }
+        SafeRelease(fr->IndexBufferHost);
+        fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+
+        WGPUBufferDescriptor ib_desc =
+        {
+            nullptr,
+            "Dear ImGui Index buffer",
+            WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
+            MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
+            false
+        };
+        fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
+        if (!fr->IndexBuffer)
+            return;
+
+        fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
+    }
+
+    // Upload vertex/index data into a single contiguous GPU buffer
+    ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
+    ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.Size;
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
+    int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
+    wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
+    wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer,  0, fr->IndexBufferHost,  ib_write_size);
+
+    // Setup desired render state
+    ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
+
+    // Render command lists
+    // (Because we merged all buffers into a single one, we maintain our own offset into them)
+    int global_vtx_offset = 0;
+    int global_idx_offset = 0;
+    ImVec2 clip_scale = draw_data->FramebufferScale;
+    ImVec2 clip_off = draw_data->DisplayPos;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback != nullptr)
+            {
+                // User callback, registered via ImDrawList::AddCallback()
+                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+                    ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
+                else
+                    pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                // Bind custom texture
+                ImTextureID tex_id = pcmd->GetTexID();
+                ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
+                auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
+                if (bind_group)
+                {
+                    wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
+                }
+                else
+                {
+                    WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
+                    bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
+                    wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
+                }
+
+                // Project scissor/clipping rectangles into framebuffer space
+                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+                // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
+                if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+                if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+                if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+                if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                    continue;
+
+                // Apply scissor/clipping rectangle, Draw
+                wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
+                wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+            }
+        }
+        global_idx_offset += cmd_list->IdxBuffer.Size;
+        global_vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+}
+
+static void ImGui_ImplWGPU_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height, size_pp;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
+
+    // Upload texture to graphics system
+    {
+        WGPUTextureDescriptor tex_desc = {};
+        tex_desc.label = "Dear ImGui Font Texture";
+        tex_desc.dimension = WGPUTextureDimension_2D;
+        tex_desc.size.width = width;
+        tex_desc.size.height = height;
+        tex_desc.size.depthOrArrayLayers = 1;
+        tex_desc.sampleCount = 1;
+        tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
+        tex_desc.mipLevelCount = 1;
+        tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
+        bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
+
+        WGPUTextureViewDescriptor tex_view_desc = {};
+        tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
+        tex_view_desc.dimension = WGPUTextureViewDimension_2D;
+        tex_view_desc.baseMipLevel = 0;
+        tex_view_desc.mipLevelCount = 1;
+        tex_view_desc.baseArrayLayer = 0;
+        tex_view_desc.arrayLayerCount = 1;
+        tex_view_desc.aspect = WGPUTextureAspect_All;
+        bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
+    }
+
+    // Upload texture data
+    {
+        WGPUImageCopyTexture dst_view = {};
+        dst_view.texture = bd->renderResources.FontTexture;
+        dst_view.mipLevel = 0;
+        dst_view.origin = { 0, 0, 0 };
+        dst_view.aspect = WGPUTextureAspect_All;
+        WGPUTextureDataLayout layout = {};
+        layout.offset = 0;
+        layout.bytesPerRow = width * size_pp;
+        layout.rowsPerImage = height;
+        WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
+        wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
+    }
+
+    // Create the associated sampler
+    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+    {
+        WGPUSamplerDescriptor sampler_desc = {};
+        sampler_desc.minFilter = WGPUFilterMode_Linear;
+        sampler_desc.magFilter = WGPUFilterMode_Linear;
+        sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
+        sampler_desc.addressModeU = WGPUAddressMode_Repeat;
+        sampler_desc.addressModeV = WGPUAddressMode_Repeat;
+        sampler_desc.addressModeW = WGPUAddressMode_Repeat;
+        sampler_desc.maxAnisotropy = 1;
+        bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
+    }
+
+    // Store our identifier
+    static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
+    io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
+}
+
+static void ImGui_ImplWGPU_CreateUniformBuffer()
+{
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+    WGPUBufferDescriptor ub_desc =
+    {
+        nullptr,
+        "Dear ImGui Uniform buffer",
+        WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
+        MEMALIGN(sizeof(Uniforms), 16),
+        false
+    };
+    bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
+}
+
+bool ImGui_ImplWGPU_CreateDeviceObjects()
+{
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+    if (!bd->wgpuDevice)
+        return false;
+    if (bd->pipelineState)
+        ImGui_ImplWGPU_InvalidateDeviceObjects();
+
+    // Create render pipeline
+    WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
+    graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+    graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
+    graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
+    graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
+    graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
+
+    // Bind group layouts
+    WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
+    common_bg_layout_entries[0].binding = 0;
+    common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+    common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
+    common_bg_layout_entries[1].binding = 1;
+    common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
+    common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
+
+    WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
+    image_bg_layout_entries[0].binding = 0;
+    image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
+    image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
+    image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
+
+    WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
+    common_bg_layout_desc.entryCount = 2;
+    common_bg_layout_desc.entries = common_bg_layout_entries;
+
+    WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
+    image_bg_layout_desc.entryCount = 1;
+    image_bg_layout_desc.entries = image_bg_layout_entries;
+
+    WGPUBindGroupLayout bg_layouts[2];
+    bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
+    bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
+
+    WGPUPipelineLayoutDescriptor layout_desc = {};
+    layout_desc.bindGroupLayoutCount = 2;
+    layout_desc.bindGroupLayouts = bg_layouts;
+    graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
+
+    // Create the vertex shader
+    WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
+    graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
+    graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
+
+    // Vertex input configuration
+    WGPUVertexAttribute attribute_desc[] =
+    {
+        { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
+        { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv),  1 },
+        { WGPUVertexFormat_Unorm8x4,  (uint64_t)offsetof(ImDrawVert, col), 2 },
+    };
+
+    WGPUVertexBufferLayout buffer_layouts[1];
+    buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
+    buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
+    buffer_layouts[0].attributeCount = 3;
+    buffer_layouts[0].attributes = attribute_desc;
+
+    graphics_pipeline_desc.vertex.bufferCount = 1;
+    graphics_pipeline_desc.vertex.buffers = buffer_layouts;
+
+    // Create the pixel shader
+    WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
+
+    // Create the blending setup
+    WGPUBlendState blend_state = {};
+    blend_state.alpha.operation = WGPUBlendOperation_Add;
+    blend_state.alpha.srcFactor = WGPUBlendFactor_One;
+    blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+    blend_state.color.operation = WGPUBlendOperation_Add;
+    blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
+    blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+
+    WGPUColorTargetState color_state = {};
+    color_state.format = bd->renderTargetFormat;
+    color_state.blend = &blend_state;
+    color_state.writeMask = WGPUColorWriteMask_All;
+
+    WGPUFragmentState fragment_state = {};
+    fragment_state.module = pixel_shader_desc.module;
+    fragment_state.entryPoint = pixel_shader_desc.entryPoint;
+    fragment_state.targetCount = 1;
+    fragment_state.targets = &color_state;
+
+    graphics_pipeline_desc.fragment = &fragment_state;
+
+    // Create depth-stencil State
+    WGPUDepthStencilState depth_stencil_state = {};
+    depth_stencil_state.format = bd->depthStencilFormat;
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+    depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
+#else
+    depth_stencil_state.depthWriteEnabled = false;
+#endif
+    depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
+    depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
+    depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
+    depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
+    depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
+    depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
+    depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
+    depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
+    depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
+
+    // Configure disabled depth-stencil state
+    graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr :  &depth_stencil_state;
+
+    bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
+
+    ImGui_ImplWGPU_CreateFontsTexture();
+    ImGui_ImplWGPU_CreateUniformBuffer();
+
+    // Create resource bind group
+    WGPUBindGroupEntry common_bg_entries[] =
+    {
+        { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
+        { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
+    };
+
+    WGPUBindGroupDescriptor common_bg_descriptor = {};
+    common_bg_descriptor.layout = bg_layouts[0];
+    common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
+    common_bg_descriptor.entries = common_bg_entries;
+    bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
+
+    WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
+    bd->renderResources.ImageBindGroup = image_bind_group;
+    bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
+    bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
+
+    SafeRelease(vertex_shader_desc.module);
+    SafeRelease(pixel_shader_desc.module);
+    SafeRelease(graphics_pipeline_desc.layout);
+    SafeRelease(bg_layouts[0]);
+
+    return true;
+}
+
+void ImGui_ImplWGPU_InvalidateDeviceObjects()
+{
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+    if (!bd->wgpuDevice)
+        return;
+
+    SafeRelease(bd->pipelineState);
+    SafeRelease(bd->renderResources);
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+
+    for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
+        SafeRelease(bd->pFrameResources[i]);
+}
+
+bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+    // Setup backend capabilities flags
+    ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
+    io.BackendRendererUserData = (void*)bd;
+#if defined(__EMSCRIPTEN__)
+    io.BackendRendererName = "imgui_impl_webgpu_emscripten";
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+    io.BackendRendererName = "imgui_impl_webgpu_dawn";
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+    io.BackendRendererName = "imgui_impl_webgpu_wgpu";
+#else
+    io.BackendRendererName = "imgui_impl_webgpu";
+#endif
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+    bd->initInfo = *init_info;
+    bd->wgpuDevice = init_info->Device;
+    bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
+    bd->renderTargetFormat = init_info->RenderTargetFormat;
+    bd->depthStencilFormat = init_info->DepthStencilFormat;
+    bd->numFramesInFlight = init_info->NumFramesInFlight;
+    bd->frameIndex = UINT_MAX;
+
+    bd->renderResources.FontTexture = nullptr;
+    bd->renderResources.FontTextureView = nullptr;
+    bd->renderResources.Sampler = nullptr;
+    bd->renderResources.Uniforms = nullptr;
+    bd->renderResources.CommonBindGroup = nullptr;
+    bd->renderResources.ImageBindGroups.Data.reserve(100);
+    bd->renderResources.ImageBindGroup = nullptr;
+    bd->renderResources.ImageBindGroupLayout = nullptr;
+
+    // Create buffers with a default size (they will later be grown as needed)
+    bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
+    for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
+    {
+        FrameResources* fr = &bd->pFrameResources[i];
+        fr->IndexBuffer = nullptr;
+        fr->VertexBuffer = nullptr;
+        fr->IndexBufferHost = nullptr;
+        fr->VertexBufferHost = nullptr;
+        fr->IndexBufferSize = 10000;
+        fr->VertexBufferSize = 5000;
+    }
+
+    return true;
+}
+
+void ImGui_ImplWGPU_Shutdown()
+{
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    ImGui_ImplWGPU_InvalidateDeviceObjects();
+    delete[] bd->pFrameResources;
+    bd->pFrameResources = nullptr;
+    wgpuQueueRelease(bd->defaultQueue);
+    bd->wgpuDevice = nullptr;
+    bd->numFramesInFlight = 0;
+    bd->frameIndex = UINT_MAX;
+
+    io.BackendRendererName = nullptr;
+    io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    IM_DELETE(bd);
+}
+
+void ImGui_ImplWGPU_NewFrame()
+{
+    ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+    if (!bd->pipelineState)
+        ImGui_ImplWGPU_CreateDeviceObjects();
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_wgpu.h b/third_party/imgui/backends/imgui_impl_wgpu.h
new file mode 100644
index 0000000000000000000000000000000000000000..e6835dee94c861c33919ee3afb56058b7c905700
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_wgpu.h
@@ -0,0 +1,57 @@
+// dear imgui: Renderer for WebGPU
+// This needs to be used along with a Platform Binding (e.g. GLFW)
+// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
+
+// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten),
+// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
+// Add #define to your imconfig.h file, or as a compilation flag in your build system.
+// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface.
+//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+// Implemented features:
+//  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"          // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+#include <webgpu/webgpu.h>
+
+// Initialization data, for ImGui_ImplWGPU_Init()
+struct ImGui_ImplWGPU_InitInfo
+{
+    WGPUDevice              Device;
+    int                     NumFramesInFlight = 3;
+    WGPUTextureFormat       RenderTargetFormat = WGPUTextureFormat_Undefined;
+    WGPUTextureFormat       DepthStencilFormat = WGPUTextureFormat_Undefined;
+    WGPUMultisampleState    PipelineMultisampleState = {};
+
+    ImGui_ImplWGPU_InitInfo()
+    {
+        PipelineMultisampleState.count = 1;
+        PipelineMultisampleState.mask = UINT32_MAX;
+        PipelineMultisampleState.alphaToCoverageEnabled = false;
+    }
+};
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
+IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_win32.cpp b/third_party/imgui/backends/imgui_impl_win32.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..758e70d01a54bc7d4b62602207d02a26835e3111
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_win32.cpp
@@ -0,0 +1,935 @@
+// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+//  [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Configuration flags to add in your imconfig file:
+//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD              // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
+//  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
+//  2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
+//  2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
+//  2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
+//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
+//  2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
+//  2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+//  2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
+//  2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
+//  2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+//  2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
+//  2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
+//  2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
+//  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
+//  2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
+//  2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
+//  2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
+//  2021-01-25: Inputs: Dynamically loading XInput DLL.
+//  2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
+//  2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
+//  2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
+//  2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
+//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+//  2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
+//  2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
+//  2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
+//  2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+//  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
+//  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
+//  2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
+//  2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
+//  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
+//  2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_win32.h"
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
+#include <tchar.h>
+#include <dwmapi.h>
+
+// Using XInput for gamepad (will load DLL dynamically)
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+#include <xinput.h>
+typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
+typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wcast-function-type"     // warning: cast between incompatible function types (for loader)
+#endif
+#if defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wcast-function-type"       // warning: cast between incompatible function types (for loader)
+#endif
+
+struct ImGui_ImplWin32_Data
+{
+    HWND                        hWnd;
+    HWND                        MouseHwnd;
+    int                         MouseTrackedArea;   // 0: not tracked, 1: client area, 2: non-client area
+    int                         MouseButtonsDown;
+    INT64                       Time;
+    INT64                       TicksPerSecond;
+    ImGuiMouseCursor            LastMouseCursor;
+    UINT32                      KeyboardCodePage;
+
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+    bool                        HasGamepad;
+    bool                        WantUpdateHasGamepad;
+    HMODULE                     XInputDLL;
+    PFN_XInputGetCapabilities   XInputGetCapabilities;
+    PFN_XInputGetState          XInputGetState;
+#endif
+
+    ImGui_ImplWin32_Data()      { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
+{
+    return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static void ImGui_ImplWin32_UpdateKeyboardCodePage()
+{
+    // Retrieve keyboard code page, required for handling of non-Unicode Windows.
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    HKL keyboard_layout = ::GetKeyboardLayout(0);
+    LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
+    if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
+        bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
+}
+
+static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+
+    INT64 perf_frequency, perf_counter;
+    if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
+        return false;
+    if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
+        return false;
+
+    // Setup backend capabilities flags
+    ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
+    io.BackendPlatformUserData = (void*)bd;
+    io.BackendPlatformName = "imgui_impl_win32";
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    bd->hWnd = (HWND)hwnd;
+    bd->TicksPerSecond = perf_frequency;
+    bd->Time = perf_counter;
+    bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
+    ImGui_ImplWin32_UpdateKeyboardCodePage();
+
+    // Set platform dependent data in viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
+    IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
+
+    // Dynamically load XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+    bd->WantUpdateHasGamepad = true;
+    const char* xinput_dll_names[] =
+    {
+        "xinput1_4.dll",   // Windows 8+
+        "xinput1_3.dll",   // DirectX SDK
+        "xinput9_1_0.dll", // Windows Vista, Windows 7
+        "xinput1_2.dll",   // DirectX SDK
+        "xinput1_1.dll"    // DirectX SDK
+    };
+    for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
+        if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
+        {
+            bd->XInputDLL = dll;
+            bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
+            bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
+            break;
+        }
+#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+
+    return true;
+}
+
+IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd)
+{
+    return ImGui_ImplWin32_InitEx(hwnd, false);
+}
+
+IMGUI_IMPL_API bool     ImGui_ImplWin32_InitForOpenGL(void* hwnd)
+{
+    // OpenGL needs CS_OWNDC
+    return ImGui_ImplWin32_InitEx(hwnd, true);
+}
+
+void    ImGui_ImplWin32_Shutdown()
+{
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Unload XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+    if (bd->XInputDLL)
+        ::FreeLibrary(bd->XInputDLL);
+#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+
+    io.BackendPlatformName = nullptr;
+    io.BackendPlatformUserData = nullptr;
+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+    IM_DELETE(bd);
+}
+
+static bool ImGui_ImplWin32_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return false;
+
+    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        ::SetCursor(nullptr);
+    }
+    else
+    {
+        // Show OS mouse cursor
+        LPTSTR win32_cursor = IDC_ARROW;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
+        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
+        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
+        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
+        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
+        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
+        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
+        case ImGuiMouseCursor_Hand:         win32_cursor = IDC_HAND; break;
+        case ImGuiMouseCursor_NotAllowed:   win32_cursor = IDC_NO; break;
+        }
+        ::SetCursor(::LoadCursor(nullptr, win32_cursor));
+    }
+    return true;
+}
+
+static bool IsVkDown(int vk)
+{
+    return (::GetKeyState(vk) & 0x8000) != 0;
+}
+
+static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddKeyEvent(key, down);
+    io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
+    IM_UNUSED(native_scancode);
+}
+
+static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
+{
+    // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
+    if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
+        ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
+    if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
+        ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
+
+    // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
+    if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
+        ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
+    if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
+        ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
+}
+
+static void ImGui_ImplWin32_UpdateKeyModifiers()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
+    io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
+    io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
+    io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
+}
+
+static void ImGui_ImplWin32_UpdateMouseData()
+{
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+    IM_ASSERT(bd->hWnd != 0);
+
+    HWND focused_window = ::GetForegroundWindow();
+    const bool is_app_focused = (focused_window == bd->hWnd);
+    if (is_app_focused)
+    {
+        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+        if (io.WantSetMousePos)
+        {
+            POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+            if (::ClientToScreen(bd->hWnd, &pos))
+                ::SetCursorPos(pos.x, pos.y);
+        }
+
+        // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
+        // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
+        if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
+        {
+            POINT pos;
+            if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
+                io.AddMousePosEvent((float)pos.x, (float)pos.y);
+        }
+    }
+}
+
+// Gamepad navigation mapping
+static void ImGui_ImplWin32_UpdateGamepads()
+{
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+    //    return;
+
+    // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
+    // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
+    if (bd->WantUpdateHasGamepad)
+    {
+        XINPUT_CAPABILITIES caps = {};
+        bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
+        bd->WantUpdateHasGamepad = false;
+    }
+
+    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+    XINPUT_STATE xinput_state;
+    XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
+    if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
+        return;
+    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+    #define IM_SATURATE(V)                      (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+    #define MAP_BUTTON(KEY_NO, BUTTON_ENUM)     { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
+    #define MAP_ANALOG(KEY_NO, VALUE, V0, V1)   { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
+    MAP_BUTTON(ImGuiKey_GamepadStart,           XINPUT_GAMEPAD_START);
+    MAP_BUTTON(ImGuiKey_GamepadBack,            XINPUT_GAMEPAD_BACK);
+    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        XINPUT_GAMEPAD_X);
+    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       XINPUT_GAMEPAD_B);
+    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          XINPUT_GAMEPAD_Y);
+    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        XINPUT_GAMEPAD_A);
+    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        XINPUT_GAMEPAD_DPAD_LEFT);
+    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       XINPUT_GAMEPAD_DPAD_RIGHT);
+    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          XINPUT_GAMEPAD_DPAD_UP);
+    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        XINPUT_GAMEPAD_DPAD_DOWN);
+    MAP_BUTTON(ImGuiKey_GamepadL1,              XINPUT_GAMEPAD_LEFT_SHOULDER);
+    MAP_BUTTON(ImGuiKey_GamepadR1,              XINPUT_GAMEPAD_RIGHT_SHOULDER);
+    MAP_ANALOG(ImGuiKey_GamepadL2,              gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
+    MAP_ANALOG(ImGuiKey_GamepadR2,              gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
+    MAP_BUTTON(ImGuiKey_GamepadL3,              XINPUT_GAMEPAD_LEFT_THUMB);
+    MAP_BUTTON(ImGuiKey_GamepadR3,              XINPUT_GAMEPAD_RIGHT_THUMB);
+    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+    #undef MAP_BUTTON
+    #undef MAP_ANALOG
+#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+}
+
+void    ImGui_ImplWin32_NewFrame()
+{
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    RECT rect = { 0, 0, 0, 0 };
+    ::GetClientRect(bd->hWnd, &rect);
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+    // Setup time step
+    INT64 current_time = 0;
+    ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
+    io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
+    bd->Time = current_time;
+
+    // Update OS mouse position
+    ImGui_ImplWin32_UpdateMouseData();
+
+    // Process workarounds for known Windows key handling issues
+    ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
+
+    // Update OS mouse cursor with the cursor requested by imgui
+    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (bd->LastMouseCursor != mouse_cursor)
+    {
+        bd->LastMouseCursor = mouse_cursor;
+        ImGui_ImplWin32_UpdateMouseCursor();
+    }
+
+    // Update game controllers (if enabled and available)
+    ImGui_ImplWin32_UpdateGamepads();
+}
+
+// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
+#define IM_VK_KEYPAD_ENTER      (VK_RETURN + 256)
+
+// Map VK_xxx to ImGuiKey_xxx.
+static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
+{
+    switch (wParam)
+    {
+        case VK_TAB: return ImGuiKey_Tab;
+        case VK_LEFT: return ImGuiKey_LeftArrow;
+        case VK_RIGHT: return ImGuiKey_RightArrow;
+        case VK_UP: return ImGuiKey_UpArrow;
+        case VK_DOWN: return ImGuiKey_DownArrow;
+        case VK_PRIOR: return ImGuiKey_PageUp;
+        case VK_NEXT: return ImGuiKey_PageDown;
+        case VK_HOME: return ImGuiKey_Home;
+        case VK_END: return ImGuiKey_End;
+        case VK_INSERT: return ImGuiKey_Insert;
+        case VK_DELETE: return ImGuiKey_Delete;
+        case VK_BACK: return ImGuiKey_Backspace;
+        case VK_SPACE: return ImGuiKey_Space;
+        case VK_RETURN: return ImGuiKey_Enter;
+        case VK_ESCAPE: return ImGuiKey_Escape;
+        case VK_OEM_7: return ImGuiKey_Apostrophe;
+        case VK_OEM_COMMA: return ImGuiKey_Comma;
+        case VK_OEM_MINUS: return ImGuiKey_Minus;
+        case VK_OEM_PERIOD: return ImGuiKey_Period;
+        case VK_OEM_2: return ImGuiKey_Slash;
+        case VK_OEM_1: return ImGuiKey_Semicolon;
+        case VK_OEM_PLUS: return ImGuiKey_Equal;
+        case VK_OEM_4: return ImGuiKey_LeftBracket;
+        case VK_OEM_5: return ImGuiKey_Backslash;
+        case VK_OEM_6: return ImGuiKey_RightBracket;
+        case VK_OEM_3: return ImGuiKey_GraveAccent;
+        case VK_CAPITAL: return ImGuiKey_CapsLock;
+        case VK_SCROLL: return ImGuiKey_ScrollLock;
+        case VK_NUMLOCK: return ImGuiKey_NumLock;
+        case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
+        case VK_PAUSE: return ImGuiKey_Pause;
+        case VK_NUMPAD0: return ImGuiKey_Keypad0;
+        case VK_NUMPAD1: return ImGuiKey_Keypad1;
+        case VK_NUMPAD2: return ImGuiKey_Keypad2;
+        case VK_NUMPAD3: return ImGuiKey_Keypad3;
+        case VK_NUMPAD4: return ImGuiKey_Keypad4;
+        case VK_NUMPAD5: return ImGuiKey_Keypad5;
+        case VK_NUMPAD6: return ImGuiKey_Keypad6;
+        case VK_NUMPAD7: return ImGuiKey_Keypad7;
+        case VK_NUMPAD8: return ImGuiKey_Keypad8;
+        case VK_NUMPAD9: return ImGuiKey_Keypad9;
+        case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
+        case VK_DIVIDE: return ImGuiKey_KeypadDivide;
+        case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
+        case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
+        case VK_ADD: return ImGuiKey_KeypadAdd;
+        case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
+        case VK_LSHIFT: return ImGuiKey_LeftShift;
+        case VK_LCONTROL: return ImGuiKey_LeftCtrl;
+        case VK_LMENU: return ImGuiKey_LeftAlt;
+        case VK_LWIN: return ImGuiKey_LeftSuper;
+        case VK_RSHIFT: return ImGuiKey_RightShift;
+        case VK_RCONTROL: return ImGuiKey_RightCtrl;
+        case VK_RMENU: return ImGuiKey_RightAlt;
+        case VK_RWIN: return ImGuiKey_RightSuper;
+        case VK_APPS: return ImGuiKey_Menu;
+        case '0': return ImGuiKey_0;
+        case '1': return ImGuiKey_1;
+        case '2': return ImGuiKey_2;
+        case '3': return ImGuiKey_3;
+        case '4': return ImGuiKey_4;
+        case '5': return ImGuiKey_5;
+        case '6': return ImGuiKey_6;
+        case '7': return ImGuiKey_7;
+        case '8': return ImGuiKey_8;
+        case '9': return ImGuiKey_9;
+        case 'A': return ImGuiKey_A;
+        case 'B': return ImGuiKey_B;
+        case 'C': return ImGuiKey_C;
+        case 'D': return ImGuiKey_D;
+        case 'E': return ImGuiKey_E;
+        case 'F': return ImGuiKey_F;
+        case 'G': return ImGuiKey_G;
+        case 'H': return ImGuiKey_H;
+        case 'I': return ImGuiKey_I;
+        case 'J': return ImGuiKey_J;
+        case 'K': return ImGuiKey_K;
+        case 'L': return ImGuiKey_L;
+        case 'M': return ImGuiKey_M;
+        case 'N': return ImGuiKey_N;
+        case 'O': return ImGuiKey_O;
+        case 'P': return ImGuiKey_P;
+        case 'Q': return ImGuiKey_Q;
+        case 'R': return ImGuiKey_R;
+        case 'S': return ImGuiKey_S;
+        case 'T': return ImGuiKey_T;
+        case 'U': return ImGuiKey_U;
+        case 'V': return ImGuiKey_V;
+        case 'W': return ImGuiKey_W;
+        case 'X': return ImGuiKey_X;
+        case 'Y': return ImGuiKey_Y;
+        case 'Z': return ImGuiKey_Z;
+        case VK_F1: return ImGuiKey_F1;
+        case VK_F2: return ImGuiKey_F2;
+        case VK_F3: return ImGuiKey_F3;
+        case VK_F4: return ImGuiKey_F4;
+        case VK_F5: return ImGuiKey_F5;
+        case VK_F6: return ImGuiKey_F6;
+        case VK_F7: return ImGuiKey_F7;
+        case VK_F8: return ImGuiKey_F8;
+        case VK_F9: return ImGuiKey_F9;
+        case VK_F10: return ImGuiKey_F10;
+        case VK_F11: return ImGuiKey_F11;
+        case VK_F12: return ImGuiKey_F12;
+        case VK_F13: return ImGuiKey_F13;
+        case VK_F14: return ImGuiKey_F14;
+        case VK_F15: return ImGuiKey_F15;
+        case VK_F16: return ImGuiKey_F16;
+        case VK_F17: return ImGuiKey_F17;
+        case VK_F18: return ImGuiKey_F18;
+        case VK_F19: return ImGuiKey_F19;
+        case VK_F20: return ImGuiKey_F20;
+        case VK_F21: return ImGuiKey_F21;
+        case VK_F22: return ImGuiKey_F22;
+        case VK_F23: return ImGuiKey_F23;
+        case VK_F24: return ImGuiKey_F24;
+        case VK_BROWSER_BACK: return ImGuiKey_AppBack;
+        case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
+        default: return ImGuiKey_None;
+    }
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+#ifndef DBT_DEVNODES_CHANGED
+#define DBT_DEVNODES_CHANGED 0x0007
+#endif
+
+// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
+// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
+// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+#if 0
+// Copy this line into your .cpp file to forward declare the function.
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+#endif
+
+// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
+// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
+{
+    LPARAM extra_info = ::GetMessageExtraInfo();
+    if ((extra_info & 0xFFFFFF80) == 0xFF515700)
+        return ImGuiMouseSource_Pen;
+    if ((extra_info & 0xFFFFFF80) == 0xFF515780)
+        return ImGuiMouseSource_TouchScreen;
+    return ImGuiMouseSource_Mouse;
+}
+
+IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
+    // We silently allow both context or just only backend data to be nullptr.
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    if (bd == nullptr)
+        return 0;
+    ImGuiIO& io = ImGui::GetIO();
+
+    switch (msg)
+    {
+    case WM_MOUSEMOVE:
+    case WM_NCMOUSEMOVE:
+    {
+        // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
+        ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+        const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
+        bd->MouseHwnd = hwnd;
+        if (bd->MouseTrackedArea != area)
+        {
+            TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
+            TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
+            if (bd->MouseTrackedArea != 0)
+                ::TrackMouseEvent(&tme_cancel);
+            ::TrackMouseEvent(&tme_track);
+            bd->MouseTrackedArea = area;
+        }
+        POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
+        if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
+            return 0;
+        io.AddMouseSourceEvent(mouse_source);
+        io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
+        return 0;
+    }
+    case WM_MOUSELEAVE:
+    case WM_NCMOUSELEAVE:
+    {
+        const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
+        if (bd->MouseTrackedArea == area)
+        {
+            if (bd->MouseHwnd == hwnd)
+                bd->MouseHwnd = nullptr;
+            bd->MouseTrackedArea = 0;
+            io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+        }
+        return 0;
+    }
+    case WM_DESTROY:
+        if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
+        {
+            TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
+            ::TrackMouseEvent(&tme_cancel);
+            bd->MouseHwnd = nullptr;
+            bd->MouseTrackedArea = 0;
+            io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+        }
+        return 0;
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+    case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
+    {
+        ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+        int button = 0;
+        if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
+        if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
+        if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
+        if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
+        if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
+            ::SetCapture(hwnd);
+        bd->MouseButtonsDown |= 1 << button;
+        io.AddMouseSourceEvent(mouse_source);
+        io.AddMouseButtonEvent(button, true);
+        return 0;
+    }
+    case WM_LBUTTONUP:
+    case WM_RBUTTONUP:
+    case WM_MBUTTONUP:
+    case WM_XBUTTONUP:
+    {
+        ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+        int button = 0;
+        if (msg == WM_LBUTTONUP) { button = 0; }
+        if (msg == WM_RBUTTONUP) { button = 1; }
+        if (msg == WM_MBUTTONUP) { button = 2; }
+        if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
+        bd->MouseButtonsDown &= ~(1 << button);
+        if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
+            ::ReleaseCapture();
+        io.AddMouseSourceEvent(mouse_source);
+        io.AddMouseButtonEvent(button, false);
+        return 0;
+    }
+    case WM_MOUSEWHEEL:
+        io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
+        return 0;
+    case WM_MOUSEHWHEEL:
+        io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
+        return 0;
+    case WM_KEYDOWN:
+    case WM_KEYUP:
+    case WM_SYSKEYDOWN:
+    case WM_SYSKEYUP:
+    {
+        const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
+        if (wParam < 256)
+        {
+            // Submit modifiers
+            ImGui_ImplWin32_UpdateKeyModifiers();
+
+            // Obtain virtual key code
+            // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
+            int vk = (int)wParam;
+            if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
+                vk = IM_VK_KEYPAD_ENTER;
+            const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
+            const int scancode = (int)LOBYTE(HIWORD(lParam));
+
+            // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
+            if (key == ImGuiKey_PrintScreen && !is_key_down)
+                ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
+
+            // Submit key event
+            if (key != ImGuiKey_None)
+                ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
+
+            // Submit individual left/right modifier events
+            if (vk == VK_SHIFT)
+            {
+                // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
+                if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
+                if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
+            }
+            else if (vk == VK_CONTROL)
+            {
+                if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
+                if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
+            }
+            else if (vk == VK_MENU)
+            {
+                if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
+                if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
+            }
+        }
+        return 0;
+    }
+    case WM_SETFOCUS:
+    case WM_KILLFOCUS:
+        io.AddFocusEvent(msg == WM_SETFOCUS);
+        return 0;
+    case WM_INPUTLANGCHANGE:
+        ImGui_ImplWin32_UpdateKeyboardCodePage();
+        return 0;
+    case WM_CHAR:
+        if (::IsWindowUnicode(hwnd))
+        {
+            // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+            if (wParam > 0 && wParam < 0x10000)
+                io.AddInputCharacterUTF16((unsigned short)wParam);
+        }
+        else
+        {
+            wchar_t wch = 0;
+            ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
+            io.AddInputCharacter(wch);
+        }
+        return 0;
+    case WM_SETCURSOR:
+        // This is required to restore cursor when transitioning from e.g resize borders to client area.
+        if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+            return 1;
+        return 0;
+    case WM_DEVICECHANGE:
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+        if ((UINT)wParam == DBT_DEVNODES_CHANGED)
+            bd->WantUpdateHasGamepad = true;
+#endif
+        return 0;
+    }
+    return 0;
+}
+
+
+//--------------------------------------------------------------------------------------------------------
+// DPI-related helpers (optional)
+//--------------------------------------------------------------------------------------------------------
+// - Use to enable DPI awareness without having to create an application manifest.
+// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
+// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
+//   but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
+//   neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
+//---------------------------------------------------------------------------------------------------------
+// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
+// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
+// If you are trying to implement your own backend for your own engine, you may ignore that noise.
+//---------------------------------------------------------------------------------------------------------
+
+// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
+// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
+static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
+{
+    typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
+    static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
+	if (RtlVerifyVersionInfoFn == nullptr)
+		if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
+			RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
+    if (RtlVerifyVersionInfoFn == nullptr)
+        return FALSE;
+
+    RTL_OSVERSIONINFOEXW versionInfo = { };
+    ULONGLONG conditionMask = 0;
+    versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
+    versionInfo.dwMajorVersion = major;
+	versionInfo.dwMinorVersion = minor;
+	VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
+	VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
+	return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
+}
+
+#define _IsWindowsVistaOrGreater()   _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
+#define _IsWindows8OrGreater()       _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
+#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
+#define _IsWindows10OrGreater()      _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
+
+#ifndef DPI_ENUMS_DECLARED
+typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
+typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
+#endif
+#ifndef _DPI_AWARENESS_CONTEXTS_
+DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
+#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE    (DPI_AWARENESS_CONTEXT)-3
+#endif
+#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
+#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
+#endif
+typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS);                     // Shcore.lib + dll, Windows 8.1+
+typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*);        // Shcore.lib + dll, Windows 8.1+
+typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
+
+// Helper function to enable DPI awareness without setting up a manifest
+void ImGui_ImplWin32_EnableDpiAwareness()
+{
+    if (_IsWindows10OrGreater())
+    {
+        static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
+        if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
+        {
+            SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
+            return;
+        }
+    }
+    if (_IsWindows8Point1OrGreater())
+    {
+        static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+        if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
+        {
+            SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
+            return;
+        }
+    }
+#if _WIN32_WINNT >= 0x0600
+    ::SetProcessDPIAware();
+#endif
+}
+
+#if defined(_MSC_VER) && !defined(NOGDI)
+#pragma comment(lib, "gdi32")   // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
+#endif
+
+float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
+{
+    UINT xdpi = 96, ydpi = 96;
+    if (_IsWindows8Point1OrGreater())
+    {
+		static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+		static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
+		if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
+            GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
+		if (GetDpiForMonitorFn != nullptr)
+		{
+			GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
+            IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+			return xdpi / 96.0f;
+		}
+    }
+#ifndef NOGDI
+    const HDC dc = ::GetDC(nullptr);
+    xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
+    ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
+    IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+    ::ReleaseDC(nullptr, dc);
+#endif
+    return xdpi / 96.0f;
+}
+
+float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
+{
+    HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
+    return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
+}
+
+//---------------------------------------------------------------------------------------------------------
+// Transparency related helpers (optional)
+//--------------------------------------------------------------------------------------------------------
+
+#if defined(_MSC_VER)
+#pragma comment(lib, "dwmapi")  // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
+#endif
+
+// [experimental]
+// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
+// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
+void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
+{
+    if (!_IsWindowsVistaOrGreater())
+        return;
+
+    BOOL composition;
+    if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
+        return;
+
+    BOOL opaque;
+    DWORD color;
+    if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
+    {
+        HRGN region = ::CreateRectRgn(0, 0, -1, -1);
+        DWM_BLURBEHIND bb = {};
+        bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
+        bb.hRgnBlur = region;
+        bb.fEnable = TRUE;
+        ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
+        ::DeleteObject(region);
+    }
+    else
+    {
+        DWM_BLURBEHIND bb = {};
+        bb.dwFlags = DWM_BB_ENABLE;
+        ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
+    }
+}
+
+//---------------------------------------------------------------------------------------------------------
+
+#if defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/imgui_impl_win32.h b/third_party/imgui/backends/imgui_impl_win32.h
new file mode 100644
index 0000000000000000000000000000000000000000..3ad1a7eaf181be99623d1b441c49445b0f1c1843
--- /dev/null
+++ b/third_party/imgui/backends/imgui_impl_win32.h
@@ -0,0 +1,53 @@
+// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+//  [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd);
+IMGUI_IMPL_API bool     ImGui_ImplWin32_InitForOpenGL(void* hwnd);
+IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame();
+
+// Win32 message handler your application need to call.
+// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
+// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
+// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
+
+#if 0
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+#endif
+
+// DPI-related helpers (optional)
+// - Use to enable DPI awareness without having to create an application manifest.
+// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
+// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
+//   but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
+//   neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
+IMGUI_IMPL_API void     ImGui_ImplWin32_EnableDpiAwareness();
+IMGUI_IMPL_API float    ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd);       // HWND hwnd
+IMGUI_IMPL_API float    ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
+
+// Transparency related helpers (optional) [experimental]
+// - Use to enable alpha compositing transparency with the desktop.
+// - Use together with e.g. clearing your framebuffer with zero-alpha.
+IMGUI_IMPL_API void     ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd);   // HWND hwnd
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/backends/vulkan/generate_spv.sh b/third_party/imgui/backends/vulkan/generate_spv.sh
new file mode 100755
index 0000000000000000000000000000000000000000..948ef773d6e13625b19c94b565ac605052b216f0
--- /dev/null
+++ b/third_party/imgui/backends/vulkan/generate_spv.sh
@@ -0,0 +1,6 @@
+#!/bin/bash
+## -V: create SPIR-V binary
+## -x: save binary output as text-based 32-bit hexadecimal numbers
+## -o: output file
+glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
diff --git a/third_party/imgui/backends/vulkan/glsl_shader.frag b/third_party/imgui/backends/vulkan/glsl_shader.frag
new file mode 100644
index 0000000000000000000000000000000000000000..ce7e6f72b25d097377dce5ed8ba2de151205bc1c
--- /dev/null
+++ b/third_party/imgui/backends/vulkan/glsl_shader.frag
@@ -0,0 +1,14 @@
+#version 450 core
+layout(location = 0) out vec4 fColor;
+
+layout(set=0, binding=0) uniform sampler2D sTexture;
+
+layout(location = 0) in struct {
+    vec4 Color;
+    vec2 UV;
+} In;
+
+void main()
+{
+    fColor = In.Color * texture(sTexture, In.UV.st);
+}
diff --git a/third_party/imgui/backends/vulkan/glsl_shader.vert b/third_party/imgui/backends/vulkan/glsl_shader.vert
new file mode 100644
index 0000000000000000000000000000000000000000..9425365a53c3ec5b8dd6356c990472395d79eeec
--- /dev/null
+++ b/third_party/imgui/backends/vulkan/glsl_shader.vert
@@ -0,0 +1,25 @@
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+
+layout(push_constant) uniform uPushConstant {
+    vec2 uScale;
+    vec2 uTranslate;
+} pc;
+
+out gl_PerVertex {
+    vec4 gl_Position;
+};
+
+layout(location = 0) out struct {
+    vec4 Color;
+    vec2 UV;
+} Out;
+
+void main()
+{
+    Out.Color = aColor;
+    Out.UV = aUV;
+    gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
+}
diff --git a/third_party/imgui/docs/BACKENDS.md b/third_party/imgui/docs/BACKENDS.md
new file mode 100644
index 0000000000000000000000000000000000000000..de5cd6697bad589837b7d48c4272a175f3bfc4e0
--- /dev/null
+++ b/third_party/imgui/docs/BACKENDS.md
@@ -0,0 +1,146 @@
+_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
+
+## Dear ImGui: Backends
+
+### Integrating backends
+
+💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
+<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
+
+### What are backends?
+
+Dear ImGui is highly portable and only requires a few things to run and render, typically:
+
+ - Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure).
+ - Required: uploading the font atlas texture into graphics memory.
+ - Required: rendering indexed textured triangles with a clipping rectangle.
+
+ Extra features are opt-in, our backends try to support as many as possible:
+
+ - Optional: custom texture binding support.
+ - Optional: clipboard support.
+ - Optional: gamepad support.
+ - Optional: mouse cursor shape support.
+ - Optional: IME support.
+ - Optional: multi-viewports support.
+ etc.
+
+This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
+
+It is important to understand the difference between the core Dear ImGui library (files in the root folder)
+and the backends which we are describing here (backends/ folder).
+
+- Some issues may only be backend or platform specific.
+- You should be able to write backends for pretty much any platform and any 3D graphics API.
+  e.g. you can get creative and use software rendering or render remotely on a different machine.
+
+### Standard backends
+
+**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
+your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
+
+- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
+  e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
+
+- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
+  e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
+
+- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
+  e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
+
+An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
+For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
+
+**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
+
+### List of backends
+
+In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
+
+List of Platforms Backends:
+
+    imgui_impl_android.cpp    ; Android native app API
+    imgui_impl_glfw.cpp       ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+    imgui_impl_osx.mm         ; macOS native API (not as feature complete as glfw/sdl backends)
+    imgui_impl_sdl2.cpp       ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+    imgui_impl_sdl3.cpp       ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*)
+    imgui_impl_win32.cpp      ; Win32 native API (Windows)
+    imgui_impl_glut.cpp       ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
+
+List of Renderer Backends:
+
+    imgui_impl_dx9.cpp        ; DirectX9
+    imgui_impl_dx10.cpp       ; DirectX10
+    imgui_impl_dx11.cpp       ; DirectX11
+    imgui_impl_dx12.cpp       ; DirectX12
+    imgui_impl_metal.mm       ; Metal (with ObjC)
+    imgui_impl_opengl2.cpp    ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
+    imgui_impl_opengl3.cpp    ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
+    imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
+    imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
+    imgui_impl_vulkan.cpp     ; Vulkan
+    imgui_impl_wgpu.cpp       ; WebGPU (web and desktop)
+
+List of high-level Frameworks Backends (combining Platform + Renderer):
+
+    imgui_impl_allegro5.cpp
+
+Emscripten is also supported!
+The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
+
+### Backends for third-party frameworks, graphics API or other languages
+
+See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
+
+### Recommended Backends
+
+If you are not sure which backend to use, the recommended platform/frameworks for portable applications:
+
+|Library |Website |Backend |Note |
+|--------|--------|--------|-----|
+| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
+| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
+| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
+
+
+### Using a custom engine?
+
+You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
+Think twice!
+
+If you are new to Dear ImGui, first try using the existing backends as-is.
+You will save lots of time integrating the library.
+You can LATER decide to rewrite yourself a custom backend if you really need to.
+In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
+If you want portability, you can use multiple backends and choose between them either at compile time
+or at runtime.
+
+**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
+system layered over DirectX11.<BR>
+Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
+Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a
+custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
+
+**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.<BR>
+Suggestion: use multiple generic backends!
+Once it works, if you really need it, you can replace parts of backends with your own abstractions.
+
+**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
+and you have high-level systems everywhere.<BR>
+Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
+your desktop builds working first. This will get you running faster and get your acquainted with
+how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
+
+Generally:
+It is unlikely you will add value to your project by creating your own backend.
+
+Also:
+The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
+Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
+extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
+requests such as: "create an additional OS window", "create a render context", "get the OS position of this
+window" etc. See 'ImGuiPlatformIO' for details.
+Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
+than supporting single-viewport.
+If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
+improvements and fixes related to viewports and platform windows without extra work on your side.
diff --git a/third_party/imgui/docs/CHANGELOG.txt b/third_party/imgui/docs/CHANGELOG.txt
new file mode 100644
index 0000000000000000000000000000000000000000..de022c1ae82d6ab384e23b678d99db9ea2912787
--- /dev/null
+++ b/third_party/imgui/docs/CHANGELOG.txt
@@ -0,0 +1,6206 @@
+dear imgui
+CHANGELOG
+
+This document holds the user-facing changelog that we also use in release notes.
+We generally fold multiple commits pertaining to the same topic as a single entry.
+Changes to backends are also included within the individual .cpp files of each backend.
+
+FAQ                     https://www.dearimgui.com/faq/
+RELEASE NOTES:          https://github.com/ocornut/imgui/releases
+WIKI                    https://github.com/ocornut/imgui/wiki
+GETTING STARTED         https://github.com/ocornut/imgui/wiki/Getting-Started
+GLOSSARY                https://github.com/ocornut/imgui/wiki/Glossary
+ISSUES & SUPPORT        https://github.com/ocornut/imgui/issues
+
+WHEN TO UPDATE?
+
+- Keeping your copy of Dear ImGui updated regularly is recommended.
+- It is generally safe and recommended to sync to the latest commit in 'master' or 'docking'
+  branches. The library is fairly stable and regressions tends to be fixed fast when reported.
+
+HOW TO UPDATE?
+
+- Update submodule or copy/overwrite every file.
+- About imconfig.h:
+  - You may modify your copy of imconfig.h, in this case don't overwrite it.
+  - or you may locally branch to modify imconfig.h and merge/rebase latest.
+  - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
+    specify a custom path for your imconfig.h file and instead not have to modify the default one.
+- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog).
+- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
+- If you are copying this repository in your codebase, please leave the demo and documentations files in there, they will be useful.
+- You may diff your previous Changelog with the one you just copied and read that diff.
+- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
+  Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
+  and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
+- Please report any issue!
+
+-----------------------------------------------------------------------
+ VERSION 1.91.2 WIP (In Progress)
+-----------------------------------------------------------------------
+
+Breaking changes:
+
+Other changes:
+
+- Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
+  THIS DETECTS THE MOST COMMON USER ERROR BY FIRST-TIME DEAR IMGUI PROGRAMMERS!
+  - The tool detects when multiple items are sharing the same identifier, due to not
+    using PushID/PopID in loops, or not using ID stack facilities such as "##" suffixes.
+    Very frequently it happens when using empty "" labels.
+  - When hovering an item with a conflicting ID, all visible items with the same ID will
+    be highlighted and an explanatory tooltip is made visible.
+  - The feature may be disabled and is exposed in Demo->Tools menu.
+  - I've been wanting to add this tool for a long time, but was stalled by finding a way to
+    not make it spammy + make it practically zero cost. After @pthom made various proposals to
+    solve the same problem (thanks for pushing me!), I decided it was time to finish it.
+  - Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag/PopItemFlag() if for some
+    reason you intend to have duplicate identifiers.
+  - (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768,
+     #2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008,
+     #4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210,
+     #5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186,
+     #6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434,
+     #7472, #7581, #7724, #7926, #7937 and probably more..)
+- Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439)
+- MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling
+  in a table with outer borders. (#7970, #7821).
+- Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active.
+- InputText: internal refactoring to simplify and optimize the code. The ImWchar buffer has been
+  removed. Simplifications allowed to implement new optimizations for handling very large text buffers
+  (e.g. in our testing, handling of a 1 MB text buffer is now 3 times faster in VS2022 Debug build).
+  This is the first step toward more refactoring. (#7925) [@alektron, @ocornut]
+- InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow.
+- Tables: fixed auto-width columns when using synced-instances of same table. The previous fix
+  done in v1.90.5 was incomplete. (#7218)
+- Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) [@eclbtownsend]
+- Tables: fixed assertion with tables with borders when clipped by parent. (#6765, #3752, #7428)
+- Windows: fixed an issue where double-click to collapse could be triggered even while another
+  item is active, if the item didn't use the left mouse button. (#7841)
+- Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow
+  hacking in custom cursors if desirable.
+- Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) [@DDeimos]
+- TextLinkOpenURL(): modified tooltip to display a verb "Open 'xxxx'". (#7885, #7660)
+- Backends: SDL2: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) [@scribam]
+- Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915)
+  [@ypujante]
+- Backends: WebGPU: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+  defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette]
+
+-----------------------------------------------------------------------
+ VERSION 1.91.1 (Released 2024-09-04)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.1
+
+Breaking changes:
+
+- BeginChild(): renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. [@cfillion]
+  Kept inline redirection flag (will obsolete).
+- IO: moved clipboard functions from ImGuiIO to ImGuiPlatformIO:
+    - io.GetClipboardTextFn         -> platform_io.Platform_GetClipboardTextFn
+    - io.SetClipboardTextFn         -> platform_io.Platform_SetClipboardTextFn
+    - in function signatures, changed 'void* user_data' to 'ImGuiContext* ctx' for consistency
+      with other functions. Pull your user data from platform_io.ClipboardUserData if used.
+    - as this is will affect all users of custom engines/backends, we are providing proper
+      legacy redirection (will obsolete).
+- IO: moved other functions from ImGuiIO to ImGuiPlatformIO:
+    - io.PlatformOpenInShellFn      -> platform_io.Platform_OpenInShellFn (#7660)
+    - io.PlatformSetImeDataFn       -> platform_io.Platform_SetImeDataFn
+    - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278)
+    - access those via GetPlatformIO() instead of GetIO().
+  (Because PlatformOpenInShellFn and PlatformSetImeDataFn were introduced very recently and
+  often automatically set by core library and backends, we are exceptionally not maintaining
+  a legacy redirection symbol for those two.)
+- Commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). (#5533, #4471, #2464, #1390)
+   - old ImageButton() used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID)
+   - new ImageButton() requires an explicit 'const char* str_id'
+   - old ImageButton() had frame_padding' override argument.
+   - new ImageButton() always use style.FramePadding, which you can modify using PushStyleVar()/PopStyleVar().
+
+Other changes:
+
+- IO: Added GetPlatformIO() and ImGuiPlatformIO, pulled from 'docking' branch, which
+  is a centralized spot to connect os/platform/renderer related functions.
+  Clipboard, IME and OpenInShell hooks are moved here. (#7660)
+- IO, InputText: fixed an issue where typing text in an InputText() would defer character
+  processing by one frame, because of the trickling input queue. Reworked interleaved
+  keys<>char trickling to take account for keys known to input characters. (#7889, #4921, #4858)
+- Windows: adjust default ClipRect to better match rendering of thick borders (which are in
+  theory not supported). Compensate for the fact that borders are centered around the windows
+  edge rather than inner. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365)
+- Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID (for
+  ID-less items such as Text element) in a way that works when item resizes. (#7945, #1485)
+- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload
+  over an already open tree node using multi-select would incorrectly select it. (#7850)
+- MultiSelect+TreeNode: default open behavior is _OpenOnDoubleClick + _OpenOnArrow when
+  used in a multi-select context without any ImGuiTreeNode_OpenOnXXX flags set. (#7850)
+- Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right
+  by an extra pixel + rework the change so that contents doesn't overlap the bottom and
+  right border in a scrolling table. (#6765, #3752, #7428)
+- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple
+  synched instances that are layed out at different X positions. (#7933)
+- Tabs: avoid queuing a refocus when tab is already focused, which would have the
+  side-effect of e.g. closing popup on a mouse release. (#7914)
+- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46)
+- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
+- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
+- Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside
+  a drag and drop source or target: a SetNextWindowPos() call won't be overridden. (#6973)
+- PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner,
+  fixes preventing e.g. GetItemID() and other ID-based helper to work. (#7935, #3072)
+- Style: added PushStyleVarX(), PushStyleVarY() helpers to conveniently modify only
+  one component of a ImVec2 var.
+- Fonts: made it possible to use PushFont()/PopFont() calls across Begin() calls. (#3224, #3875, #6398, #7903)
+- Backends:
+  - Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
+    provide a way to do a portable sleep. (#7844)
+  - Backends: GLFW+Emscripten: Use OpenURL() from GLFW3 contrib port when available and using
+    the contrib port instead of Emscripten own GLFW3 implementation. (#7647, #7915, #7660) [@ypujante]
+  - Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
+  - Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
+  - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back
+    by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette]
+  - Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
+    since GLFW own tests are doing that and it seems unnecessary.
+  - Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
+    instead of ImGuiIO.
+- Examples:
+  - Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
+    to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
+  - Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.
+
+-----------------------------------------------------------------------
+ VERSION 1.91.0 (Released 2024-07-30)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.0
+
+Breaking changes:
+
+- IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness.
+    - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+    - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+  It is expected that for a vast majority of users this is automatically set by core
+  library and/or platform backend so it won't have any effect.
+- Obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (#7838)
+  You should never need those functions! You can do everything in less a confusing manner by only
+  using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using
+  GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated.
+  I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!
+   - GetWindowContentRegionMax().x - GetCursorPos().x              -->  GetContentRegionAvail().x
+   - GetWindowContentRegionMax().x + GetWindowPos().x              -->  GetCursorScreenPos().x + GetContentRegionAvail().x              // when called from left edge of window
+   - GetContentRegionMax()                                         -->  GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
+   - GetWindowContentRegionMax().x - GetWindowContentRegionMin().x -->  GetContentRegionAvail()                                         // when called from left edge of window
+- Item flag changes:
+  - Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag()
+    with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete).
+  - Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag()
+    with ImGuiItemFlags_NoTabStop. Kept inline redirecting functions (will obsolete).
+  - Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups for
+    consistency. Kept inline redirecting functions (will obsolete).
+    + Internals: changed/inverted ImGuiItemFlags_SelectableDontClosePopup (default==false) to
+      ImGuiItemFlags_AutoClosePopups (default==true), same logic, only inverted behavior.
+    (#1379, #1468, #2200, #4936, #5216, #7302, #7573)
+- Commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456)
+- Commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456)
+    - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc.
+- Backends: GLFW+Emscripten: Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
+  ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with an additional GLFWWindow* parameter. (#7647) [@ypujante]
+
+Other changes:
+
+- Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660)
+- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660)
+  (*EDIT* From next version 1.91.1 we moved this to platform_io.Platform_OpenInShellFn *EDIT**)
+  Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default Windows/Linux/Mac implementations.
+- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the
+  typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723)
+- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags:
+   - Added ImGuiItemFlags_NoTabStop to disable tabbing through items.
+   - Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787)
+   - Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787)
+   - Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior.
+   - Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups.
+     Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem().
+     (#1379, #1468, #2200, #4936, #5216, #7302, #7573)
+   - This was mostly all previously in imgui_internal.h.
+- Multi-Select: added multi-select API and demos. (#1861, #6518)
+   - This system implements standard multi-selection idioms (CTRL+mouse click, CTRL+keyboard moves,
+     SHIFT+mouse click, SHIFT+keyboard moves, etc.) with support for clipper (not submitting non-visible
+     items), box-selection with scrolling, and many other details.
+   - In the spirit of Dear ImGui design, your code owns both items and actual selection data.
+     This is designed to allow all kinds of selection storage you may use in your application
+     (e.g. set/map/hash, intrusive selection, interval trees, up to you).
+   - The supported widgets are Selectable(), Checkbox(). TreeNode() is also technically supported but...
+     using this correctly is more complicated. You need some sort of linear/random access to your tree,
+     which is suited to advanced trees setups already implementing filters and clipper.
+     We will work toward simplifying our existing demo for trees.
+   - A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app
+     (likely to suit a majority of users).
+   - Documentation:
+     - Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview.
+     - Demo code + headers are well commented.
+  - Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData().
+  - Added IsItemToggledSelection() for use if you need latest selection update during current iteration.
+  - Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures:
+    - BeginMultiSelect() and EndMultiSelect() return a ImGuiMultiSelectIO structure, which
+      is mostly an array of ImGuiSelectionRequest actions (clear, select all, set range, etc.)
+    - Other fields are helpful when using a clipper, or wanting to handle deletion nicely.
+  - Added ImGuiSelectionBasicStorage helper to store and maintain a selection (optional):
+    - This is similar to if you used e.g. a std::set<ID> to store a selection, with all the right
+      glue to honor ImGuiMultiSelectIO requests. Most applications can use that.
+  - Added ImGuiSelectionExternalStorage helper to maintain an externally stored selection (optional):
+    - Helpful to easily bind multi-selection to e.g. an array of checkboxes.
+  - Added ImGuiMultiSelectFlags options:
+    - ImGuiMultiSelectFlags_SingleSelect
+    - ImGuiMultiSelectFlags_NoSelectAll
+    - ImGuiMultiSelectFlags_NoRangeSelect
+    - ImGuiMultiSelectFlags_NoAutoSelect
+    - ImGuiMultiSelectFlags_NoAutoClear
+    - ImGuiMultiSelectFlags_NoAutoClearOnReselect (#7424)
+    - ImGuiMultiSelectFlags_BoxSelect1d
+    - ImGuiMultiSelectFlags_BoxSelect2d
+    - ImGuiMultiSelectFlags_BoxSelectNoScroll
+    - ImGuiMultiSelectFlags_ClearOnEscape
+    - ImGuiMultiSelectFlags_ClearOnClickVoid
+    - ImGuiMultiSelectFlags_ScopeWindow (default), ImGuiMultiSelectFlags_ScopeRect
+    - ImGuiMultiSelectFlags_SelectOnClick (default), ImGuiMultiSelectFlags_SelectOnClickRelease
+    - ImGuiMultiSelectFlags_NavWrapX
+  - Demo: Added "Examples->Assets Browser" demo.
+  - Demo: Added "Widgets->Selection State & Multi-Select" section, with:
+    - Multi-Select
+    - Multi-Select (with clipper)
+    - Multi-Select (with deletion)
+    - Multi-Select (dual list box) (#6648)
+    - Multi-Select (in a table)
+    - Multi-Select (checkboxes)
+    - Multi-Select (multiple scopes)
+    - Multi-Select (tiled assert browser)
+    - Multi-Select (trees) (#1861)
+    - Multi-Select (advanced)
+- Inputs: added SetItemKeyOwner(ImGuiKey key) in public API.
+  This is a simplified version of a more complete set of function available in imgui_internal.h.
+  One common use-case for this is to allow your widgets to disable standard inputs behaviors such
+  as Tab or Alt handling, Mouse Wheel scrolling, etc.
+  (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
+     // Hovering or activating the button will disable mouse wheel default behavior to scroll
+     InvisibleButton(...);
+     SetItemKeyOwner(ImGuiKey_MouseWheelY);
+- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when
+  within a child window using ImGuiChildFlags_NavFlattened.
+- InputText: added '\' and '/' as word separator. (#7824, #7704) [@reduf]
+- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting
+  open/close storage. Useful if needing to often read/write from storage without manipulating
+  the ID stack. (#7553, #6990, #3823, #1131)
+- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from
+  the hovered state. (#7820) [@rerilier]
+- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can
+  can use the clipper without knowing the amount of items beforehand. (#1311)
+  In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) at the end of your iteration
+  loop to position the layout cursor correctly. This is done automatically if provided a count to Begin().
+- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
+- Style, TabBar: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate
+  thickness of the horizontal line over selected tabs. [@DctrNoob]
+- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
+- Misc: added GetID(int) variant for consistency. (#7111)
+- Debug Tools:
+  - Debug Log: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
+    Printed entries include imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
+    other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code.
+  - Debug Log: Added "Configure Outputs.." button. (#5855)
+  - Debug Log: Fixed incorrect checkbox layout when partially clipped.
+- Demo: Reworked "Property Editor" demo in a manner that more resemble the tree data and
+  struct description data that a real application would want to use.
+- Backends:
+  - Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of (VK_LWIN || VK_RWIN).
+    (#7768, #4858, #2622) [@Aemony]
+  - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807)
+  - Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801)
+  - Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
+  - Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls]
+  - Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename.
+  - Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660)
+    [@ypujante, @ocornut]
+  - Backends: GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things
+    not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard,
+    workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support.
+    (#7647) [@ypujante]
+  - Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups
+    "Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.9 (Released 2024-07-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.9
+
+Breaking changes:
+
+- Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to
+  ImGuiStoragePair (simpler for many languages). No significant nested type left.
+- BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window
+  flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for
+  BeginChild() calls anyhow. (#7687) [@cfillion]
+   - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
+   - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0)
+  Kept inline redirection flag (will obsolete).
+- Style: renamed tab colors for clarity and consistency with other changes: (#261, #351)
+  - ImGuiCol_TabActive          -> ImGuiCol_TabSelected
+  - ImGuiCol_TabUnfocused       -> ImGuiCol_TabDimmed
+  - ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected
+  Kept inline redirecting enums (will obsolete).
+- IO: io.ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data.
+  Newly added io.ClearInputMouse() does. (#4921)
+- Drag and Drop: renamed ImGuiDragDropFlags_SourceAutoExpirePayload to
+  ImGuiDragDropFlags_PayloadAutoExpire. Kept inline redirecting enum (will obsolete). (#1725, #143)
+
+Other changes:
+
+- IO: do not disable io.ConfigWindowsResizeFromEdges (which allow resizing from borders
+  and lower-left corner) when ImGuiBackendFlags_HasMouseCursors is not set by backend.
+  The initial reasoning is that resizing from borders feels better when correct mouse cursor
+  shape change as honored by backends. Keeping this enabling will hopefully increase pressure
+  on third-party backends to set ImGuiBackendFlags_HasMouseCursors and honor changes of
+  ImGui::GetMouseCursor() value. (#1495)
+- IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button
+  which was pressed over void/underlying app, which is consistent/needed to allow the
+  mouse up event of a drag over void/underlying app to catch release. (#1392) [@Moka42]
+- IO: Added io.ClearInputMouse() to clear mouse state. (#4921)
+- Windows: BeginChild(): fixed a glitch when during a resize of a child window which is
+  tightly close to the boundaries of its parent (e.g. with zero WindowPadding), the child
+  position could have temporarily be moved around by erroneous padding application. (#7706)
+- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw an horizontal
+  line over selected tabs to increase visibility. This is used by docking.
+  Added corresponding ImGuiCol_TabSelectedOverline and ImGuiCol_TabDimmedSelectedOverline colors.
+- Tables: added TableGetHoveredColumn() to public API, as an alternative to testing for
+  'TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered' on each column. (#3740)
+- Disabled, Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block
+  bypassing the disabled state. (#7726)
+- Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state,
+  to make it that only tooltip windows are temporarily clearing it. (#211, #7640)
+- Drags: added ImGuiSliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (#7749)
+- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern sets
+  active id so a multi-frame extern source doesn't interfere with hovered widgets. (#143)
+- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern does not assume
+  a mouse button being pressed. Facilitate implementing cross-context drag and drop. (#143)
+- Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext/_PayloadNoCrossProcess flags
+  as metadata to specify that a payload may not be copied outside the context/process by
+  some logic aiming to copy payloads around.
+- Drag and Drop: Fixes an issue when elapsing payload would be based on last payload
+  frame instead of last drag source frame, which makes a difference if not resubmitting
+  payload every frame. (#143)
+- Debug Tools: Metrics/Debugger: Browsing a Storage perform hover lookup on identifier.
+- Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for
+  use by backends.
+- imgui_freetype: Fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (#7267, #3369)
+- Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it
+  has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) [@mlauss2]
+- Backends: SDL3: Update for API removal of keysym field in SDL_KeyboardEvent. (#7728)
+- Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (#7735)
+- Backends: SDL3: Update for SDL_SetTextInputRect() API rename. (#7760, #7754) [@maxortner01]
+- Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes. (SDL#9009).
+- Backends: Vulkan: Remove Volk/ from volk.h #include directives. (#7722, #6582, #4854)
+  [@martin-ejdestig]
+- Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI since new SDL_HINT_IME_IMPLEMENTED_UI
+  values has a more suitable default for our case case.
+- Examples: GLFW+Vulkan, SDL+Vulkan: handle swap chain resize even without Vulkan
+  returning VK_SUBOPTIMAL_KHR, which doesn't seem to happen on Wayland. (#7671)
+  [@AndreiNego, @ocornut]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.8 (Released 2024-06-06)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.8
+
+Breaking changes:
+
+- Reordered various ImGuiInputTextFlags values. This should NOT be breaking unless
+  you are using generated headers that have values not matching the main library.
+- Removed ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
+  from imgui.h, was mostly unused and misleading.
+
+Other changes:
+
+- Inputs: fixed IsMouseClicked(..., repeat=true); broken in 1.90.7 on 2024/05/22.
+  (due to an internal api parameter swap, repeat wouldn't be honored and
+  ownership would be accidentally checked even though this api is meant to not
+  check ownership). (#7657) [@korenkonder]
+- Windows: fixed altering FramePadding mid-frame not correctly affecting logic
+  responsible for honoring io.ConfigWindowsMoveFromTitleBarOnly. (#7576, #899)
+- Scrollbar: made scrolling logic more standard: clicking above or below the
+  grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150)
+- Scrollbar: fixed miscalculation of vertical scrollbar visibility when required
+  solely by the presence of an horizontal scrollbar. (#1574)
+- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal
+  to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut]
+- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal
+  to display a zero-value as empty. (#7305) [@supermerill, @ocornut]
+- Popups: fixed an issue preventing to close a popup opened over a modal by clicking
+  over void (it required clicking over the visible part of the modal). (#7654)
+- Tables: fixed an issue where ideal size reported to parent container wouldn't
+  correctly take account of inner scrollbar, affecting potential auto-resize of
+  parent container. (#7651)
+- Tables: fixed a bug where after disabling the ScrollY flag for a table,
+  previous scrollbar width would be accounted for. (#5920)
+- Combo: simplified Combo() API uses a list clipper (due to its api it wasn't
+  previously trivial before we added clipper.IncludeItemByIndex() function).
+- Disabled: nested tooltips or other non-child window within a BeginDisabled()
+  block disable the disabled state. (#211, #7640)
+- Misc: made ImGuiDir and ImGuiSortDirection stronger-typed enums.
+- Backends: SDL3: Update for SDL_SYSTEM_CURSOR_xxx api renames. (#7653)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.7 (Released 2024-05-27)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.7
+
+Breaking changes:
+
+- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
+  as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
+  - Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
+    for both Windows and Mac style users.
+  - It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
+    place for macOS X apps in your input logic.
+  - Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
+    It is now unnecessary to specific cross-platform idiomatic shortcuts.
+    Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
+- Commented out obsolete symbols renamed in 1.88 (May 2022):
+    CaptureKeyboardFromApp() -> SetNextFrameWantCaptureKeyboard()
+    CaptureMouseFromApp()    -> SetNextFrameWantCaptureMouse()
+- Backends: SDL_Renderer2/SDL_Renderer3: ImGui_ImplSDLRenderer2_RenderDrawData() and
+  ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
+  overlooked from the API but it will allow eventual support for multi-viewports.
+
+Other changes:
+
+- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
+- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY
+  and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as
+  it assumed the other axis would also be auto-fit. (#1710)
+- Inputs: added shortcut and routing system in public API. (#456, #2637) [BETA]
+  - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
+    - in Parent: call Shortcut(Ctrl+S)    // When Parent is focused, Parent gets the shortcut.
+    - in Child1: call Shortcut(Ctrl+S)    // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
+    - in Child2: no call                  // When Child2 is focused, Parent gets the shortcut.
+    The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
+    This is an important property as it facilitate working with foreign code or larger codebase.
+  - Added Shortcut() function:
+    e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
+    - checks that CTRL+C is pressed,
+    - and that current window is in focus stack,
+    - and that no other requests for CTRL+C have been made from higher priority locations
+      (e.g. deeper in the window/item stack).
+  - Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
+    an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item
+    shortcut may be executed even if its window is not in focus stack).
+    Items like buttons are not fully activated, in the sense that they get pressed but another
+    active item, e.g. InputText() won't be deactivated.
+  - Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637)
+    - ImGuiInputFlags_RouteFocused: focus stack route (default)
+    - ImGuiInputFlags_RouteActive: only route to active item
+    - ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
+    - ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
+  - Added other shortcut/routing options: (#456, #2637)
+    - ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
+      input functions (which are still internal for now).
+    - ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
+    - ImGuiInputFlags_RouteOverFocused: global route takes priority over focus route.
+    - ImGuiInputFlags_RouteOverActive: global route takes priority over active item.
+    - ImGuiInputFlags_RouteUnlessBgFocused: global route disabled if no imgui window focused.
+    - ImGuiInputFlags_RouteFromRootWindow: route evaluated from the point of view of root window rather than current window.
+- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
+  - e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
+  - Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
+- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
+- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
+  on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
+- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
+  Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
+- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
+- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637)
+- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233)
+- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen
+  locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615)
+- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller
+  code and compiled version of Dear ImGui. If you get an assert it most likely mean you have a build issue,
+  read comments near the assert. (#7568)
+- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc
+  handler to be called before backend initialization. Because of how ::CreateWindow()
+  calls in WndProc this is facilitating. (#6275) [@MennoVink]
+- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
+
+Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware
+versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
+
+- Inputs (Internals): Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
+  explicit and reduce confusion with the fact it is a non-zero value and cannot be a default.
+- Inputs (Internals): Renamed symbols global routes:
+      Renamed ImGuiInputFlags_RouteGlobalLow  -> ImGuiInputFlags_RouteGlobal (this is the suggested global route)
+      Renamed ImGuiInputFlags_RouteGlobal     -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
+      Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive
+- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order
+  in function signatures:
+      Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
+      After:  Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
+- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked():
+  swapped last two parameters order in function signatures:
+      Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+      After:  IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
+      Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+      After:  IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
+- For several reasons those changes makes sense. They were all made before making some of
+  those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
+  Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.6 (Released 2024-05-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.6
+
+Breaking changes:
+
+- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed
+  by a SameLine() call. (#7505, #282)
+     Before: TreeNode("##Hidden"); SameLine(); Text("Hello");
+             // This was actually incorrect! BUT appeared to look ok with the default style
+             // where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
+     After:  TreeNode("##Hidden"); SameLine(0, 0); Text("Hello");
+             // This is correct for all values in style.
+  With the fix, IF you were successfully using TreeNode("")+SameLine(); you will now
+  have extra spacing between your TreeNode and the following item. You'll need to change
+  the SameLine() call to SameLine(0,0) to remove this extraneous spacing.
+  This seemed like the more sensible fix that's not making things less consistent.
+  (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
+
+Other changes:
+
+- Windows: Changed default ClipRect to extend to windows' left and right borders,
+  instead of adding arbitrary WindowPadding.x * 0.5f space on left and right.
+  That ClipRect half-padding was arbitrary/confusing and inconsistent with Y axis.
+  It also made it harder to draw items covering whole window without pushing an
+  extended ClipRect. Some items near windows left and right edge that used to be clipped
+  may be partly more visible. (#3312, #7540, #3756, #6170, #6365)
+- Windows: Fixed subsequent Begin() append calls from setting last item information
+  for title bar, making it impossible to use IsItemHovered() on a Begin()-to-append,
+  and causing issue bypassing hover detection on collapsed windows. (#7506, #823)
+- Fonts: Fixed font ascent and descent calculation when a font hits exact integer values.
+  It is possible that some prior manual use of ImFontConfig::GlyphOffset may become
+  duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC]
+- TreeNode: Added ImGuiTreeNodeFlags_SpanTextWidth to make hitbox and highlight only
+  cover the label. (#6937) [@dimateos]
+- Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917)
+- Tables: Angled headers: added style.TableAngledHeadersTextAlign and corresponding
+  ImGuiStyleVar_TableAngledHeadersTextAlign variable. Default to horizontal center. (#6917)
+  [@thedmd, @ocornut]
+- ProgressBar: Added support for indeterminate progress bar by passing an animated
+  negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74]
+- Text, DrawList: Improved handling of long single-line wrapped text. Faster and
+  mitigate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720)
+- Backends: OpenGL3: Detect ES3 contexts on desktop based on version string,
+  to e.g. avoid calling glPolygonMode() on them. (#7447) [@afraidofdark, @ocornut]
+- Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) [@ShadowNinja, @vanfanel]
+- Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define.
+  (you could always use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + ImGui_ImplVulkan_LoadFunctions() as well).
+  (#6582, #4854) [@adalsteinnh, @kennyalive, @ocornut]
+- Backends: SDL3: Fixed text inputs. Re-enable calling SDL_StartTextInput()/SDL_StopTextInput()
+  as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky]
+- Examples: GLFW+Vulkan, SDL+Vulkan: Added optional support for Volk. (#6582, #4854)
+- Examples: GLFW+WebGPU: Added support for WebGPU-native/Dawn (#7435, #7132) [@eliasdaler, @Zelif]
+- Examples: GLFW+WebGPU: Renamed example_emscripten_wgpu/ to example_glfw_wgpu/. (#7435, #7132)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.5 (Released 2024-04-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.5
+
+Breaking changes:
+
+- More formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set.
+  It has been unnecessary and a no-op since 1.87 (it returns the same value as passed
+  when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
+  - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) --> IsKeyPressed(ImGuiKey_XXX)
+- ImDrawList: Merged the radius_x/radius_y parameters in AddEllipse(), AddEllipseFilled()
+  and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those
+  functions were added recently in 1.90, we are not adding inline redirection functions.
+  The transition is easy and should affect few users. (#2743, #7417) [@cfillion]
+
+Other changes:
+
+- Windows: Scrollbar visibility decision uses current size when both size and contents
+  size are submitted by API. (#7252)
+- Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369)
+- Windows: BeginChild(): Extend outer resize borders to the edges when there are no corner
+  grips. Essentially affects resizable child windows. (#7440, #1710) [@cfillion]
+- Windows: BeginChild(): Resizing logic for child windows evaluates whether per-axis clamping
+  should be applied based on parent scrollbars, not child scrollbars. (#7440, #1710) [@cfillion]
+  Adjust those resizing limits to match window padding rather than inner clipping rectangle.
+- Tables: Fixed auto-width columns when using synced-instances of same table, width of
+  one instance would bleed into next one instead of sharing their widths. (#7218)
+- Tables: Angled headers: fixed border hit box extending beyond when used within
+  non-scrollable tables. (#7416) [@cfillion]
+- Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow()
+  stops being called. (#7416) [@cfillion]
+- Tables: Angled headers: rounding header size to nearest integers, fixes some issues
+  when using clipper.
+- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive
+  frames would erroneously close the window. While it is technically a popup issue
+  it would generally manifest when fast moving the mouse bottom to top in a sub-menu.
+  (#7325, #7287, #7063)
+- ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451)
+- ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox().
+- Drags, Sliders, Inputs: Fixed io.PlatformLocaleDecimalPoint decimal point localization
+  feature not working regression from 1.90.1. (#7389, #6719, #2278) [@GamingMinds-DanielC]
+- Style: Added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle for
+  consistency. (#7411) [@cfillion]
+- DrawList: Added AddConcavePolyFilled(), PathFillConcave() concave filling. (#760) [@thedmd]
+  Note that only simple polygons (no self-intersections, no holes) are supported.
+- DrawList: Allow AddText() to accept null ranges. (#3615, 7391)
+- Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery
+  of interesting resources, because github doesn't allow Wiki to be crawled by search engines.
+  - This is the main wiki: https://github.com/ocornut/imgui/wiki
+  - This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki
+    Adding a link to the crawlable version, even though it is not intended for humans,
+    to increase its search rank.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.4 (Released 2024-02-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.4
+
+Other changes:
+
+- Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on
+  windows with the ImGuiWindowFlags_NoNavInputs flag (regression in 1.90.2, which
+  among other things broke imgui_memory_editor).
+- Menus, Popups: Fixed an issue where hovering a parent-menu upward would
+  erroneously close the window. (#7325, #7287, #7063)
+- Popups: Fixed resizable popup minimum size being too small. Standardized minimum
+  size logic. (#7329).
+- Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by
+  BeginPopupModal(). (#7340)
+- Tables: Angled headers: fixed support for multi-line labels. (#6917)
+- Tables: Angled headers: various fixes to accurately handle CellPadding changes. (#6917)
+- Tables: Angled headers: properly registers horizontal component of angled headers
+  for auto-resizing of columns. (#6917)
+- Tables: Angled headers: fixed TableAngledHeadersRow() incorrect background fill
+  drawn too low, particularly visible with tables that have no scrolling. (#6917)
+- ProgressBar: Fixed a minor tessellation issue when rendering rounded progress bars,
+  where in some situations the rounded section wouldn't follow regular tessellation rules.
+- Debug Tools: Item Picker: Promoted ImGui::DebugStartItemPicker() to public API. (#2673)
+- Debug Tools: Item Picker: Menu entry visible in Demo->Tools but greyed out unless
+  io.ConfigDebugIsDebuggerPresent is set. (#2673)
+- Misc: Added optional alpha multiplier parameter to GetColorU32(ImU32) variant.
+- Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(),
+  PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.3 (Released 2024-02-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.3
+
+Breaking changes:
+
+- Backends: SDL2: Removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which
+  was obsoleted in 1.84. Calling ImGui_ImplSDL2_NewFrame() is fine.
+- Backends: Vulkan: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to
+  ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. (#7308) [@shawnhatori]
+- Backends: Vulkan: Using dynamic rendering now require filling the PipelineRenderingCreateInfo
+  structure in ImGui_ImplVulkan_InitInfo, allowing to configure color/depth/stencil formats.
+  Removed ColorAttachmentFormat field previously provided for dynamic rendering.
+  (#7166, #6855, #5446, #5037) [@shawnhatori]
+
+Other changes:
+
+- Menus, Popups: Fixed menus and popups with ChildWindow flag erroneously not displaying
+  a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo]
+- Backends: SDL2, SDL3: Handle gamepad disconnection + fixed increasing gamepad reference
+  counter continuously. Added support for multiple simultaneous gamepads.
+  Added ImGui_ImplSDL2_SetGamepadMode()) function to select whether to automatically pick
+  first available gamepad, all gamepads, or specific gamepads.
+  (#3884, #6559, #6890, #7180) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
+- Backends: SDL3: Fixed gamepad handling. (#7180) [@bog-dan-ro]
+- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
+  a wrong viewport if none was initially set.
+- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side
+  conversion. (#6575) [@Demonese]
+- Internals: Fixed ImFileOpen not working before context is created, preventing creation
+  of a font atlas before main context creation. (#7314, #7315) [@PathogenDavid, @ocornut]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.2 (Released 2024-02-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.2
+
+Breaking changes:
+
+- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing
+  to 'void* ImGuiViewport::PlatformHandleRaw'.
+- Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure
+  instead of variety of parameters, allowing for easier further changes. (#7240)
+
+Other changes:
+
+- Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback.
+- Nav: tweak to logic marking navigated item as hovered when using keyboard, allowing
+  the hover highlight to stay even while another item is activated.
+- Nav: Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope,
+  regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz]
+- Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237)
+- Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on
+  individual left/right alt key without interfering with the other.
+- Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow from making the child menu
+  reopen and flicker (using ImGuiPopupFlags_NoReopen).
+- Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it.
+- Popups: OpenPopup(): added ImGuiPopupFlags_NoReopen flag to specifically not close and reopen
+  a popup when it is already open. (#1497, #1533)
+  (Note that this differs from specific handling we already have in place for the case of calling
+  OpenPopup() repeatedly every frame: we already didn't reopen in that specific situation, otherwise
+  the effect would be very disastrous in term of confusion, as reopening would steal focus).
+- Popups: Slight change to popup closing logic (e.g. after focusing another window) which skipped
+  over popups that are also child windows.
+- Combo: Fixed not reusing windows optimally when used inside a popup stack.
+- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
+- Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover.
+- Debug Tools: Debug Log: Added "Input Routing" logging.
+- Debug Tools: Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) [@Peter0x44]
+- Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by
+  allocating one extra semaphore than in-flight frames. (#7236) [@mklefrancois]
+- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
+- Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238)
+- Backends: WebGPU: Added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240)
+- Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn
+  update stopped setting default values. (#7232) [@GrigoryGraborenko]
+- Backends: WebGPU: Fixed pipeline layout leak. (#7245) [@rajveermalviya]
+- Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253)
+- Internals: Many improvements related to yet unpublicized shortcut routing and input ownership systems.
+- Internals: InputText: Added internal helpers to force reload of user-buf when active. (#2890) [@kudaba, @ocornut]
+  Often requested in some form (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968),
+  and useful for interactive completion/suggestions popups (#2057, #718)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.1 (Released 2024-01-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.1
+
+Breaking changes:
+
+- imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81.
+  Prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
+- Removed CalcListClipping() marked obsolete in 1.86. (#3841)
+  Prefer using ImGuiListClipper which can return non-contiguous ranges.
+- Internals, Columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting
+  to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
+- Commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. (#2625, #7143)
+
+Other changes:
+
+- Windows:
+  - BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport
+    minus padding. There are no limit to a child width/height. (#7063) [@Devyre]
+  - BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground
+    is specified. (#1710, #7194)
+  - Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y)
+    for both axises since 1.90. (#7106) [@n0bodysec]
+  - Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce
+    speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
+- Navigation (Keyboard/gamepad):
+  - Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overridden back to true when
+    navigation is enabled. SetNextFrameWantCaptureKeyboard() is always higher priority. (#6997)
+  - Nav: Activation can also be performed with Keypad Enter. (#5606)
+- Drag and Drop:
+  - Fixed drop target highlight on items temporarily pushing a widened clip rect
+    (namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
+    all columns. (#7049, #4281, #3272)
+- InputText:
+  - InputTextMultiline: Fixed Tab character input not repeating (1.89.4 regression).
+  - InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs
+    (using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order
+    to allow passing through multiple widgets easily. (#3092, #5759, #787)
+- Drags, Sliders, Inputs:
+  - DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth
+    stack when number of components is 1. [#7095] [@Nahor]
+  - Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text
+    editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096)
+  - Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096)
+  - DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
+    width computation to better distribute the error. (#7120, #7121) [@Nahor]
+- Menus:
+  - Tweaked hover slack logic, adding an extra timeout to avoid situations where a slow vertical
+    movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926)
+- Color Editors:
+  - ColorEdit: Layout tweaks for very small sizes. (#7120, #7121)
+  - ColorPicker: Fixed saturation/value cursor radius not scaling properly.
+- Tabs: Added ImGuiTabItemFlags_NoAssumedClosure to enable app to react on closure attempt,
+  without having to draw an unsaved document marker (ImGuiTabItemFlags_UnsavedDocument sets
+  _NoAssumedClosure automatically). (#7084)
+- Debug Tools:
+  - Added io.ConfigDebugIsDebuggerPresent option. When enabled, this adds buttons in various
+    locations of Metrics/Debugger to manually request a debugger break:
+    - Request a debug break in a Begin() call.
+    - Request a debug break in a ItemAdd() call via debug log and hovering 0xXXXXXX identifiers.
+    - Request a debug break in a BeginTable() call.
+    - Request a debug break in a SetShortcutRouting()/Shortcut() call. [Internal]
+  - Metrics: Reorganize Tools menu.
+  - Added DebugFlashStyleColor() to identify a style color. Added to Style Editor.
+  - Debug Log: Hide its own clipper log to reduce noise in the output. (#5855)
+  - Debug Log: Clicking any filter with SHIFT held enables it for 2 frames only,
+    making it easier when dealing with spammy logs. (#5855)
+- Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize
+  grip without moving it.
+- Misc: Added IMGUI_USER_H_FILENAME to change the path included when using
+  IMGUI_INCLUDE_IMGUI_USER_H. (#7039) [@bryceberger]
+- Misc: Rework debug display of texture id in Metrics window to avoid compile-error when
+  ImTextureID is defined to be larger than 64-bits. (#7090)
+- Misc: Added extra courtesy ==/!= operators when IMGUI_DEFINE_MATH_OPERATORS is defined.
+- Misc: Fixed text functions fast-path for handling "%s" and "%.*s" to handle null pointers gracefully,
+  like most printf implementations. (#7016, #3466, #6846) [@codefrog2002]
+- Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds
+  on a codebase where another copy of the library is used.
+- Misc: During shutdown, check that io.BackendPlatformUserData and io.BackendRendererUserData are NULL
+  in order to catch cases where backend was not shut down. (#7175)
+- Misc: Reworked Issue Template to a shinier and better form. (#5927) [@Panquesito7, @PathogenDavid, @ocornut]
+- Backends:
+  - GLFW, Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
+    register canvas selector and auto-resize GLFW window. (#6751) [@Traveller23, @ypujante]
+  - GLFW: Fixed Windows specific hooks to use Unicode version of WndProc even when
+    compiling in MBCS mode. (#7174) [@kimidaisuki22]
+  - OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load libGL.so variants in
+    case of missing symlink. Fix 1.90 regression for some distros. (#6983)
+  - Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs
+    vkDestroyCommandPool(). (#7075) [@FoonTheRaccoon]
+  - Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous
+    "best practice" validation layer. (#7189, #4238) [@philae-ael]
+  - Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
+    as we don't reset them.
+  - WebGPU: Fixed wgpuRenderPassEncoderSetScissorRect() crash when rendering modal window's
+    dimming layer, which has an unclipped value in ImDrawCmd::ClipRect. (#7191) [@aparis69]
+- Examples:
+  - Examples: GLFW+Emscripten: Fixed examples not consistently resizing according to host canvas.
+    (#6751) [@Traveller23, @ypujante]
+  - Examples: SDL3: Minor fixes following recent SDL3 in-progress development.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.90.0 (Released 2023-11-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90
+
+Breaking changes:
+
+ - BeginChild(): Upgraded 'bool border = false' parameter to 'ImGuiChildFlags flags = 0'.
+   Added ImGuiChildFlags_Border value. As with our prior "bool-to-flags" API updates,
+   the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a
+   smoother transition, meaning all existing calls will still work.
+   If you want to neatly transition your call sites:
+      Before:  BeginChild("Name", size, true)
+      After:   BeginChild("Name", size, ImGuiChildFlags_Border)
+      Before:  BeginChild("Name", size, false)
+      After:   BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
+   Existing code will still work as 'ImGuiChildFlags_Border == true', but you are encouraged to update call sites.
+   **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
+ - BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for
+   the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense
+   for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept
+   child-flags we are moving it there. (#462)
+      Before:  BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
+      After:   BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
+   Kept inline redirection enum (will obsolete later) so existing code will work.
+ - BeginChildFrame()/EndChildFrame(): removed functions in favor of using BeginChild() with
+   the ImGuiChildFlags_FrameStyle flag. Kept inline redirection function (will obsolete).
+   Those functions were merely PushStyle/PopStyle helpers and custom versions are easy to create.
+   (The removal isn't so much motivated by needing to add the feature in BeginChild(), but by the
+   necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.)
+ - Debug Tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"),
+   as earlier name was misleading. Kept inline redirection function. (#4631)
+ - IO: Removed io.MetricsActiveAllocations introduced in 1.63, was displayed in Metrics and unlikely to
+   be accessed by end-user. Value still visible in the UI and easily to recompute from a delta.
+ - Defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS now automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921)
+ - Removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define. (#4537)
+ - ListBox, Combo: Changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis.
+   Before:
+      getter type:   bool (*getter)(void* user_data, int idx, const char** out_text)
+      function:      bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...);
+      function:      bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
+   After:
+      getter type:   const char* (*getter)(void* user_data, int idx)
+      function:      bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
+      function:      bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
+   Old type was unnecessarily complex and harder to wrap in e.g. a lambda. Kept inline redirection function (will obsolete).
+ - Commented out obsolete redirecting enums/functions that were marked obsolete two years ago:
+   - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x.
+     Consider that generally 'GetContentRegionAvail().x' is often more correct and more useful.
+   - ImDrawCornerFlags_XXX         -> use ImDrawFlags_RoundCornersXXX names.
+     Read 1.82 changelog for details + grep commented names in sources.
+   - Commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for
+     AddRect()/AddRectFilled()/PathRect()/AddImageRounded(). -> Use ImDrawFlags_RoundCornersXXX flags.
+     Read 1.82 changelog for details.
+ - Backends: Vulkan: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own
+   command-buffer to upload fonts. Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary.
+   No need to call ImGui_ImplVulkan_CreateFontsTexture() as it is done automatically in ImGui_ImplVulkan_NewFrame().
+   You can call ImGui_ImplVulkan_CreateFontsTexture() manually if you need to reload the font atlas texture.
+   (#6943, #6715, #6327, #3743, #4618)
+
+Other changes:
+
+- Windows:
+  - BeginChild(): Added ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY to allow resizing
+    child windows from the bottom/right border (toward layout direction). Resized child windows
+    settings are saved and persistent in .ini file. (#1710)
+  - BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter.
+    **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
+  - BeginChild(): Added ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY to auto-resize
+    on one axis, while generally providing a size on the other axis. (#1666, #1395, #1496, #1710)
+    e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY);
+    - Size is only reevaluated if the child window is within visible boundaries or just appearing.
+      This allows coarse clipping to be performed and auto-resizing childs to return false when
+      hidden because of being scrolled out.
+    - Combining this with also specifying ImGuiChildFlags_AlwaysAutoResize disables
+      this optimization, meaning child contents will never be clipped (not recommended).
+    - Please be considerate that child are full windows and carry significant overhead:
+      combining auto-resizing for both axises to create a non-scrolling child to merely draw
+      a border would be better more optimally using BeginGroup(). (see #1496)
+      (until we come up with new helpers for framed groups and work-rect adjustments).
+  - BeginChild(): made it possible to use SetNextWindowSizeConstraints() rectangle, often
+    useful when ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY. (#1666, #1395, #1496)
+    Custom constraint callback are not supported with child window.
+  - BeginChild(): Added ImGuiChildFlags_FrameStyle as a replacement for BeginChildFrame(),
+    use it to make child window use FrameBg, FrameRounding, FrameBorderSize, FramePadding
+    instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
+  - Popups: clarified meaning of 'p_open != NULL' in BeginPopupModal() + set back user value
+    to false when popup is closed in ways other than clicking the close button. (#6900)
+  - Double-clicking lower-left resize grip auto-resize (like lower-right one).
+  - Double-clicking bottom or right window border auto-resize on a singles axis.
+  - Use relative mouse movement for border resize when the border geometry has moved
+    (e.g. resizing a child window triggering parent scroll) in order to avoid resizing
+    feedback loops. Unless manually mouse-wheeling while border resizing. (#1710)
+- Separators:
+  - Altered end-points to use more standard boundaries. (#205, #4787, #1643)
+    Left position is always current cursor X position, right position is always work-rect
+    rightmost edge. It effectively means that:
+    - A separator in the root of a window will end up a little more distant from edges
+      than previously (essentially following WindowPadding instead of clipping edges).
+    - A separator inside a table cell end up a little distance from edges instead of
+      touching them (essentially following CellPadding instead of clipping edges).
+    - Matches tree indentation (was not the case before).
+    - Matches SeparatorText(). (#1643)
+    - Makes things correct inside groups without specific/hard-coded handling. (#205)
+  - Support legacy behavior when used inside old Columns(), as we favored that idiom back then,
+    only different is left position follows indentation level, to match calling a Separator()
+    inside or outside Columns().
+- Tooltips:
+  - Made using SetItemTooltip()/IsItemHovered(ImGuiHoveredFlags_ForTooltip) defaults to
+    activate tooltips on disabled items. This is done by adding ImGuiHoveredFlags_AllowWhenDisabled
+    to the default value of style.HoverFlagsForTooltipMouse/HoverFlagsForTooltipNav. (#1485)
+  - Made is possible to combine ImGuiHoveredFlags_ForTooltip with a ImGuiHoveredFlags_DelayXXX
+    override. (#1485)
+- Drag and Drop:
+  - Reworked drop target highlight: reduce rectangle to its visible portion, and then expand
+    slightly. A full rectangle is always visible and it may protrude slightly. (#4281, #3272)
+  - Fixed submitting a tooltip from drop target location when using AcceptDragDropPayload()
+    with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually.
+- Tables:
+  - Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected
+    columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option. (#6917)
+  - Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header.
+  - Fixed an edge-case when no columns are visible + table scrollbar is visible + user
+    code is always testing return value of TableSetColumnIndex() to coarse clip. With an active
+    clipper it would have asserted. Without a clipper, the scrollbar range would be wrong.
+  - Request user to submit contents when outer host-window is requesting auto-resize,
+    so a scrolling table can contribute to initial window size. (#6510)
+  - Fixed subtle drawing overlap between borders in some situations.
+  - Fixed bottom-most and right-most outer border offset by one. (#6765, #3752) [@v-ein]
+  - Fixed top-most and left-most outer border overlapping inner clip-rect when scrolling. (#6765)
+  - Fixed top-most outer border being drawn with both TableBorderLight and TableBorderStrong
+    in some situations, causing the earlier to be visible underneath when alpha is not 1.0f.
+  - Fixed right-clicking right-most section (past right-most column) from highlighting a column.
+  - Fixed an issue with ScrollX enabled where an extraneous draw command would be created.
+- Menus:
+  - Menus: Fixed a bug where activating an item in a child-menu and dragging mouse over the
+    parent-menu would erroneously close the child-menu. (Regression from 1.88). (#6869)
+  - MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously
+    register contents size in a way that would affect the scrolling layer.
+    Was most often noticeable when using an horizontal scrollbar. (#6789)
+- InputText:
+  - InputTextMultiline: Fixed a crash pressing Down on last empty line of a multi-line buffer.
+    (regression from 1.89.2, only happened in some states). (#6783, #6000)
+  - InputTextMultiline: Fixed Tabbing cycle leading to a situation where Enter key wouldn't
+    be accepted by the widget when navigation highlight is visible. (#6802, #3092, #5759, #787)
+- Nav: Tabbing always enable nav highlight when ImGuiConfigFlags_NavEnableKeyboard is set.
+  Previously was inconsistent and only enabled when stepping through a non-input item.
+  (#6802, #3092, #5759, #787)
+- TreeNode: Added ImGuiTreeNodeFlags_SpanAllColumns for use in tables. (#3151, #3565, #2451, #2438)
+- TabBar: Fixed position of unsaved document marker (ImGuiTabItemFlags_UnsavedDocument) which was
+  accidentally offset in 1.89.9. (#6862) [@alektron]
+- ColorPicker4(): Fixed ImGuiColorEditFlags_NoTooltip not being forwarded to individual DragFloat3
+  sub-widgets which have a visible color preview when ImGuiColorEditFlags_NoSidePreview is also set. (#6957)
+- BeginGroup(): Fixed a bug pushing line lower extent too far down when called after a call
+  to SameLine() followed by manual cursor manipulation.
+- BeginCombo(): Added ImGuiComboFlags_WidthFitPreview flag. (#6881) [@mpv-enjoyer]
+- BeginListBox(): Fixed not consuming SetNextWindowXXX() data when returning false.
+- Fonts:
+  - Argument 'float size_pixels' passed to AddFontXXX() functions is now rounded to lowest integer.
+    This is because our layout/font system currently doesn't fully support non-integer sizes. Until
+    it does, this has been a common pitfall leading to more or less subtle issues. (#3164, #3309, #6800)
+  - Better assert during load when passing truncated font data or wrong data size. (#6822)
+  - Ensure calling AddFontXXX function doesn't invalidates ImFont's ConfigData pointers
+    prior to building again. (#6825)
+  - Added ImFontConfig::RasterizerDensity field to increase texture size of rendered glyphs
+    without altering other metrics. Among other things, this makes it easier to have zooming code
+    swapping between 2 fonts (e.g. a 100% and a 400% fonts) depending on current scale. (#6925) [@thedmd]
+    Important: if you increase this it is expected that you would render the font with a scale of
+    similar value or magnitude. Merely increasing this without increasing scale may lower quality.
+  - imgui_freetype: Added support for RasterizerDensity. (#6925) [@thedmd]
+  - imgui_freetype: Fixed a warning and leak in IMGUI_ENABLE_FREETYPE_LUNASVG support. (#6842, #6591)
+- Inputs: Added IsKeyChordPressed() helper function e.g. IsKeyChordPressed(ImGuiMod_Ctrl | ImGuiKey_S).
+  (note that ImGuiMod_Shortcut may be used as an alias for Cmd on OSX and Ctrl on other systems).
+- Misc: Most text functions also treat "%.*s" (along with "%s") specially to bypass formatting. (#3466, #6846)
+- IO: Add extra keys to ImGuiKey enum: ImGuiKey_F13 to ImGuiKey_F24. (#6891, #4921)
+- IO: Add extra keys to ImGuiKey enum: ImGuiKey_AppBack, ImGuiKey_AppForward. (#4921)
+- IO: Setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228) [@bertaye]
+- Debug Tools: Metrics: Added log of recent alloc/free calls.
+- Debug Tools: Metrics: Added "Show groups rectangles" in tools.
+- ImDrawList: Added AddEllipse(), AddEllipseFilled(), PathEllipticalArcTo(). (#2743) [@Doohl]
+- ImVector: Added find_index() helper.
+- Demo: Added "Drag and Drop -> Tooltip at target location" demo.
+- Demo: Added "Layout -> Child Windows -> Manual-resize" demo. (#1710)
+- Demo: Added "Layout -> Child Windows -> Auto-resize with constraints" demo. (#1666, #1395, #1496, #1710)
+- Demo: Partly fixed "Examples -> Constrained-resizing window" custom constrains demo. (#6210) [@cfillion]
+- Backends: Vulkan: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own
+  command-buffer to upload fonts. Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary.
+  No need to call ImGui_ImplVulkan_CreateFontsTexture() as it is done automatically in ImGui_ImplVulkan_NewFrame().
+  You can call ImGui_ImplVulkan_CreateFontsTexture() manually if you need to reload font atlas texture.
+  Fixed leaks, and added ImGui_ImplVulkan_DestroyFontsTexture() (probably no need to call this directly).
+  (#6943, #6715, #6327, #3743, #4618)
+  [@helynranta, @thomasherzog, @guybrush77, @albin-johansson, @MiroKaku, @benbatya-fb, @ocornut]
+- Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99]
+- Backends: GLFW: Added support for F13 to F24 function keys. (#6891)
+- Backends: SDL2, SDL3: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
+- Backends: SDL3: Updates for recent API changes. (#7000, #6974)
+- Backends: Win32: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
+- Backends: Win32: Added support for keyboard codepage conversion for when application
+  is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil]
+- Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows
+  doesn't emit it (same behavior as GLFW/SDL). (#6859) [@thedmd, @SuperWangKai]
+- Backends: OpenGL3: rename symbols in our internal loader so that LTO compilation with another
+  copy of gl3w becomes possible. (#6875, #6668, #4445) [@nicolasnoble]
+- Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead
+  of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
+- Backends: OSX: Added support for F13 to F20 function keys. Support mapping F13 to PrintScreen. (#6891)
+- Examples: GLFW+Vulkan, SDL+Vulkan: Simplified and removed code due to backend improvements.
+- Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.9 (Released 2023-09-04)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.9
+
+Breaking changes:
+
+- Clipper: Renamed IncludeRangeByIndices(), also called ForceDisplayRangeByIndices()
+  before 1.89.6, to IncludeItemsByIndex(). Kept inline redirection function. (#6424, #3841)
+
+Other changes:
+
+- Tables: Made it possible to use SameLine(0,0) after TableNextColumn() or
+  TableSetColumnIndex() in order to reuse line pos/height from previous cell. (#3740)
+- Tables: Made it possible to change style.CellPadding.y between rows. (#3740)
+- Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes
+  through proper navigation logic: honor scrolling and selection. (#1079, #1131)
+- Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when
+  v_max=INT_MAX (#6675, #6679) [@jbarthelmes]
+- Windows: Layout of Close/Collapse buttons uses style.ItemInnerSpacing.x between items,
+  stopped incorrectly using FramePadding in a way where hit-boxes could overlap when
+  setting large values. (#6749)
+- TabBar, Style: added style.TabBarBorderSize and associated ImGuiStyleVar_TabBarBorderSize.
+  Tweaked rendering of that separator to allow thicker values. (#6820, #4859, #5022, #5239)
+- InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal
+  point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp]
+- ColorEdit, ColorPicker: Manipulating options popup don't mark item as edited. (#6722)
+  (Note that they may still be marked as Active/Hovered.)
+- Clipper: Added IncludeItemByIndex() helper to include a single item. (#6424, #3841)
+- Clipper: Fixed a bug if attempt to force-include a range which matches an already
+  included range, clipper would end earlier. (#3841)
+- ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum
+  of individual ImDrawList's buffer sizes when a dimming/modal background is rendered. (#6716)
+- ImDrawList: Automatically calling ChannelsMerge() if not done after a split.
+- ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively
+  large radius to AddCircle(). (#6657, #5317) [@EggsyCRO, @jdpatdiscord]
+- IO: Exposed io.PlatformLocaleDecimalPoint to configure decimal point ('.' or ',') for
+  languages needing it. Should ideally be set to the value of '*localeconv()->decimal_point'
+  but our backends don't do it yet. (#6719, #2278)
+- IO: Fixed io.AddMousePosEvent() and io.AddMouseButtonEvent() writing MouseSource to
+  wrong union section. Was semantically incorrect and accidentally had no side-effects
+  with default compiler alignment settings. (#6727) [@RickHuang2001]
+- Misc: Made multiple calls to Render() during the same frame early out faster.
+- Debug Tools: Metrics: Fixed "Drawlists" section and per-viewport equivalent
+  appearing empty (regression in 1.89.8).
+- Demo: Reorganized "Examples" menu.
+- Demo: Tables: Demonstrate using SameLine() between cells. (#3740)
+- Demo: Tables: Demonstrate altering CellPadding.y between rows. (#3740)
+- Demo: Custom Rendering: Demonstrate out-of-order rendering using ImDrawListSplitter.
+- Backends: SDL2,SDL3: added ImGui_ImplSDL2_InitForOther()/ImGui_ImplSDL3_InitForOther()
+  for consistency (matching GLFW backend) and as most initialization paths don't actually
+  need to care about rendering backend.
+- Examples: Emscripten+WebGPU: Fixed WGPUInstance creation process + use preferred
+  framebuffer format. (#6640, #6748) [@smileorigin]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.8 (Released 2023-08-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.8
+
+Breaking changes:
+
+- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
+  and often incorrect/misleading considering the existence of a higher-level
+  input queue. This is automatically cleared by io.ClearInputKeys(). (#4921)
+- ImDrawData: CmdLists[] array is now owned, changed from 'ImDrawList**' to
+  'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you
+  cannot compare to NULL nor reassign manually anymore.
+  Instead use AddDrawList(). Allocation count are identical. (#6406, #4879, #1878)
+
+Other changes:
+
+- Fonts: ImFontConfig::OversampleH now defaults to 2 instead of 3, since the
+  quality increase is largely minimal.
+- Fonts, imgui_freetype: Added support to render OpenType SVG fonts using lunasvg.
+  Requires enabling IMGUI_ENABLE_FREETYPE_LUNASVG along with IMGUI_ENABLE_FREETYPE,
+  and providing headers/libraries for lunasvg. (#6591, #6607) [@sakiodre]
+- ImDrawData: CmdLists[] array is now an ImVector<> owned by ImDrawData rather
+  than a pointer to internal state.
+  - This makes it easier for user to create their own or append to an existing draw data.
+    Added a ImDrawData::AddDrawList() helper function to do that. (#6406, #4879, #1878)
+  - This makes it easier to perform a deep-swap instead of a deep-copy, as array
+    ownership is now clear. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
+  - Syntax and allocation count are otherwise identical.
+- Fixed CTRL+Tab dimming background assert when target window has a callback
+  in the last ImDrawCmd. (#4857, #5937)
+- IsItemHovered: Fixed ImGuiHoveredFlags_ForTooltip for Keyboard/Gamepad navigation,
+  got broken prior to 1.89.7 due to an unrelated change making flags conflict. (#6622, #1485)
+- InputText: Fixed a case where deactivation frame would write to underlying
+  buffer or call CallbackResize although unnecessary, in a frame where the
+  return value was false.
+- Tables: fixed GetContentRegionAvail().y report not taking account of lower cell
+  padding or of using ImGuiTableFlags_NoHostExtendY. Not taking it into account
+  would make the idiom of creating vertically bottom-aligned content (e.g. a child
+  window) inside a table make the parent window erroneously have a scrollbar. (#6619)
+- Tables: fixed calculation of multi-instance shared decoration/scrollbar width of
+  scrolling tables, to avoid flickering width variation when resizing down a table
+  hosting a child window. (#5920, #6619)
+- Scrollbar: layout needs to take account of window border size, so a border size
+  will slightly reduce scrollbar size. Generally we tried to make it that window
+  border size has no incidence on layout but this can't work with thick borders. (#2522)
+- IO: Added io.ClearEventsQueue() to clear incoming inputs events. (#4921)
+  May be useful in conjunction with io.ClearInputKeys() if you need to clear
+  both current inputs state and queued events (e.g. when using blocking native
+  dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()).
+- IO: Changed io.ClearInputKeys() specs to also clear current frame character buffer
+  (what now obsoleted io.ClearInputCharacters() did), as this is effectively the
+  desirable behavior.
+- Misc: Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable
+  stb_sprintf implementation when using IMGUI_USE_STB_SPRINTF. (#6626) [@septag]
+- Misc: Avoid stb_textedit.h reincluding string.h while in a namespace, which
+  messes up with building with Clang Modules. (#6653, #4791) [@JohelEGP]
+- Demo: Better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517)
+- Demo: Showcase a few more InputText() flags.
+- Backends: Made all backends sources files support global IMGUI_DISABLE. (#6601)
+- Backends: GLFW: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used
+  differently. User may set ImGuiConfigFlags_NoMouse if desired. (#5625, #6609) [@scorpion-26]
+- Backends: WebGPU: Update for changes in Dawn. (#6602, #6188) [@williamhCode]
+- Examples: Vulkan: Creating minimal descriptor pools to fit only what is needed by
+  example. (#6642) [@SaschaWillem]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.7 (Released 2023-07-04)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.7
+
+Breaking changes:
+
+- Moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal.
+  As the fields were added in 1.89 and expected to be left unchanged by most users, or only
+  tweaked once during app initialisation, we are exceptionally accepting the breakage.
+  Majority of users should not even notice.
+- Overlapping items: (#6512, #3909, #517)
+  - Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using
+    'SetItemAllowOverlap()' (called after an item). This is roughly equivalent to using the
+    legacy 'SetItemAllowOverlap()' call (public API) + ImGuiButtonFlags_AllowOverlap (internal).
+  - Obsoleted 'SetItemAllowOverlap()': it didn't and couldn't work reliably since 1.89 (2022-11-15),
+    and relied on ambiguously defined design. Use 'SetNextItemAllowOverlap()' before item instead.
+  - Selectable, TreeNode: When using ImGuiSelectableFlags_AllowOverlap/ImGuiTreeNodeFlags_AllowOverlap
+    and holding item held, overlapping widgets won't appear as hovered. (#6512, #3909)
+    While this fixes a common small visual issue, it also means that calling IsItemHovered()
+    after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't
+    use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
+  - Renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap'.
+  - Renamed 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'
+  - Kept redirecting enums (will obsolete).
+
+Other changes:
+
+- Tooltips/IsItemHovered() related changes:
+  - Tooltips: Added SetItemTooltip() and BeginItemTooltip() functions.
+    They are shortcuts for the common idiom of using IsItemHovered().
+    - SetItemTooltip("Hello")   == if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip("Hello"); }
+    - BeginItemTooltip()        == IsItemHovered(ImGuiHoveredFlags_Tooltip) && BeginTooltip()
+    The newly added ImGuiHoveredFlags_Tooltip is meant to facilitate standardizing
+    mouse hovering delays and rules for a given application.
+    The previously common idiom of using 'if (IsItemHovered()) { SetTooltip(...); }'
+    won't use delay or stationary test.
+  - IsItemHovered: Added ImGuiHoveredFlags_Stationary to require mouse being
+    stationary when hovering a new item. Added style.HoverStationaryDelay (~0.15 sec).
+    Once the mouse has been stationary once the state is preserved for same item. (#1485)
+  - IsItemHovered: Added ImGuiHoveredFlags_ForTooltip as a shortcut for pulling flags
+    from style.HoverFlagsForTooltipMouse or style.HoverFlagsForTooltipNav depending
+    on active inputs (#1485)
+    - style.HoverFlagsForTooltipMouse defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'
+    - style.HoverFlagsForTooltipNav defaults to 'ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal'.
+  - Tooltips: Tweak default offset for non-drag and drop tooltips so underlying items
+    isn't covered as much. (Match offset for drag and drop tooltips)
+  - IsItemHovered: Tweaked default value of style.HoverDelayNormal from 0.30 to 0.40,
+    Tweaked default value of style.HoverDelayShort from 0.10 to 0.15. (#1485)
+  - IsItemHovered: Added ImGuiHoveredFlags_AllowWhenOverlappedByWindow to ignore window-overlap only.
+    Option ImGuiHoveredFlags_AllowWhenOverlapped now expand into a combination of both
+    _AllowWhenOverlappedByWindow + _AllowWhenOverlappedByItem, matching old behavior.
+- Overlapping items: (#6512, #3909, #517)
+  - Most item types should now work with SetNextItemAllowOverlap(). (#6512, #3909, #517)
+  - Fixed first frame of an overlap highlighting underlying item if previous frame didn't hover anything.
+  - IsItemHovered: Changed to return false when querying an item using AllowOverlap mode which
+    is being overlapped. Added ImGuiHoveredFlags_AllowWhenOverlappedByItem to opt-out. (#6512, #3909, #517)
+- IsWindowHovered: Added support for ImGuiHoveredFlags_Stationary.
+- IsWindowHovered, IsItemHovered: Assert when passed any unsupported flags.
+- Tables: Fixed a regression in 1.89.6 leading to the first column of tables with either
+  ScrollX or ScrollY flags from being impossible to resize. (#6503)
+- CollapsingHeader/TreeNode: Fixed text padding when using _Framed+_Leaf flags. (#6549) [@BobbyAnguelov]
+- InputText: Fixed not returning true when buffer is cleared while using the
+  ImGuiInputTextFlags_EscapeClearsAll flag. (#5688, #2620)
+- InputText: Fixed a crash on deactivating a ReadOnly buffer. (#6570, #6292, #4714)
+- InputText: ImGuiInputTextCallbackData::InsertChars() accept (NULL,NULL) range, in order to conform
+  to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#6565, #6566, #3615)
+- Combo: Made simple/legacy Combo() function not returns true when picking already selected item.
+  This is consistent with other widgets. If you need something else, you can use BeginCombo(). (#1182)
+- Clipper: Rework inner logic to allow functioning with a zero-clear constructor.
+  This is order to facilitate usage for language bindings (e.g cimgui or dear_binding)
+  where user may not be calling a constructor manually. (#5856)
+- Drag and Drop: Apply default behavior of drag source not reporting itself as hovered
+  at lower-level, so DragXXX, SliderXXX, InputXXX, Plot widgets are fulfilling it.
+  (Behavior doesn't apply when ImGuiDragDropFlags_SourceNoDisableHover is set).
+- Modals: In the case of nested modal, made sure that focused or appearing windows are
+  moved below the lowest blocking modal (rather than the highest one). (#4317)
+- GetKeyName(): Fixed assert with ImGuiMod_XXX values when IMGUI_DISABLE_OBSOLETE_KEYIO is set.
+- Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra
+  comments. Currently mainly for inspecting Docking .ini data, but makes saving slower.
+- Demo: Added more developed "Widgets->Tooltips" section. (#1485)
+- Backends: OpenGL3: Fixed support for glBindSampler() backup/restore on ES3. (#6375, #6508) [@jsm174]
+- Backends: OpenGL3: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts
+  lower than 3.2. (#6539, #6333) [@krumelmonster]
+- Backends: Vulkan: Added optional support for VK_KHR_dynamic_rendering (Vulkan 1.3+) in the
+  backend for applications using it. User needs to set 'init_info->UseDynamicRendering = true'
+  and 'init_info->ColorAttachmentFormat'. RenderPass becomes unused. (#5446, #5037) [@spnda, @cmarcelo]
+- Backends: GLFW: Accept glfwGetTime() not returning a monotonically increasing value.
+  This seems to happens on some Windows setup when peripherals disconnect, and is likely
+  to also happen on browser+Emscripten. Matches similar 1.89.4 fix in SDL backend. (#6491)
+- Examples: Win32+OpenGL3: Changed DefWindowProc() to DefWindowProcW() to match other examples
+  and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975) [@yenixing]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.6 (Released 2023-05-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.6
+
+Breaking changes:
+
+- Clipper: Commented out obsolete redirection constructor which was marked obsolete in 1.79:
+   'ImGuiListClipper(int items_count, float items_height)' --> Use 'ImGuiListClipper() + clipper.Begin()'.
+- Clipper: Renamed ForceDisplayRangeByIndices() to IncludeRangeByIndices(), kept
+  inline redirection function (introduced in 1.86 and rarely used). (#6424, #3841)
+- Commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
+   - ListBoxHeader()  -> use BeginListBox()
+   - ListBoxFooter()  -> use EndListBox()
+   - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
+- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
+  in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
+- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
+  It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
+
+Other changes:
+
+- Window: Fixed resizing from upper border when io.ConfigWindowsMoveFromTitleBarOnly is set. (#6390)
+- Tables: Fixed a small miscalculation in TableHeader() leading to an empty tooltip
+  showing when a sorting column has no visible name. (#6342) [@lukaasm]
+- Tables: Fixed command merging when compiling with VS2013 (one array on stack was not
+  initialized on VS2013. Unsure if due to a bug or UB/standard conformance). (#6377)
+- InputText: Avoid setting io.WantTextInputNextFrame during the deactivation frame.
+  (#6341) [@lukaasm]
+- Drag, Sliders: if the format string doesn't contain any %, CTRL+Click to input text will
+  use the default format specifier for the type. Allow display/input of raw value when using
+  "enums" patterns (display label instead of value) + allow using when value is hidden. (#6405)
+- Nav: Record/restore preferred position on each given axis after a movement on that axis,
+  then score movement on the other axis using this as a bias. This allows going up and down
+  between e.g. a large header spanning horizontal space and three-ways-columns, landing
+  on the same column as before.
+- Nav: Fixed navigation within tables/columns where item boundaries goes beyond columns limits,
+  unclipped bounding boxes would interfere with other columns. (#2221) [@zzzyap, @ocornut]
+- Nav: Fixed CTRL+Tab into a root window with only childs with _NavFlattened flags
+  erroneously initializing default nav layer to menu layer.
+- Menus: Fixed an issue when opening a menu hierarchy in a given menu-bar would allow
+  opening another via simple hovering. (#3496, #4797)
+- Fonts: Fixed crash when merging fonts and the first font has no valid glyph. (#6446) [@JaedanC]
+- Fonts: Fixed crash when manually specifying an EllipsisChar that doesn't exist. (#6480)
+- Misc: Added ImVec2 unary minus operator. (#6368) [@Koostosh]
+- Debug Tools: Debug Log: Fixed not parsing 0xXXXXXXXX values for geo-locating on mouse
+  hover hover when the identifier is at the end of the line. (#5855)
+- Debug Tools: Added 'io.ConfigDebugIgnoreFocusLoss' option to disable 'io.AddFocusEvent(false)'
+  handling. May facilitate interactions with a debugger when focus loss leads to clearing
+  inputs data. (#4388, #4921)
+- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV]
+  Potentially this would facilitate switching runtime backend mid-session.
+- Backends: Win32: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw
+  Win32/Winapi with OpenGL. (#3218)
+- Backends: OpenGL3: Restore front and back polygon mode separately when supported
+  by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
+- Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174]
+- Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl]
+- Backends: SDLRenderer3: Added SDL_Renderer for SDL3 backend. (#6286) [@Carcons, @ocornut]
+- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
+  provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
+- Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22]
+- Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE,
+  as some drivers tends to only cleanup after existing the native resize modal loop. (#6374)
+- Examples: Added SDL3+SDL_Renderer example. (#6286)
+- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.5 (Released 2023-04-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.5
+
+Other changes:
+
+- InputText: Reworked prev/next-word behavior to more closely match Visual Studio
+  text editor. Include '.' as a delimiter and alter varying subtle behavior with how
+  blanks and separators are treated when skipping words. (#6067) [@ajweeks]
+- InputText: Fixed a tricky edge case, ensuring value is always written back on the
+  frame where IsItemDeactivated() returns true, in order to allow usage without user
+  retaining underlying data. While we don't really want to encourage user not retaining
+  underlying data, in the absence of a "late commit" behavior/flag we understand it may
+  be desirable to take advantage of this trick. (#4714)
+- Drag, Sliders: Fixed parsing of text input when '+' or '#' format flags are used
+  in the format string. (#6259) [@idbrii]
+- Nav: Made Ctrl+Tab/Ctrl+Shift+Tab windowing register ownership to held modifier so
+  it doesn't interfere with other code when remapping those actions. (#4828, #3255, #5641)
+- Nav: Made PageUp/PageDown/Home/End navigation also scroll parent windows when
+  necessary to make the target location fully visible (same as e.g. arrow keys).
+- ColorEdit: Fixed shading of S/V triangle in Hue Wheel mode. (#5200, #6254) [@jamesthomasgriffin]
+- TabBar: Tab-bars with ImGuiTabBarFlags_FittingPolicyScroll can be scrolled with
+  horizontal mouse-wheel (or Shift + WheelY). (#2702)
+- Rendering: Using adaptive tessellation for RadioButton, ColorEdit preview circles,
+  Windows Close and Collapse Buttons.
+- ButtonBehavior: Fixed an edge case where changing widget type/behavior while active
+  and using same id could lead to an assert. (#6304)
+- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++
+  compiler. (#6272) [@BayesBug]
+- IO: Input queue trickling adjustment for touch screens. (#2702, #4921)
+  This fixes single-tapping to move simulated mouse and immediately click on a widget
+  that is using the ImGuiButtonFlags_AllowItemOverlap policy.
+  - This only works if the backend can distinguish TouchScreen vs Mouse.
+    See 'Demo->Tools->Metrics->Inputs->Mouse Source' to verify.
+  - Fixed tapping on BeginTabItem() on a touch-screen. (#2702)
+  - Fixed tapping on CollapsingHeader() with a close button on a touch-screen.
+  - Fixed tapping on TreeNode() using ImGuiTreeNodeFlags_AllowItemOverlap on a touch-screen.
+  - Fixed tapping on Selectable() using ImGuiSelectableFlags_AllowItemOverlap on a touch-screen.
+  - Fixed tapping on TableHeader() on a touch-screen.
+- IO: Added io.AddMouseSourceEvent() and ImGuiMouseSource enum. This is to allow backend to
+  specify actual event source between Mouse/TouchScreen/Pen. (#2702, #2334, #2372, #3453, #5693)
+- IO: Fixed support for calling io.AddXXXX functions from inactive context (wrongly
+  advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion]
+- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
+- Backends: OpenGL3: Properly restoring "no shader program bound" if it was the case prior to
+  running the rendering function. (#6267, #6220, #6224) [@BrunoLevy]
+- Backends: Win32: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. (#2334, #2702)
+- Backends: SDL2/SDL3: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen.
+  This is relying on SDL passing SDL_TOUCH_MOUSEID in the event's 'which' field. (#2334, #2702)
+- Backends: SDL2/SDL3: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they actually
+  block text input input and don't only pertain to IME. It's unclear exactly what their relation
+  is to other IME function such as SDL_SetTextInputRect(). (#6306, #6071, #1953)
+- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate
+  Mouse/TouchScreen/Pen. (#2334, #2702)
+- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
+- Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen.
+  (#6315) [@PathogenDavid]
+- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
+  (#6314) [@PathogenDavid]
+- Backends: WebGPU: Align buffers. Use WGSL shaders instead of SPIR-V. Add gamma uniform. (#6188) [@eliemichel]
+- Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
+- Examples: Vulkan: Fixed validation errors with newer VulkanSDK by explicitly querying and enabling
+  "VK_KHR_get_physical_device_properties2", "VK_KHR_portability_enumeration", and
+  VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR. (#6109, #6172, #6101)
+- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
+  now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
+- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)
+- TestSuite: Added variety of new regression tests and improved/amended existing ones
+  in imgui_test_engine/ repo. [@PathogenDavid, @ocornut]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.4 (Released 2023-03-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.4
+
+Breaking Changes:
+
+- Renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop().
+  Kept inline redirection functions (will obsolete).
+- Moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
+  Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
+  it has been frequently requested by people to use our own. We had an opt-in define which was
+  previously fulfilled by imgui_internal.h. It is now fulfilled by imgui.h. (#6164, #6137, #5966, #2832)
+   OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
+   Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
+  Added a dedicated compile-time check message to help diagnose this.
+- Tooltips: Added 'bool' return value to BeginTooltip() for API consistency.
+  Please only submit contents and call EndTooltip() if BeginTooltip() returns true.
+  In reality the function will _currently_ always return true, but further changes down the
+  line may change this, best to clarify API sooner. Updated demo code accordingly.
+- Commented out redirecting enums/functions names that were marked obsolete two years ago:
+  - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
+  - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
+  - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
+  - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
+
+Other changes:
+
+- Nav: Tabbing now cycles through all items when ImGuiConfigFlags_NavEnableKeyboard is set.
+  (#3092, #5759, #787)
+  While this was generally desired and requested by many, note that its addition means
+  that some types of UI may become more fastidious to use TAB key with, if the navigation
+  cursor cycles through too many items. You can mark items items as not tab-spottable:
+   - Public API: PushTabStop(false) / PopTabStop()
+   - Internal: PushItemFlag(ImGuiItemFlags_NoTabStop, true);
+   - Internal: Directly pass ImGuiItemFlags_NoTabStop to ItemAdd() for custom widgets.
+- Nav: Tabbing/Shift-Tabbing can more reliably be used to step out of an item that is not
+  tab-stoppable. (#3092, #5759, #787)
+- Nav: Made Enter key submit the same type of Activation event as Space key,
+  allowing to press buttons with Enter. (#5606)
+  (Enter emulates a "prefer text input" activation vs.
+   Space emulates a "prefer tweak" activation which is to closer to gamepad controls).
+- Nav: Fixed an issue with Gamepad navigation when the movement lead to a scroll and
+  frame time > repeat rate. Triggering a new move request on the same frame as a move
+  result lead to an incorrect calculation and loss of navigation id. (#6171)
+- Nav: Fixed SetItemDefaultFocus() from not scrolling when item is partially visible.
+  (#2814, #2812) [@DomGries]
+- Tables: Fixed an issue where user's Y cursor movement within a hidden column would
+  have side-effects.
+- IO: Lifted constraint to call io.AddEventXXX functions from current context. (#4921, #5856, #6199)
+- InputText: Fixed not being able to use CTRL+Tab while an InputText() using Tab
+  for completion or text data is active (regression from 1.89).
+- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted
+  before and can accept the same data type. (#6183).
+- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to
+  avoid interferences. (#5817, #6183) [@DimaKoltun]
+- Debug Tools: Added io.ConfigDebugBeginReturnValueOnce / io.ConfigDebugBeginReturnValueLoop
+  options to simulate Begin/BeginChild returning false to facilitate debugging user behavior.
+- Demo: Updated to test return value of BeginTooltip().
+- Backends: OpenGL3: Fixed restoration of a potentially deleted OpenGL program. If an active
+  program was pending deletion, attempting to restore it would error. (#6220, #6224) [@Cyphall]
+- Backends: Win32: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse positions over
+  non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
+- Backends: SDL2, SDL3: Accept SDL_GetPerformanceCounter() not returning a monotonically
+  increasing value. (#6189, #6114, #3644) [@adamkewley]
+- Backends: GLFW: Avoid using glfwGetError() and glfwGetGamepadState() on Emscripten, which
+  recently updated its GLFW emulation layer to GLFW 3.3 without supporting those. (#6240)
+- Examples: Android: Fixed example build for Gradle 8. (#6229, #6227) [@duddel]
+- Examples: Updated all examples application to enable ImGuiConfigFlags_NavEnableKeyboard
+  and ImGuiConfigFlags_NavEnableGamepad by default. (#787)
+- Internals: Misc tweaks to facilitate applying an explicit-context patch. (#5856) [@Dragnalith]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.3 (Released 2023-02-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.3
+
+Breaking Changes:
+
+- Backends+Examples: SDL2: renamed all unnumbered references to "sdl" to "sdl2".
+  This is in prevision for the future release of SDL3 and its associated backend. (#6146)
+  - imgui_impl_sdl.cpp -> imgui_impl_sdl2.cpp
+  - imgui_impl_sdl.h   -> imgui_impl_sdl2.h
+  - example_sdl_xxxx/  -> example_sdl2_xxxx/ (folders and projects)
+
+Other changes:
+
+- SeparatorText(): Added SeparatorText() widget. (#1643) [@phed, @ocornut]
+  - Added to style: float  SeparatorTextBorderSize.
+  - Added to style: ImVec2 SeparatorTextAlign, SeparatorTextPadding.
+- Tables: Raised max Columns count from 64 to 512. (#6094, #5305, #4876, #3572)
+  The previous limit was due to using 64-bit integers but we moved to bits-array
+  and tweaked the system enough to ensure no performance loss.
+- Tables: Solved an ID conflict issue with multiple-instances of a same table,
+  due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc]
+- Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent
+  across backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups]
+  - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down.
+    Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right.
+  - Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019)
+  - Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463)
+    (whereas on OSX machines Shift+WheelY turns into WheelX at the OS level).
+  - If you use a custom backend, you should verify horizontal wheel direction.
+    - Axises are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on.
+    - Axises are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on.
+    - You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui.
+  - Known issues remaining with Emscripten:
+    - The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096)
+    - When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX.
+      This is because we don't know that we are running on Mac and apply our own Shift+swapping
+      on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need
+      to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way
+      let us know!), or offer the "OSX-style behavior" option to their user.
+- Window: Avoid rendering shapes for hidden resize grips.
+- Text: Fixed layouting of wrapped-text block skipping successive empty lines,
+  regression from the fix in 1.89.2. (#5720, #5919)
+- Text: Fixed clipping of single-character "..." ellipsis (U+2026 or U+0085) when font
+  is scaled. Scaling wasn't taken into account, leading to ellipsis character straying
+  slightly out of its expected boundaries. (#2775)
+- Text: Tweaked rendering of three-dots "..." ellipsis variant. (#2775, #4269)
+- InputText: Added support for Ctrl+Delete to delete up to end-of-word. (#6067) [@ajweeks]
+  (Not adding Super+Delete to delete to up to end-of-line on OSX, as OSX doesn't have it)
+- InputText: On OSX, inhibit usage of Alt key to toggle menu when active (used for work skip).
+- Menus: Fixed layout of MenuItem()/BeginMenu() when label contains a '\n'. (#6116) [@imkcy9]
+- ColorEdit, ColorPicker: Fixed hue/saturation preservation logic from interfering with
+  the displayed value (but not stored value) of others widgets instances. (#6155)
+- PlotHistogram, PlotLines: Passing negative sizes honor alignment like other widgets.
+- Combo: Allow SetNextWindowSize() to alter combo popup size. (#6130)
+- Fonts: Assert that in each GlyphRanges[] pairs first is <= second.
+- ImDrawList: Added missing early-out in AddPolyline() and AddConvexPolyFilled() when
+  color alpha is zero.
+- Misc: Most text functions treat "%s" as a shortcut to no-formatting. (#3466)
+- Misc: Tolerate zero delta-time under Emscripten as backends are imprecise in their
+  values for io.DeltaTime, and browser features such as "privacy.resistFingerprinting=true"
+  can exacerbate that. (#6114, #3644)
+- Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with
+  hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
+- Backends: Win32: flipping WM_MOUSEHWHEEL horizontal value to match other backends and
+  offer consistent horizontal scrolling direction. (#4019)
+- Backends: SDL2: flipping SDL_MOUSEWHEEL horizontal value to match other backends and
+  offer consistent horizontal scrolling direction. (#4019)
+- Backends: SDL2: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081)
+- Backends: SDL2: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data
+  for smooth scrolling as reported by SDL. (#4019, #6096)
+- Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function
+  is surprisingly costly on Mac with latest SDL (already fixed in SDL latest trunk). (#6113)
+- Backends: SDL2: Implement IME handler to call SDL_SetTextInputRect()/SDL_StartTextInput().
+  It will only works with SDL 2.0.18+ if your code calls 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1")'
+  prior to calling SDL_CreateWindow(). Updated all examples accordingly. (#6071, #1953)
+- Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut]
+  SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before
+  release. This backend is provided as a convenience for early adopters etc. We don't recommend
+  switching to SDL3 before it is released.
+- Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate
+  scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity]
+- Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend
+  to chain callbacks even for secondary viewports/windows. User callbacks may need to test
+  the 'window' parameter. (#6142)
+- Backends: OpenGL3: Fixed GL loader compatibility with 2.x profiles. (#6154, #4445, #3530) [@grauw]
+- Backends: WebGPU: Fixed building for latest WebGPU specs (remove implicit layout generation).
+  (#6117, #4116, #3632) [@tonygrue, @bfierz]
+- Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten.
+  (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble]
+  The dedicated example_emscripten_opengl3/ has been removed.
+- Examples: Added SDL3+GL experimental example. (#6146)
+- Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call
+  DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted
+  when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx]
+- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to fix display on a
+  Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.2 (Released 2023-01-05)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.2
+
+All changes:
+
+- Tables, Nav, Scrolling: fixed scrolling functions and focus tracking with frozen rows and
+  frozen columns. Windows now have a better understanding of outer/inner decoration sizes,
+  which should later lead us toward more flexible uses of menu/status bars. (#5143, #3692)
+- Tables, Nav: frozen columns are not part of menu layer and can be crossed over. (#5143, #3692)
+- Tables, Columns: fixed cases where empty columns may lead to empty ImDrawCmd. (#4857, #5937)
+- Tables: fixed matching width of synchronized tables (multiple tables with same id) when only
+  some instances have a vertical scrollbar and not all. (#5920)
+- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with
+  zero triangles, which would makes the render loop of some backends assert (e.g. Metal with
+  debugging, Allegro). (#4857, #5937)
+- Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of
+  compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it
+  easier for bindings generators to process that value. (#5923, #456)
+- Inputs, Scrolling: better selection of scrolling window when hovering nested windows
+  and when backend/OS is emitting dual-axis wheeling inputs (typically touch pads on macOS).
+  We now select a primary axis based on recent events, and select a target window based on it.
+  We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays]
+- InputText: fixed cursor navigation when pressing Up Arrow on the last character of a
+  multiline buffer which doesn't end with a carriage return. (#6000)
+- Text: fixed layouting of wrapped-text block when the last source line is above the
+  clipping region. Regression added in 1.89. (#5720, #5919)
+- Misc: added GetItemID() in public API. It is not often expected that you would use this,
+  but it is useful for Shortcut() and upcoming owner-aware input functions which wants to
+  be implemented with public API.
+- Fonts: imgui_freetype: fixed a packing issue which in some occurrences would prevent large
+  amount of glyphs from being packed correctly. (#5788, #5829)
+- Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by
+  applications using multiple font atlases.
+- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs.
+- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
+- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building
+  with IMGUI_DISABLE_DEBUG_TOOLS is used. (#5901) [@Teselka]
+- Misc: fixed compile-time detection of SSE features on MSVC 32-bits builds. (#5943) [@TheMostDiligent]
+- Examples: DirectX10, DirectX11: try WARP software driver if hardware driver is not available. (#5924, #5562)
+- Backends: GLFW: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), which
+  could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW,
+  turns out they are faulty in this specific situation. (#6034)
+- Backends: Allegro5: restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. (#5937) [@Espyo]
+- Backends: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored as we were using
+  an immutable sampler. (#5502, #6001, #914) [@martin-ejdestig, @rytisss]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.1 (Released 2022-11-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.1
+
+Other changes:
+
+- Scrolling, Focus: fixed SetKeyboardFocusHere()/SetItemDefaultFocus() during a window-appearing
+  frame (and associated lower-level functions e.g. ScrollToRectEx()) from not centering item. (#5902)
+- Inputs: fixed moving a window or drag and dropping from preventing input-owner-unaware code
+  from accessing keys. (#5888, #4921, #456)
+- Inputs: fixed moving a window or drag and dropping from capturing mods. (#5888, #4921, #456)
+- Layout: fixed End()/EndChild() incorrectly asserting if users manipulates cursor position
+  inside a collapsed/culled window and IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. (#5548, #5911)
+- Combo: fixed selected item (marked with SetItemDefaultFocus()) from not being centered when
+  the combo window initially appears. (#5902).
+- ColorEdit: fixed label overlapping when using style.ColorButtonPosition == ImGuiDir_Left to
+  move the color button on the left side (regression introduced in 1.88 WIP 2022/02/28). (#5912)
+- Drag and Drop: fixed GetDragDropPayload() returning a non-NULL value if a drag source is
+  active but a payload hasn't been submitted yet. This is convenient to detect new payload
+  from within a drag source handler. (#5910, #143)
+- Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908)
+- Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914) [@kdchambers]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89 (Released 2022-11-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89
+
+Breaking changes:
+
+- Layout: Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548)
+  This relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
+  - Previously this would make the window content size ~200x200:
+      Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+  - Instead, please submit an item:
+      Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+  - Alternative:
+      Begin(...) + Dummy(ImVec2(200,200)) + End();
+  Content size is now only extended when submitting an item.
+  With '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
+  Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
+  (This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150,
+   threads have been amended to refer to this issue).
+- Inputs: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921)
+  This will require uses of legacy backend-dependent indices to be casted, e.g.
+   - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
+   - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
+   - etc. however if you are upgrading code you might as well use the backend-agnostic IsKeyPressed(ImGuiKey_A) now.
+- Renamed and merged keyboard modifiers key enums and flags into a same set:  (#4921, #456)
+   - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
+   - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
+   - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
+   - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
+  Kept inline redirection enums (will obsolete).
+  This change simplifies a few things, reduces confusion, and will facilitate upcoming
+  shortcut/input ownership apis.
+  - The ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
+  - The ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api,
+    only by third-party extensions. They were however subject to a recent rename
+    (ImGuiKeyModFlags_XXX -> ImGuiModFlags_XXX) and we are exceptionally commenting out
+    the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion
+    and because they were not meant to be used anyway.
+- Removed io.NavInputs[] and ImGuiNavInput enum that were used to feed gamepad inputs.
+  Basically 1.87 already obsoleted them from the backend's point of view, but internally
+  our navigation code still used this array and enum, so they were still present.
+  Not anymore! (#4921, #4858, #787, #1599, #323)
+  Transition guide:
+   - Official backends from 1.87+                  -> no issue.
+   - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
+   - Custom backends not writing to io.NavInputs[] -> no issue.
+   - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
+   - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
+  The ImGuiNavInput enum was essentially 1.60's attempt to combine keyboard and gamepad inputs with named
+  semantic, but the additional indirection and copy added complexity and got in the way of other
+  incoming work. User's code (other than backends) should not be affected, unless you have custom
+  widgets intercepting navigation events via the named enums (in which case you can upgrade your code).
+- DragInt()/SliderInt(): Removed runtime patching of invalid "%f"/"%.0f" types of format strings.
+  This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
+- Changed signature of ImageButton() function: (#5533, #4471, #2464, #1390)
+  - Added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
+  - Old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+    - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
+    - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
+  - New signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+    - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
+    - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
+  - As always we are keeping a redirection function available (will obsolete later).
+- Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057)
+  Must always pass a pointer value explicitly, NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
+  If you used TreePush() replace with TreePush((void*)NULL);
+- Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255)
+  They only made sense before we could use IMGUI_USER_CONFIG.
+
+Other Changes:
+
+- Popups & Modals: fixed nested Begin() inside a popup being erroneously input-inhibited.
+  While it is unusual, you can nest a Begin() inside a popup or modal, it is occasionally
+  useful to achieve certain things (e.g. to implement suggestion popups #718, #4461).
+- Inputs: Standard widgets now claim for key/button ownership and test for them.
+  - Fixes scenario where e.g. a Popup with a Selectable() reacting on mouse down
+    (e.g. double click) closes, and behind it is another window with an item reacting
+    on mouse up. Previously this would lead to both items reacting, now the item in the
+    window behind won't react on the mouse up since the mouse button ownership has already
+    been claimed earlier.
+  - Internals: There are MANY more aspects to this changes. Added experimental/internal APIs
+    to allow handling input/shorting routing and key ownership. Things will be moved into
+    public APIs over time. For now this release is a way to test the solidity of underlying
+    systems while letting early adopters adopters toy with internals.
+    (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
+- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset
+  whenever scrolling again. Modulate for small (sub-pixel) amounts. (#2604)
+- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad
+  events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604)
+- Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling
+  delay in some situations where e.g. windows need to be synched. (#1526)
+- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
+  Enter keep the input active and select all text.
+- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E)
+  by converting them to half-width (U+0021..U+007E).
+- InputText: added ImGuiInputTextFlags_EscapeClearsAll flag: first press on Escape clears
+  text if any, second press deactivate the InputText(). (#5688, #2620)
+- InputText: added support for shift+click style selection. (#5619) [@procedural]
+- InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag.
+- InputText: fixed minor one-frame selection glitch when reverting with Escape.
+- ColorEdit3: fixed id collision leading to an assertion. (#5707)
+- IsItemHovered: Added ImGuiHoveredFlags_DelayNormal and ImGuiHoveredFlags_DelayShort flags,
+  allowing to introduce a shared delay for tooltip idioms. The delays are respectively
+  io.HoverDelayNormal (default to 0.30f) and io.HoverDelayShort (default to 0.10f). (#1485)
+- IsItemHovered: Added ImGuiHoveredFlags_NoSharedDelay to disable sharing delays between items,
+  so moving from one item to a nearby one will requires delay to elapse again. (#1485)
+- Tables: activating an ID (e.g. clicking button inside) column doesn't prevent columns
+  output flags from having ImGuiTableColumnFlags_IsHovered set. (#2957)
+- Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the
+  next row in such state where subsequent SameLine() would move back to previous row.
+- Tabs: Fixed a crash when closing multiple windows (possible with docking only) with an
+  appended TabItemButton(). (#5515, #3291) [@rokups]
+- Tabs: Fixed shrinking policy leading to infinite loops when fed unrounded tab widths. (#5652)
+- Tabs: Fixed shrinking policy sometimes erroneously making right-most tabs stray a little out
+  bar boundaries (bug in 1.88). (#5652).
+- Tabs: Enforcing minimum size of 1.0f, fixed asserting on zero-tab widths. (#5572)
+- Window: Fixed a potential crash when appending to a child window. (#5515, #3496, #4797) [@rokups]
+- Window: Fixed an issue where uncollapsed a window would show a scrollbar for a frame.
+- Window: Auto-fit size takes account of work rectangle (menu bars eating from viewport). (#5843)
+- Window: Fixed position not being clamped while auto-resizing (fixes appearing windows without
+  .ini data from moving for a frame when using io.ConfigWindowsMoveFromTitleBarOnly). (#5843)
+- IO: Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456)
+- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
+  can apply to mouse data as well. (#4921)
+- IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921)
+- IO: Fixed AddFocusEvent(false) to also clear MouseDown[] state. (#4921)
+- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
+  Among other things, it would accidentally break part of the closing heuristic logic when moving
+  towards a sub-menu. (#2517, #5614). [@rokups]
+- Menus: Fixed gaps in closing logic which would make child-menu erroneously close when crossing
+  the gap between a menu item inside a window and a child-menu in a secondary viewport. (#5614)
+- Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775)
+- Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from
+  a window which is neither a popup neither a menu used to incorrectly close and reopen the menu
+  (the fix may have side-effect and is labelld as experimental as we may need to revert). (#5775)
+- Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item
+  in parent window when the parent is not a popup. (#5730)
+- Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730)
+- Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple
+  BeginMenu() call with same names). (#1207)
+- Menus: Fixed a one-frame issue where SetNextWindowXXX data are not consumed by a BeginMenu()
+  returning false.
+- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
+- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold.
+- Nav: Fixed an issue opening a menu with Right key from a non-menu window.
+- Text: Fixed wrapped-text not doing a fast-forward on lines above the clipping region,
+  which would result in an abnormal number of vertices created (was slower and more likely to
+  asserts with 16-bits ImDrawVtx). (#5720)
+- Fonts: Added GetGlyphRangesGreek() helper for Greek & Coptic glyph range. (#5676, #5727) [@azonenberg]
+- ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811)
+  - Note: now using a temporary buffer stored in ImDrawListSharedData.
+    This change made it more visible than you cannot append to multiple ImDrawList from multiple
+    threads if they share the same ImDrawListSharedData. Previously it was a little more likely
+    for this to "accidentally" work, but was already incorrect. (#6167)
+- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.
+  (#2589, #5535, #5264, #4972)
+- Misc: better error reporting for PopStyleColor()/PopStyleVar() + easier to recover. (#1651)
+- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138)
+- Debug Tools: Debug Log: Visually locate items when hovering a 0xXXXXXXXX value. (#5855)
+- Debug Tools: Debug Log: Added 'IO' and 'Clipper' events logging. (#5855)
+- Debug Tools: Metrics: Visually locate items when hovering a 0xXXXXXXXX value (in most places).
+- Debug Tools: Item Picker: Mouse button can be changed by holding Ctrl+Shift, making it easier
+  to use the Item Picker in e.g. menus. (#2673)
+- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx]
+- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627)
+- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618)
+- Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721)
+- Examples: Added all SDL examples to default VS solution.
+- Examples: Win32: Always use RegisterClassW() to ensure windows are Unicode. (#5725)
+- Examples: Android: Enable .ini file loading/saving into application internal data folder. (#5836) [@rewtio]
+- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26]
+- Backends: GLFW: Add glfwGetError() call on GLFW 3.3 to inhibit missing mouse cursor errors. (#5785) [@mitchellh]
+- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows
+  (e.g. for multi-viewport support) and don't capture mouse when drag and dropping. (#5710)
+- Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was
+  registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) [@or75, @ocornut]
+- Backends: OSX: Fixed mouse inputs on flipped views. (#5756) [@Nemirtingas]
+- Backends: OSX: Fixed mouse coordinate before clicking on the host window. (#5842) [@maezawa-akira]
+- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack]
+- Backends: OpenGL3: Reverted use of glBufferSubData(), too many corruptions issues were reported,
+  and old leaks issues seemingly can't be reproed with Intel drivers nowadays (revert earlier changes).
+  (#4468, #4504, #3381, #2981, #4825, #4832, #5127).
+- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
+- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
+- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
+- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
+- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.88 (Released 2022-06-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.88
+
+Breaking changes:
+
+- Renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness.
+  Kept support for old define (will obsolete).
+- Renamed CaptureMouseFromApp() and CaptureKeyboardFromApp() to SetNextFrameWantCaptureMouse()
+  and SetNextFrameWantCaptureKeyboard() to clarify purpose, old name was too misleading.
+  Kept inline redirection functions (will obsolete).
+- Renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete).
+  (This was never used in public API functions but technically present in imgui.h and ImGuiIO).
+- Backends: OSX: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend
+  automatically handling event capture. Examples that are using the OSX backend have removed
+  all the now-unnecessary calls to ImGui_ImplOSX_HandleEvent(), applications can do as well.
+  [@stuartcarnie] (#4821)
+- Internals: calling ButtonBehavior() without calling ItemAdd() now requires a KeepAliveID()
+  call. This is because the KeepAliveID() call was moved from GetID() to ItemAdd(). (#5181)
+
+Other Changes:
+
+- IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858)
+  - Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends).
+  - Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends).
+  - Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.
+- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially
+  when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements.
+  In particular, using the input system for fast game-like actions (e.g. WASD camera move) would
+  typically have been impacted, as well as holding a key while dragging mouse. Constraints have
+  been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858)
+  Note that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can
+  technically dynamically change its setting based on the context (e.g. disable only when hovering
+  or interacting with a game/3D view).
+- IO: Fixed input queue trickling of mouse wheel events: multiple wheel events are merged, while
+  a mouse pos followed by a mouse wheel are now trickled. (#4921, #4821)
+- IO: Added io.SetAppAcceptingEvents() to set a master flag for accepting key/mouse/characters
+  events (default to true). Useful if you have native dialog boxes that are interrupting your
+  application loop/refresh, and you want to disable events being queued while your app is frozen.
+- Windows: Fixed first-time windows appearing in negative coordinates from being initialized
+  with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch)
+  when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun]
+- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the
+  clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
+- Layout: Fixed mixing up SameLine() and SetCursorPos() together from creating situations where line
+  height would be emitted from the wrong location (e.g. 'ItemA+SameLine()+SetCursorPos()+ItemB' would
+  emit ItemA worth of height from the position of ItemB, which is not necessarily aligned with ItemA).
+- Sliders: An initial click within the knob/grab doesn't shift its position. (#1946, #5328)
+- Sliders, Drags: Fixed dragging when using hexadecimal display format string. (#5165, #3133)
+- Sliders, Drags: Fixed manual input when using hexadecimal display format string. (#5165, #3133)
+- InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133)
+- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag).
+- InputScalar: Automatically allow scientific input when format is float/double (without extra flag).
+- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
+- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere()
+  and simultaneous changing window focus. (#4449)
+- Nav: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress.
+- Nav: Fixed inability to cancel nav in modal popups. (#5400) [@rokups]
+- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
+  return value is overridden by focus when gamepad/keyboard navigation is active.
+- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
+  trickled with the new input queue (happened on some backends only). (#2467, #1336)
+- InputText: Fixed a one-frame display glitch where pressing Escape to revert after a deletion
+  would lead to small garbage being displayed for one frame. Curiously a rather old bug! (#3008)
+- InputText: Fixed an undo-state corruption issue when editing main buffer before reactivating item. (#4947)
+- InputText: Fixed an undo-state corruption issue when editing in-flight buffer in user callback.
+  (#4947, #4949] [@JoshuaWebb]
+- Tables: Fixed incorrect border height used for logic when resizing one of several synchronized
+  instance of a same table ID, when instances have a different height. (#3955).
+- Tables: Fixed incorrect auto-fit of parent windows when using non-resizable weighted columns. (#5276)
+- Tables: Fixed draw-call merging of last column. Depending on some unrelated settings (e.g. BorderH)
+  merging draw-call of the last column didn't always work (regression since 1.87). (#4843, #4844) [@rokups]
+- Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate.
+- ColorEdit: Fixed text baseline alignment after a SameLine() after a ColorEdit() with visible label.
+- Tabs: BeginTabItem() now reacts to SetNextItemWidth(). (#5262)
+- Tabs: Tweak shrinking policy so that while resizing tabs that don't need shrinking keep their
+  initial width more precisely (without the occasional +1 worth of width).
+- Menus: Adjusted BeginMenu() closing logic so hovering void or non-MenuItem() in parent window
+  always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root
+  level of a popup with a child menu opened.
+- Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted
+  from the menu-bar, avoiding  accidental hovering from one to the other. (#3496, #4797) [@rokups]
+- Style: Adjust default value of GrabMinSize from 10.0f to 12.0f.
+- Stack Tool: Added option to copy item path to clipboard. (#4631)
+- Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5]
+- Settings: Fixed some SetNextWindowPos/SetNextWindowSize API calls not marking settings as dirty.
+- DrawList: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd]
+- DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion]
+- DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491)
+- DrawList: Circle with a radius smaller than 0.5f won't appear, to be consistent with other primitives. [@thedmd]
+- Debug Tools: Debug Log: Added ShowDebugLogWindow() showing an opt-in synthetic log of principal events
+  (focus, popup, active id changes) helping to diagnose issues.
+- Debug Tools: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about
+  whether you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut]
+- Demo: Add better demo of how to use SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard().
+- Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function.
+- Metrics: Added "InputText" section to visualize internal state (#4947, #4949).
+- Misc: Fixed calling GetID("label") _before_ a widget emitting this item inside a group (such as InputInt())
+  from causing an assertion when closing the group. (#5181).
+- Misc: Fixed IsAnyItemHovered() returning false when using navigation.
+- Misc: Allow redefining IM_COL32_XXX layout macros to facilitate use on big-endian systems. (#5190, #767, #844)
+- Misc: Added IMGUI_STB_SPRINTF_FILENAME to support custom path to stb_sprintf. (#5068, #2954) [@jakubtomsu]
+- Misc: Added constexpr to ImVec2/ImVec4 inline constructors. (#4995) [@Myriachan]
+- Misc: Updated stb_truetype.h from 1.20 to 1.26 (many fixes). (#5075)
+- Misc: Updated stb_textedit.h from 1.13 to 1.14 (our changes so this effectively is a no-op). (#5075)
+- Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075)
+- Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov]
+- ImVector: Fixed erase() with empty range. (#5009) [@thedmd]
+- Backends: Vulkan: Don't use VK_PRESENT_MODE_MAX_ENUM_KHR as specs state it isn't part of the API. (#5254)
+- Backends: GLFW: Fixed a regression in 1.87 which resulted in keyboard modifiers events being
+  reported incorrectly on Linux/X11, due to a bug in GLFW. [@rokups]
+- Backends: GLFW: Fixed untranslated keys when pressing lower case letters on OSX (#5260, #5261) [@cpichard]
+- Backends: SDL: Fixed dragging out viewport broken on some SDL setups. (#5012) [@rokups]
+- Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu]
+- Backends: SDL, OpenGL3: Fixes to facilitate building on AmigaOS4. (#5190) [@afxgroup]
+- Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd]
+- Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with
+  multiple contexts. (#5203, #5221, #4141) [@noisewuwei]
+- Backends: Metal: Fixed null dereference on exit inside command buffer completion handler. (#5363, #5365) [@warrenm]
+- Backends: OpenGL3: Partially revert 1.86 change of using glBufferSubData(): now only done on Windows and
+  Intel GPU, based on querying glGetString(GL_VENDOR). Essentially we got report of accumulating leaks on Intel
+  with multi-viewports when using simple glBufferData() without orphaning, and report of corruptions on other
+  GPUs with multi-viewports when using orphaning and glBufferSubData(), so currently switching technique based
+  on GPU vendor, which unfortunately reinforce the cargo-cult nature of dealing with OpenGL drivers.
+  Navigating the space of mysterious OpenGL drivers is particularly difficult as they are known to rely on
+  application specific whitelisting. (#4468, #3381, #2981, #4825, #4832, #5127).
+- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING
+  and vertex attribute states. [@rokups]
+- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632)
+- Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.87 (Released 2022-02-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.87
+
+Breaking Changes:
+
+- Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537)
+- Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut]
+  - Added io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions,
+    obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc.
+  - This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
+  - For all calls to IO new functions, the Dear ImGui context should be bound/current.
+- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
+  - Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
+  - For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values,
+    obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
+  - Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
+  - Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1).
+  - Added GetKeyName() helper function.
+  - Obsoleted GetKeyIndex(): it is now unnecessary and will now return the same value.
+  - All keyboard related functions taking 'int user_key_index' now take 'ImGuiKey key':
+    - IsKeyDown(), IsKeyPressed(), IsKeyReleased(), GetKeyPressedAmount().
+  - Added io.ConfigInputTrickleEventQueue (defaulting to true) to disable input queue trickling.
+  - Backward compatibility:
+    - All backends updated to use new functions.
+    - Old backends populating those arrays should still work!
+    - Calling e.g. IsKeyPressed(MY_NATIVE_KEY_XXX) will still work! (for a while)
+    - Those legacy arrays will only be disabled if '#define IMGUI_DISABLE_OBSOLETE_KEYIO' is set in your imconfig.
+      In a few versions, IMGUI_DISABLE_OBSOLETE_FUNCTIONS will automatically enable IMGUI_DISABLE_OBSOLETE_KEYIO,
+      so this will be moved into the regular obsolescence path.
+    - BREAKING: If your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A")
+      this is a use case that will now assert and be breaking for your old backend.
+  - Transition guide:
+     - IsKeyPressed(MY_NATIVE_KEY_XXX)           -> use IsKeyPressed(ImGuiKey_XXX)
+     - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))   -> use IsKeyPressed(ImGuiKey_XXX)
+     - Backend writing to io.KeyMap[],KeysDown[] -> backend should call io.AddKeyEvent(), if legacy indexing is desired, call io.SetKeyEventNativeData()
+     - Basically the trick we took advantage of is that we previously only supported native keycode from 0 to 511,
+       so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512.
+  - This will enable a few things in the future:
+     - Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult
+       to share code using keyboard across project because of this gap. (#2625, #3724)
+     - Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456)
+     - io.SetKeyEventNativeData() include native keycode/scancode which may later be exposed. (#3141, #2959)
+- Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787)
+  - Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with
+    io.AddKeyEvent(), io.AddKeyAnalogEvent().
+  - Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
+- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
+- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184)
+  This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used).
+  (Instead you may implement custom expression evaluators to provide a better version of this).
+- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
+  - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
+  - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
+    using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
+- Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so backend can call
+  SDL_GetRendererOutputSize() to obtain framebuffer size valid for hi-dpi. (#4927) [@Clownacy]
+- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
+  - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
+  - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
+  - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
+  - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
+  - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
+- Removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn() for IME support.
+  Because this field was mostly only ever used by Dear ImGui internally, not by backends nor the vast majority
+  of user code, this should only affect a very small fraction for users who are already very IME-aware.
+- Obsoleted 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
+  This removes an incompatibility between 'master' and 'multi-viewports' backends and toward enabling
+  better support for IME. Updated backends accordingly. Because the old field is set by existing backends,
+  we are keeping it (marked as obsolete).
+
+Other Changes:
+
+- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut]
+  Previously the most common issue case (button presses in low framerates) was handled by backend. This is now
+  handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320)
+  - New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent().
+  - New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent().
+- IO: Unified key enums allow using key functions on key mods and gamepad values.
+- Fixed CTRL+Tab into an empty window causing artifacts on the highlight rectangle due to bad reordering on ImDrawCmd.
+- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles,
+  which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
+- Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups]
+- Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936)
+- Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback() when submitted in
+  last column or last channel and when there are no other drawing operation. (#4843, #4844) [@hoffstadt]
+- Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918).
+- Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. (#4365)
+- Sliders, Drags: Fixed text input of values with a leading sign, common when using a format enforcing sign. (#4917)
+- Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys. [@thedmd]
+- Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API,
+  now taking a ImGuiPlatformImeData structure which we can more easily extend in the future.
+- Platform IME: moved io.ImeWindowHandle to GetMainViewport()->PlatformHandleRaw.
+- Platform IME: add ImGuiPlatformImeData::WantVisible, hide IME composition window when not used. (#2589) [@actboy168]
+- Platform IME: add ImGuiPlatformImeData::InputLineHeight. (#3113) [@liuliu]
+- Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window.
+- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
+  We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of
+  other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
+- Backends: GLFW: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
+- Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
+- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
+- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing
+  callbacks after iniitializing backend. (#4981)
+- Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
+- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
+- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+- Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. (#456, #2625)
+- Backends: SDL: Submit key data using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
+- Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
+- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
+- Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups]
+- Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui.
+- Backends: Android, GLUT: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: Android, GLUT: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
+- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
+  It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
+- Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups]
+- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
+  Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
+- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but
+  can theoretically be created by user code manipulating a ImDrawList. (#4857)
+- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty]
+- Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927) [@Clownacy]
+- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
+  wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.86 (Released 2021-12-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.86
+
+Breaking Changes:
+
+- Removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges.
+  Please open an issue if you think you really need this function. (#3841)
+- Backends: OSX: Added NSView* parameter to ImGui_ImplOSX_Init(). (#4759) [@stuartcarnie]
+- Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example app. (#368, #375)
+  Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
+
+Other Changes:
+
+- Added an assertion for the common user mistake of using "" as an identifier at the root level of a window
+  instead of using "##something". Empty identifiers are valid and useful in a very small amount of cases,
+  but 99.9% of the time if you need an empty label you should use "##something". (#1414, #2562, #2807, #4008,
+  #4158, #4375, #4548, #4657, #4796). READ THE FAQ ABOUT HOW THE ID STACK WORKS -> https://dearimgui.com/faq
+- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba]
+  (so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
+  but it allows testing for triple clicks and more).
+- Modals: fixed issue hovering popups inside a child windows inside a modal. (#4676, #4527)
+- Modals, Popups, Windows: changes how appearing windows are interrupting popups and modals. (#4317) [@rokups]
+  - appearing windows created from within the begin stack of a popup/modal will no longer close it.
+  - appearing windows created not within the begin stack of a modal will no longer close the modal,
+    and automatically appear behind it.
+- Fixed IsWindowFocused()/IsWindowHovered() issues with child windows inside popups. (#4676)
+- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
+  configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787).
+  Note that while this is active you can also moving windows (with arrow) and resize (shift+arrows).
+- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449)
+- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
+- Nav: fixed resizing window from borders setting navigation to Menu layer.
+- Nav: prevent child from clipping items when using _NavFlattened and parent has a pending request.
+- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
+- Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using
+  Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when
+  already at edge) reactivates the navigation highlight.
+- Menus: fixed closing a menu inside a popup/modal by clicking on the popup/modal. (#3496, #4797)
+- Menus: fixed closing a menu by clicking on its menu-bar item when inside a popup. (#3496, #4797) [@xndcn]
+- Menus: fixed menu inside a popup/modal not inhibiting hovering of items in the popup/modal. (#3496, #4797)
+- Menus: fixed sub-menu items inside a popups from closing the popup.
+- Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788)
+- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
+- Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761)
+- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
+  slightly from the one used by CTRL+arrows. (#2244)
+- InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev]
+- InputText: fixed Shift+Delete from not cutting into clipboard. (#4818, #1541) [@corporateshark]
+- InputTextMultiline: fixed incorrect padding when FrameBorder > 0. (#3781, #4794)
+- InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (#3781, #4794)
+- Separator: fixed cover all columns while called inside a table. (#4787)
+- Clipper: currently focused item is automatically included in clipper range.
+  Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
+  still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
+- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
+  during a clipping operation. (#3841) [@GamingMinds-DanielC]
+- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
+  by the clipper to display. (#3841)
+- Clipper: fixed content height declaration slightly mismatching the value of when not using a clipper.
+  (an additional ItemSpacing.y was declared, affecting scrollbar range).
+- Clipper: various and incomplete changes to tame down scrolling and precision issues on very large ranges.
+  Passing an explicit height to the clipper now allows larger ranges. (#3609, #3962).
+- Clipper: fixed invalid state when number of frozen table row is smaller than ItemCount.
+- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceAllowNullID doesn't lose
+  tooltip when scrolling. (#143)
+- Fonts: fixed infinite loop in ImFontGlyphRangesBuilder::AddRanges() when passing UINT16_MAX or UINT32_MAX
+  without the IMGUI_USE_WCHAR32 compile-time option. (#4802) [@SlavicPotato]
+- Metrics: Added a node showing windows in submission order and showing the Begin() stack.
+- Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the
+  io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666]
+- Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
+- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
+- CI: Add MinGW DLL build to test suite. [@rokups]
+- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
+  likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
+  vkCmdSetScissor() explicitly every frame. (#4644)
+- Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports
+  with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo]
+- Backends: OpenGL2, Allegro5, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field.
+  This is an old bug, but due to the way we created drawlists, it never had any visible side-effect before.
+  The new code for handling Modal and CTRL+Tab dimming/whitening recently made the bug surface. (#4790)
+- Backends: Win32: Store left/right variants of Ctrl/Shift/Alt mods in KeysDown[] array. (#2625) [@thedmd]
+- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
+- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices,
+  enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups]
+- Backends: SDL_Renderer: Fix for SDL 2.0.19+ RenderGeometryRaw() API signature change. (#4819) [@sridenour]
+- Backends: OSX: Generally fix keyboard support. Keyboard arrays indexed using kVK_* codes, e.g.
+  ImGui::IsKeyPressed(kVK_Space). Don't set mouse cursor shape unconditionally. Handle two fingers scroll
+  cancel event. (#4759, #4253, #1873) [@stuartcarnie]
+- Backends: OSX: Add Game Controller support (need linking GameController framework) (#4759) [@stuartcarnie]
+- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and
+  wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
+  in-flux specs says. (#4766) [@meshula]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.85 (Released 2021-10-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.85
+
+This is the last release officially supporting C++03 and Visual Studio 2008/2010. (#4537)
+We expect that the next release will require a subset of the C++11 language (VS 2012~, GCC 4.8.1, Clang 3.3).
+We may use some C++11 language features but we will not use any C++ library headers.
+If you are stuck on ancient compiler you may need to stay at this version onward.
+
+Breaking Changes:
+
+- Removed GetWindowContentRegionWidth() function. Kept inline redirection helper.
+  Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not
+  very useful in practice, and the only use of it in the demo was illfit.
+  Using 'GetContentRegionAvail().x' is generally a better choice.
+
+Other Changes:
+
+- Debug: Stack Tool: Added "Stack Tool" available in "Demo->Tools->Stack Tool", "Metrics->Tools",
+  or by calling the ShowStackToolWindow() function. The tool run queries on hovered id to display
+  details about individual components that were hashed to create an ID. It helps understanding
+  the ID stack system and debugging potential ID collisions. (#4631) [@ocornut, @rokups]
+- Windows: Fixed background order of overlapping childs submitted sequentially. (#4493)
+- IsWindowFocused: Added ImGuiFocusedFlags_NoPopupHierarchy flag allowing to exclude child popups
+  from the tested windows when combined with _ChildWindows.
+- IsWindowHovered: Added ImGuiHoveredFlags_NoPopupHierarchy flag allowing to exclude child popups
+  from the tested windows when combined with _ChildWindows.
+- InputTextMultiline: Fixed label size not being included into window contents rect unless
+  the whole widget is clipped.
+- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552)
+- InputText: Fixed selection rectangle appearing one frame late when selecting all.
+- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
+  to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
+- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211)
+- Nav: Fixed using SetKeyboardFocusHere() on non-visible/clipped items. It now works and will scroll
+  toward the item. When called during a frame where the parent window is appearing, scrolling will
+  aim to center the item in the window. When calling during a frame where the parent window is already
+  visible, scrolling will aim to scroll as little as possible to make the item visible. We will later
+  expose scroll functions and flags in public API to select those behaviors. (#343, #4079, #2352)
+- Nav: Fixed using SetKeyboardFocusHere() from activating a different item on the next frame if
+  submitted items have changed during that frame. (#432)
+- Nav: Fixed toggling menu layer with Alt or exiting menu layer with Esc not moving mouse when
+  the ImGuiConfigFlags_NavEnableSetMousePos config flag is set.
+- Nav: Fixed a few widgets from not setting reference keyboard/gamepad navigation ID when
+  activated with mouse. More specifically: BeginTabItem(), the scrolling arrows of BeginTabBar(),
+  the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with
+  ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with
+  the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
+- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
+  is disabled. (#4547, #4439) [@PathogenDavid]
+- Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window.
+- Nav: Improve scrolling behavior when navigating to an item larger than view.
+- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
+  the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement.
+  The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)
+  (_explicitly_ casting a null pointer to const char*), which is unlikely and will now crash.
+  You may replace it with anything else.
+- ColorEdit4: Fixed not being able to change hue when saturation is 0. (#4014) [@rokups]
+- ColorEdit4: Fixed hue resetting to 0 when it is set to 255. [@rokups]
+- ColorEdit4: Fixed hue value jitter when source color is stored as RGB in 32-bit integer and perform
+  RGB<>HSV round trips every frames. [@rokups]
+- ColorPicker4: Fixed picker being unable to select exact 1.0f color when dragging toward the edges
+  of the SV square (previously picked 0.999989986f). (#3517) [@rokups]
+- Menus: Fixed vertical alignments of MenuItem() calls within a menu bar (broken in 1.84). (#4538)
+- Menus: Improve closing logic when moving diagonally in empty between between parent and child menus to
+  accommodate for varying font size and dpi.
+- Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510).
+- Menus: Fixed an assertion happening in some situations when closing nested menus (broken in 1.83). (#4640)
+- Drag and Drop: Fixed using BeginDragDropSource() inside a BeginChild() that returned false. (#4515)
+- PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349) [@filippocrocchini]
+- Misc: Added asserts for missing PopItemFlag() calls.
+- Misc: Fixed printf-style format checks on Clang+MinGW. (#4626, #4183, #3592) [@guusw]
+- IO: Added 'io.WantCaptureMouseUnlessPopupClose' alternative to `io.WantCaptureMouse'. (#4480)
+  This allows apps to receive the click on void when that click is used to close popup (by default,
+  clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse).
+- Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL
+  (which apparently happens with Freetype 2.11). (#4394, #4145?).
+- Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487)
+- Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562)
+- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups]
+- Backends: WebGPU: Fixed for latest specs. (#4472, #4512) [@Kangz, @bfierz]
+- Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl]
+- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via
+  a direct unclipped PushClipRect() call. (#4464)
+- Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise]
+- Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
+- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84.2 (Released 2021-08-23)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.2
+
+- Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse]
+- Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision
+  floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84.1 (Released 2021-08-20)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.1
+
+- Disabled: Fixed BeginDisabled(false) - BeginDisabled(true) was working. (#211, #4452, #4453)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84 (Released 2021-08-20)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84
+
+Breaking Changes:
+
+- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
+  - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
+  - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
+- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". (#4445) [@rokups]
+- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
+- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd]
+  - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
+  - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callbacks
+    and forward them to the backend:
+    - Register glfwSetCursorEnterCallback, forward events to ImGui_ImplGlfw_CursorEnterCallback().
+    - Register glfwSetWindowFocusCallback, forward events to ImGui_ImplGlfw_WindowFocusCallback().
+- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal]
+  Kept inline redirection function (will obsolete).
+- Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to
+  receive mouse clicks events on window focus, otherwise SDL doesn't emit the event. (#3751, #4377, #2445)
+  This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application.
+  It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+  you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
+- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
+  not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
+  return value of ButtonBehavior() rather than (HoveredId == id).
+
+Other Changes:
+
+- IO: Added io.AddFocusEvent() api for backend to tell when host window has gained/lost focus. (#4388) [@thedmd]
+  If you use a custom backend, consider adding support for this!
+- Disabled: added BeginDisabled()/EndDisabled() api to create a scope where interactions are disabled. (#211)
+  - Added style.DisabledAlpha (default to 0.60f) and ImGuiStyleVar_DisabledAlpha. (#211)
+  - Unlike the internal-and-undocumented-but-somehow-known PushItemFlag(ImGuiItemFlags_Disabled), this also alters
+    visuals. Currently this is done by lowering alpha of all widgets. Future styling system may do that differently.
+  - Disabled items set HoveredId, allowing e.g. HoveredIdTimer to run. (#211, #3419) [@rokups]
+  - Disabled items more consistently release ActiveId if the active item got disabled. (#211)
+  - Nav: Fixed disabled items from being candidate for default focus. (#211, #787)
+  - Fixed Selectable() selection not showing when disabled. (#211)
+  - Fixed IsItemHovered() returning true on disabled item when navigated to. (#211)
+  - Fixed IsItemHovered() when popping disabled state after item, or when using Selectable_Disabled. (#211)
+- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument displays a dot instead of a '*' so it
+  is independent from font style. When in a tab, the dot is displayed at the same position as the close button.
+  Added extra comments to clarify the purpose of this flag in the context of docked windows.
+- Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935)
+- Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag,
+  because it manipulates the user-accessible show/hide state. (#3935)
+- Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column.
+  Convenient for some small columns. Name will still appear in context menu. (#4206).
+- Tables: Fixed columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section.
+- Tables: Fixed invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
+- Tabs: Fixed using more than 32 KB-worth of tab names. (#4176)
+- InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211)
+- InputText: Fixed named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) [@kfsone]
+- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
+- Drag and Drop: Fixed using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip. [@JeffM2501]
+- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered.
+- Menus: Fixed hovering a disabled menu or menu item not closing other menus. (#211)
+- Popups: Fixed BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups]
+- Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439)
+- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
+- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels.
+- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
+- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
+- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269)
+- Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487)
+- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles.
+  Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd]
+- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
+  Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
+  implying that the file is required.
+- Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. [@rokups]
+- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their
+  data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard
+  backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to
+  instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used across
+  multiple windows. (#586, #1851, #2004, #3012, #3934, #4141)
+- Backends: Win32: Rework to handle certain Windows 8.1/10 features without a manifest. (#4200, #4191)
+  - ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
+  - ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
+- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with
+  '#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301)
+- Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377)
+- Backends: Win32, SDL2, GLFW, OSX, Allegro: now calling io.AddFocusEvent() on focus gain/loss. (#4388) [@thedmd]
+  This allow us to ignore certain inputs on focus loss (previously relied on mouse loss but backends are now
+  reporting mouse even when host window is unfocused, as per #2445, #2696, #3751, #4377)
+- Backends: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622)
+- Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
+  (backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will
+  need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback).
+- Backends: SDL2: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
+  (enabled with SDL 2.0.5+ as SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH).
+- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
+- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
+  about building on 32-bit systems. (#4225) [@kingofthebongo2008]
+- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
+  Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
+  initialize the same loader as the backend. (#4445) [@rokups]
+  Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
+- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
+- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
+- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
+- Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
+- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
+- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
+- Examples: DX12: Removed unnecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
+- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups]
+- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
+  Other OSX examples were not affected. (#4253, #1873) [@rokups]
+- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
+- Examples: SDL2: Accommodate  for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.83 (Released 2021-05-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.83
+
+Breaking Changes:
+
+- Backends: Obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). (#3761) [@thedmd]
+  - If you are using official backends from the source tree: you have nothing to do.
+  - If you copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
+  Why are we doing this?
+  - This change will be required in the future when adding support for incremental texture atlas updates.
+  - Please note this won't break soon, but we are making the change ahead of time.
+
+Other Changes:
+
+- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing.
+- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
+- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
+- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
+- Nav: Fixed toggling menu layer while an InputText() is active not stealing active id. (#787)
+- Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787)
+- Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. [@rokups] (#370)
+- Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag. (#787)
+- Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787)
+- Nav: Fixed fast CTRL+Tab (where keys are only held for one single frame) from properly enabling the
+  menu layer of target window if it doesn't have other active layers.
+- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
+- Tables: Better preserve widths when columns count changes. (#4046)
+- Tables: Sharing more memory buffers between tables, reducing general memory footprints. (#3740)
+- Tabs: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
+  frame and then immediately standing still (would only affect automation/bots). [@rokups]
+- Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) [@mattelegende]
+- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
+  consistent with the compile-time default. (#3922)
+- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
+- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
+- InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038)
+  (fix submitted to https://github.com/nothings/stb/pull/1158) [@Unit2Ed, @ocornut]
+- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
+- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr]
+- InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password
+  is used. (#4155, #4156) [@michael-swan]
+- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
+- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
+- Combos: Changed the combo popup to use a different id to also using a context menu with the default item id.
+  Fixed using BeginPopupContextItem() with no parameter after a combo. (#4167)
+- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
+- Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138)
+- Optimization: Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions
+  (e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings.
+- ImDrawList: Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091) [@wolfpld]
+- ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183)
+  Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on
+  par with original version. Now incorporating the correct revert.
+- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd]
+- Demo: Improved popups demo and comments.
+- Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts".
+- Backends: SDL2: Rework global mouse pos availability check listing supported platforms explicitly,
+  effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
+- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961)
+  [@1025798851]
+- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups]
+- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
+  workaround/fix state restoring issues. Unknown exactly why so, bit of a cargo-cult fix. (#3857)
+- Backends: DirectX9: explicitly setting up more graphics states to increase compatibility with unusual
+  non-default states. (#4063)
+- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
+  entering the rendering function. (#4045) [@Nemirtingas]
+- Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124]
+- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
+  VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
+- Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz]
+- Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones]
+- Examples: OpenGL: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx]
+- Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
+- Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups]
+- Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988]
+- Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446)
+- Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369)
+- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.82 (Released 2021-02-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.82
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
+    - ImGui::SetScrollHere() --> use ImGui::SetScrollHereY()
+- ImDrawList: upgraded AddPolyline()/PathStroke()'s "bool closed" parameter to use "ImDrawFlags flags".
+    - bool closed = false    --> use ImDrawFlags_None, or 0
+    - bool closed = true     --> use ImDrawFlags_Closed
+  The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
+  Difference may not be noticeable for most but zealous type-checking tools may report a need to change.
+- ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
+    - ImDrawCornerFlags_TopLeft  --> use ImDrawFlags_RoundCornersTopLeft
+    - ImDrawCornerFlags_BotRight --> use ImDrawFlags_RoundCornersBottomRight
+    - ImDrawCornerFlags_None     --> use ImDrawFlags_RoundCornersNone etc.
+  Flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
+  IMPORTANT: The default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
+    - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
+    - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
+    - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
+    - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use)!
+       - this ONLY matters for hardcoded use of 0 with rounding > 0.0f.
+       - fix by using named ImDrawFlags_RoundCornersNone or rounding == 0.0f!
+       - this is technically the only real breaking change which we can't solve automatically (it's also uncommon).
+  The old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners"
+  and we sometimes encouraged using them as shortcuts. As a result the legacy path still support use of hardcoded ~0
+  or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
+  Courtesy of legacy untangling commity: [@rokups, @ocornut, @thedmd]
+- ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts
+  of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
+- InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an
+  incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863)
+- Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers.
+- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f)
+  to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
+- Win32+MinGW: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly
+  disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their
+  imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. (#2590, #738) [@actboy168]
+  *EDIT* Undid in 1.84.
+- Backends: Win32: Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi.
+
+Other Changes:
+
+- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the time a new window appears. (#3865) [@nem0]
+- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible
+  area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
+- Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or
+  when it appears while gamepad/keyboard are not being used. (#787)
+- Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.)
+  with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369]
+- Drags, Sliders: Fixed a bug where editing value would use wrong number if there were digits right after
+  format specifier (e.g. using "%f123" as a format string). [@rokups]
+- Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h
+  would cause incorrect value to be displayed. (#3604) [@rokups]
+- Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
+- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
+- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using
+  either of them, when the hovered location is located within a child window, e.g. InputTextMultiline().
+  This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370)
+- Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item
+  has an ID (for ID-less items will add new functionalities later). (#1637, #3885)
+- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369)
+  This can currently only ever be set by the Freetype renderer.
+- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
+  This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
+- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tessellate.
+  The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining
+  quality for large arcs (tessellation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
+- ImDrawList: PathArcToFast() also adaptively tessellate efficiently. This means that large rounded corners
+  in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
+- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
+  with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
+- Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836)
+- Misc: Added 'debuggers/imgui.gdb' and 'debuggers/imgui.natstepfilter' (along with existing 'imgui.natvis')
+  scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups]
+- Backends: Android: Added native Android backend. (#3446) [@duddel]
+- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
+  alpha compositing and transparent windows. (#2766, #3447 etc.).
+- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
+  preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
+  across all backends), facilitating compositing of the output buffer with another buffer.
+  (#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
+- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
+- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
+- Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel]
+- Examples: Reworked setup of clear color to be compatible with transparent values.
+- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
+  scheduled builds builds are not required. [@rokups]
+- Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.81 (Released 2021-02-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.81
+
+Breaking Changes:
+
+- ListBox helpers:
+  - Renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox().
+  - Renamed ListBoxFooter() to EndListBox().
+  - Removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size.
+    In the redirection function, made vertical padding consistent regardless of (items_count <= height_in_items) or not.
+  - Kept inline redirection function for all threes (will obsolete).
+- imgui_freetype:
+  - Removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function.
+    Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too.
+  - The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
+  - Renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
+  - Renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
+
+Other Changes:
+
+- Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
+  - In 'master' branch or without multi-viewports feature enabled:
+    - GetMainViewport()->Pos is always == (0,0)
+    - GetMainViewport()->Size is always == io.DisplaySize
+  - In 'docking' branch and with the multi-viewports feature enabled:
+    - GetMainViewport() will return information from your host Platform Window.
+    - In the future, we will support a "no main viewport" mode and this may return bounds of your main monitor.
+  - For forward compatibility with multi-viewports/multi-monitors:
+     - Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos.
+     - Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size.
+  - We are also exposing a work area in ImGuiViewport ('WorkPos', 'WorkSize' vs 'Pos', 'Size' for full area):
+     - For a Platform Window, the work area is generally the full area minus space used by menu-bars.
+     - For a Platform Monitor, the work area is generally the full area minus space used by task-bars.
+  - All of this has been the case in 'docking' branch for a long time. What we've done is merely merging
+    a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time.
+- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760)
+- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no
+  close button in the window. (#3731)
+- SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans]
+  Would also repro with DragFloat() when using ImGuiSliderFlags_Logarithmic with v_min==v_max.
+- Menus: Fixed an issue with child-menu auto sizing (issue introduced in 1.80 on 2021/01/25) (#3779)
+- InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. (#3781)
+- InputText: Multiline: Fixed padding/cliprect not precisely matching single-line version. (#3781)
+- InputText: Multiline: Fixed FramePadding.y worth of vertical offset when aiming with mouse.
+- ListBox: Tweaked default height calculation.
+- Fonts: imgui_freetype: Facilitated using FreeType integration: [@Xipiryon, @ocornut]
+  - Use '#define IMGUI_ENABLE_FREETYPE' in imconfig.h should make it work with no other modifications
+    other than compiling misc/freetype/imgui_freetype.cpp and linking with FreeType.
+  - Use '#define IMGUI_ENABLE_STB_TRUETYPE' if you somehow need the stb_truetype rasterizer to be
+    compiled in along with the FreeType one, otherwise it is enabled by default.
+- Fonts: imgui_freetype: Added support for colored glyphs as supported by Freetype 2.10+ (for .ttf using CPAL/COLR
+  tables only). Enable the ImGuiFreeTypeBuilderFlags_LoadColor on a given font. Atlas always output directly
+  as RGBA8 in this situation. Likely to make sense with IMGUI_USE_WCHAR32. (#3369) [@pshurgal]
+- Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. This is in order for text wrapping
+  to have enough space when provided width precisely calculated with CalcTextSize().x. (#3776)
+  Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but
+  variety of code is currently on it so we are first fixing current behavior before we'll eventually change it.
+- Log/Capture: Fix various new line/spacing issue when logging widgets. [@Xipiryon, @ocornut]
+- Log/Capture: Improved the ASCII look of various widgets, making large dumps more easily human readable.
+- ImDrawList: Fixed AddCircle()/AddCircleFilled() with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738)
+  Would lead to a buffer read overflow.
+- ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert.
+- ImDrawList: Fixed PathArcToFast() handling of a_min > a_max.
+- Metrics: Back-ported "Viewports" debug visualizer from 'docking' branch.
+- Demo: Added 'Examples->Fullscreen Window' demo using GetMainViewport() values. (#3789)
+- Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
+- Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilitate compiling with
+  old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese]
+- Backends: Vulkan: Add support for custom Vulkan function loader and VK_NO_PROTOTYPES. (#3759, #3227) [@Hossein-Noroozpour]
+  User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions.
+- Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V]
+- Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups]
+- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz]
+  Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.
+- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
+- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.80 (Released 2021-01-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.80
+
+Breaking Changes:
+
+- Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740)
+- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513)
+- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete).
+- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
+- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018):
+  - io.RenderDrawListsFn pointer                -> use ImGui::GetDrawData() value and call the render function of your backend
+  - ImGui::IsAnyWindowFocused()                 -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
+  - ImGui::IsAnyWindowHovered()                 -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
+  - ImGuiStyleVar_Count_                        -> use ImGuiStyleVar_COUNT
+  - ImGuiMouseCursor_Count_                     -> use ImGuiMouseCursor_COUNT
+- Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018):
+  - InputFloat (... int decimal_precision ...)  -> use InputFloat (... const char* format ...) with format = "%.Xf" where X was value for decimal_precision.
+  - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
+- Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018):
+  - ImGui::IsItemDeactivatedAfterChange()       -> use ImGui::IsItemDeactivatedAfterEdit().
+  - ImGuiCol_ModalWindowDarkening               -> use ImGuiCol_ModalWindowDimBg
+  - ImGuiInputTextCallback                      -> use ImGuiTextEditCallback
+  - ImGuiInputTextCallbackData                  -> use ImGuiTextEditCallbackData
+- If you were still using the old names, while you are cleaning up, considering enabling
+  IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
+  and removing up old API calls, if any remaining.
+- Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce
+  confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
+- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies
+  to other data structures. (#2636)
+
+Other Changes:
+
+- Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125)
+  Check out 'Demo->Tables' for many demos.
+  Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp.
+  - Added 16 functions:
+     - BeginTable(), EndTable()
+     - TableNextRow(), TableNextColumn(), TableSetColumnIndex()
+     - TableSetupColumn(), TableSetupScrollFreeze()
+     - TableHeadersRow(), TableHeader()
+     - TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags()
+     - TableGetSortSpecs(), TableSetBgColor()
+  - Added 3 flags sets:
+    - ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.)
+    - ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.)
+    - ImGuiTableRowFlags (1 flag for: header row)
+  - Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs
+  - Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget
+  - Added 1 style variable: ImGuiStyleVar_CellPadding
+  - Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
+- Tabs: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
+- Tabs: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
+- Tabs: Do not display a tooltip if the name already fits over a given tab. (#3521)
+- Tabs: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows.
+- Tabs: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414)
+- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode()
+  or CollapsingHeader() while dragging. (#1738)
+- Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging
+  into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
+- Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed).
+- Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain]
+- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
+  where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
+- InputText: Fixed switching from single to multi-line while preserving same ID.
+- Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034)
+- DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value.
+- DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets
+  into text input with a simple mouse click-release (without moving). (#3737)
+- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
+  It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
+  feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
+- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
+- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
+- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier
+  helpers. (#3127, #3664, #3665) [@aiekick]
+- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
+  kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
+  much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
+- Log/Capture: fix capture to work on clipped child windows.
+- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states
+  (and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs,
+  vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window.
+- Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups]
+  Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder
+  returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte).
+- Misc: Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592)
+- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
+  lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
+  windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
+- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports).
+- Style: Reduced the size of the resizing grip, made alpha less prominent.
+- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles.
+- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
+- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
+  when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
+- Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase
+  compatibility with legacy code. (#3671)
+- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
+- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
+- Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero]
+- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti]
+- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
+- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
+- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
+- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
+- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
+- Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki]
+- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe.
+- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
+- Docs: Improved the wiki and added a https://github.com/ocornut/imgui/wiki/Useful-Widgets page. [@Xipiryon]
+  [2021/05/20: moved to https://github.com/ocornut/imgui/wiki/Useful-Extensions]
+- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
+- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.79 (Released 2020-10-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.79
+
+Breaking Changes:
+
+- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
+  after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font.
+  It was also getting in the way of better font scaling, so let's get rid of it now!
+  If you used DisplayOffset it was probably in association to rasterizing a font at a specific size,
+  in which case the corresponding offset may be reported into GlyphOffset. (#1619)
+  If you scaled this value after calling AddFontDefault(), this is now done automatically.
+- ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using
+  the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()!
+  Kept inline redirection function (will obsolete).
+  (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
+- Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
+- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete).
+- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77.
+  For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function.
+- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it
+  is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can
+  use IsWindowAppearing() after BeginPopup() for a similar result.
+
+Other Changes:
+
+- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
+- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
+- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
+- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
+  ContentSize is changing (issue introduced in 1.78). (#3452).
+- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
+- InputText: Added selection helpers in ImGuiInputTextCallbackData().
+- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit.
+  (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the
+  underlying buffer while focus is active).
+- InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428)
+  It is a rather unusual or useless combination of features but no reason it shouldn't work!
+- InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline().
+- InputText: Fixed cursor being partially covered after using Ctrl+End key.
+- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454)
+- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to
+  the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio.
+  Note that some other text editors instead would move the cursor to the end of the line). [@Xipiryon]
+- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case
+  where v_min == v_max. (#3361)
+- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both
+  with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups]
+- Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers
+  with a "%s" format string. (#3466)
+- CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and
+  stored value matches neither zero neither the full set.
+- BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(),
+  so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range.
+- TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event
+  rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior
+  and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set.
+  (This is also necessary to support full multi/range-select/drag and drop operations.)
+- Tabs: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon]
+- Tabs: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button
+  at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot
+  be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon]
+- Tabs: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab.
+- Tabs: Keep tab item close button visible while dragging a tab (independent of hovering state).
+- Tabs: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame.
+- Tabs: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would
+  generate an unnecessary extra draw call.
+- Tabs: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave
+  tabs reordered in the tab list popup. [@Xipiryon]
+- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of
+  a fully clipped column. (#3475) [@szreder]
+- Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than
+  viewport on either or both axises. [@Rokups]
+- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
+  Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
+- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
+- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
+- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have
+  the defines set by a loader. (#3467, #1985) [@jjwebb]
+- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their
+  own render pass. (#3455, #3459) [@FunMiles]
+- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining
+  the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301)
+- Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf]
+- Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO]
+- Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of
+  "VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles]
+- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled.
+- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building
+  on 32-bit systems. Added project to default Visual Studio solution file. (#301)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.78 (Released 2020-08-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.78
+
+Breaking Changes:
+
+- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut]
+  - DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN()
+  - SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN()
+  - VSliderFloat(), VSliderScalar()
+  Replaced the final 'float power=1.0f' argument with ImGuiSliderFlags defaulting to 0 (as with all our flags).
+  Worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected.
+  In short, when calling those functions:
+  - If you omitted the 'power' parameter (likely!), you are not affected.
+  - If you set the 'power' parameter to 1.0f (same as previous default value):
+    - Your compiler may warn on float>int conversion.
+    - Everything else will work (but will assert if IMGUI_DISABLE_OBSOLETE_FUNCTIONS is defined).
+    - You can replace the 1.0f value with 0 to fix the warning, and be technically correct.
+  - If you set the 'power' parameter to >1.0f (to enable non-linear editing):
+    - Your compiler may warn on float>int conversion.
+    - Code will assert at runtime for IM_ASSERT(power == 1.0f) with the following assert description:
+      "Call Drag function with ImGuiSliderFlags_Logarithmic instead of using the old 'float power' function!".
+    - In case asserts are disabled, the code will not crash and enable the _Logarithmic flag.
+    - You can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert
+      and get a _similar_ effect as previous uses of power >1.0f.
+  See https://github.com/ocornut/imgui/issues/3361 for all details.
+  For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
+  Kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar().
+  For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
+- DragInt, DragFloat, DragScalar: Obsoleted use of v_min > v_max to lock edits (introduced in 1.73, this was not
+  demoed nor documented much, will be replaced a more generic ReadOnly feature).
+
+Other Changes:
+
+- Nav: Fixed clicking on void (behind any windows) from not clearing the focused window.
+  This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard
+  flag being cleared accordingly. (bug introduced in 1.77 WIP on 2020/06/16) (#3344, #2880)
+- Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup)
+  from marking the window as moved.
+- Drag, Slider: Added ImGuiSliderFlags parameters.
+  - For float functions they replace the old trailing 'float power=1.0' parameter.
+    (See #3361 and the "Breaking Changes" block above for all details).
+  - Added ImGuiSliderFlags_Logarithmic flag to enable logarithmic editing
+    (generally more precision around zero), as a replacement to the old 'float power' parameter
+    which was obsoleted. (#1823, #1316, #642) [@Shironekoben, @AndrewBelt]
+  - Added ImGuiSliderFlags_ClampOnInput flag to force clamping value when using
+    CTRL+Click to type in a value manually. (#1829, #3209, #946, #413).
+    [note: RENAMED to ImGuiSliderFlags_AlwaysClamp in 1.79].
+  - Added ImGuiSliderFlags_NoRoundToFormat flag to disable rounding underlying
+    value to match precision of the display format string. (#642)
+  - Added ImGuiSliderFlags_NoInput flag to disable turning widget into a text input
+    with CTRL+Click or Nav Enter.
+- Nav, Slider: Fix using keyboard/gamepad controls with certain logarithmic sliders where
+  pushing a direction near zero values would be cancelled out. [@Shironekoben]
+- DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both
+  min and max value are on the same value. (#1441)
+- InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more
+  than ~16 KB characters. (Note that current code is going to show corrupted display if after
+  clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText()
+  call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare
+  but it will be addressed later). (#3349)
+- Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns).
+  Also fixed related text clipping when used in a column after the first one. (#3187, #3386)
+- Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll
+  limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many
+  side-effects. The behavior is still present in SetScrollHere functions as they are more explicitly
+  aiming at making widgets visible. May later be moved to a flag.
+- Tabs: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame).
+- InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h)
+  and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle.
+  This is a small but rather important change because lots of multi-button behaviors could previously
+  only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton()
+  with is a de-facto versatile building block to creating custom widgets with the public API.
+- Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled
+  from the merged/target font settings when merging fonts, instead of being pulled from the source
+  font settings.
+- ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based
+  path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben]
+  - This change will facilitate the wider use of thick borders in future style changes.
+  - Requires an extra bit of texture space (~64x64 by default), relies on GPU bilinear filtering.
+  - Set `io.AntiAliasedLinesUseTex = false` to disable rendering using this method.
+  - Clear `ImFontAtlasFlags_NoBakedLines` in ImFontAtlas::Flags to disable baking data in texture.
+- ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0, effectively
+  enabling auto-tessellation by default. Tweak tessellation in Style Editor->Rendering section, or
+  by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen]
+- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate
+  an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen]
+- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu.
+  Also showcase using InvisibleButton() with multiple mouse buttons flags.
+- Demo: Improved "Layout & Scrolling" -> "Clipping" section.
+- Demo: Improved "Layout & Scrolling" -> "Child Windows" section.
+- Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.
+- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h]
+- Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (it seems
+  like Allegro 5 reports it differently from GLFW and SDL). (#3394, #2424, #1463) [@nobody-special666]
+- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO]
+- CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.77 (Released 2020-06-29)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.77
+
+Breaking Changes:
+
+- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
+  note that this is a Beta api and will likely be reworked in order to support multi-DPI across
+  multiple monitors.
+- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
+  [NOTE: THIS WAS REVERTED IN 1.79]
+- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor
+  of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
+  Kept inline redirection function (will obsolete).
+- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017).
+
+Other Changes:
+
+- TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is
+  enabled (bug introduced in 1.76, but pre-1.76 it would also fail unless the _OpenOnArrow
+  flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
+- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
+  or _OpenOnArrow would open the node. (#143)
+- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups]
+- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings:
+  - Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
+  - Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
+  - Set to an intermediary value to toggle behavior based on width (same as Firefox).
+- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
+  (vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
+- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new
+  ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward
+  compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits.
+- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions
+  to first test for the presence of another popup at the same level.
+- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing
+  for !IsAnyItemHovered() prior to doing an OpenPopup().
+- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(),
+  allowing to check if any popup is open at the current level, if a given popup is open at any popup
+  level, if any popup is open at all.
+- Popups: Fix an edge case where programmatically closing a popup while clicking on its empty space
+  would attempt to focus it and close other popups. (#2880)
+- Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636)
+- Popups: Clarified some of the comments and function prototypes.
+- Modals: BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will
+  not always be auto-centered. Note that modals are more similar to regular windows than they are to
+  popups, so api and behavior may evolve further toward embracing this. (#915, #3091)
+  Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)).
+- Metrics: Added a "Settings" section with some details about persistent ini settings.
+- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to
+  BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups]
+- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
+  drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
+- Columns: Lower overhead on column switches and switching to background channel.
+  Benefits Columns but was primarily made with Tables in mind!
+- Fonts: Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217) [@marukrap]
+- ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the
+  VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591)
+  [@thedmd, @Shironekoben, @sergeyn, @ocornut]
+- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different
+  TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163)
+  [@ocornut, @thedmd, @Shironekoben]
+- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current
+  VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591)
+- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after
+  a callback draw command would incorrectly override the callback draw command.
+- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails.
+- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web.
+  Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
+- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups,
+  static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns).
+  Fixed a static constructor which led to this dependency on some compiler setups. [@rokups]
+- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
+- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
+- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends,
+  making more render/clipping code use an early out path.
+- Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the
+  projection matrix top and bottom values. (#3143, #3146) [@u3shit]
+- Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka]
+- Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal]
+- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177)
+- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData
+  structure didn't have any vertices. (#2697) [@kudaba]
+- Backends: OSX: Added workaround to avoid fast mouse clicks. (#3261, #1992, #2525) [@nburrus]
+- Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259)
+- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm
+  not forwarding right and center mouse clicks. (#3260) [@nburrus]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.76 (Released 2020-04-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.76
+
+Other Changes:
+
+- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking
+  branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025)
+- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups]
+- BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared
+  when the menu is not open. (#3030)
+- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*'
+  glyph. (#2149, #515)
+- Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601)
+- Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. (#125)
+- TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down
+  event rather than the Mouse Down+Up sequence (this is rather standard behavior).
+- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced
+  by default for standalone ColorButton.
+- Nav: Fixed interactions with ImGuiListClipper, so e.g. Home/End result would not clip the
+  landing item on the landing frame. (#787)
+- Nav: Fixed currently focused item from ever being clipped by ItemAdd(). (#787)
+- Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial
+  cursor position. This would often get fixed after the fix item submission, but using the
+  ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
+- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar]
+  - Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h.
+  - More onsistent handling of unsupported code points (0xFFFD).
+  - Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(),
+    allowing for more complete CJK input.
+  - sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF.
+  - Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this
+    is currently not particularly efficient.
+- Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited
+  to 64 columns with an assert. (#3037, #125)
+- Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child
+  window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
+- Font: Fixed non-ASCII space occasionally creating unnecessary empty looking polygons.
+- Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users
+  to a solution rather than encourage people to add braces in the codebase.
+- Misc: Added additional checks in EndFrame() to verify that io.KeyXXX values have not been
+  tampered with between NewFrame() and EndFrame().
+- Misc: Made default clipboard handlers for Win32 and OSX use a buffer inside the main context
+  instead of a static buffer, so it can be freed properly on Shutdown. (#3110)
+- Misc, Freetype: Fixed support for IMGUI_STB_RECT_PACK_FILENAME compile time directive
+  in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult]
+- Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the ImDrawCmd
+  instead of requiring to open it. Added options to disable bounding box and mesh display.
+  Added notes on inactive/gc-ed windows.
+- Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering.
+- CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building
+  SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling
+  obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups]
+- Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable
+  ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld]
+- Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult]
+- Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(),
+  ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch).
+  Those functions makes it easier for example apps to support hi-dpi features without setting up
+  a manifest.
+- Backends: Win32: Calling AddInputCharacterUTF16() from WM_CHAR message handler in order to support
+  high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar]
+- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function
+  currently does nothing).
+- Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71]
+- Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) [@sergeyn]
+- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay]
+- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.75 (Released 2020-02-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.75
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017):
+  - ShowTestWindow()                    -> use ShowDemoWindow()
+  - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
+  - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
+  - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
+  - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
+  - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
+  - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
+  - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
+  - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
+  If you were still using the old names, while you are cleaning up, considering enabling
+  IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
+  and removing up old API calls, if any remaining.
+- Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent
+  with other mouse functions (none of the other functions have it).
+- Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely
+  documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API
+  which can be implemented faster. Also clarified pre-existing constraints which weren't
+  documented (can only unreserve from the last reserve call). If you suspect you ever
+  used that feature before (very unlikely, but grep for call to PrimReserve in your code),
+  you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen]
+- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius.
+- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code
+  technically supports it, future code may not so we're putting the restriction ahead.
+  [Undid that change in 1.76]
+- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead
+  of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by
+  adding points into it without explicit initialization, you may need to fix your initial value.
+
+Other Changes:
+
+- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
+  We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
+- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected
+  the current root window instead of always selecting the previous root window. (#787)
+- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
+- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation
+  when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since
+  those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
+- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'.
+- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
+- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a
+  byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008).
+- InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the
+  _EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting
+  user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back
+  from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009)
+- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border.
+- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog]
+- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we
+  test both the focused/clicked window (which could be a child window) and the root window.
+- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment
+  count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen]
+- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count.
+  In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as
+  we will rework the circle rendering functions to use textures and automatic segment count
+  selection, those new api can fill a gap. [@ShironekoBen]
+- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to
+  suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups]
+- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
+- Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty.
+- Misc: Disable format checks when using stb_printf, to allow using extra formats.
+  Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari]
+- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp
+  files in a same compilation unit. Actual users of that technique (also called "Unity builds")
+  can generally provide this themselves, so we don't really recommend you use this. [@rokups]
+- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
+- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
+- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
+- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
+  on Wayland). (#2800, #2802) [@NeroBurner]
+- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can
+  correctly report the key release in every cases (e.g. when using Win+V) causing problems with some
+  widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult
+  and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
+- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all
+  XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
+  the later may be problematic if compiling with recent Windows SDK and you want your app to run
+  on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
+- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
+- Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov]
+- Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
+  settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
+  automatically use it). (#2919, #2798)
+- Examples: OpenGL: Added support for glbinding OpenGL loader. (#2870) [@rokups]
+- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo]
+- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
+  even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.74 (Released 2019-11-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.74
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017):
+  - Begin() [old 5 args version]     -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
+  - IsRootWindowOrAnyChildHovered()  -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
+  - AlignFirstTextHeightToWidgets()  -> use AlignTextToFramePadding()
+  - SetNextWindowPosCenter()         -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
+  - ImFont::Glyph                    -> use ImFontGlyph
+  If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out
+  the new names or equivalent features, or see how they were implemented until 1.73.
+- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used
+  by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
+  If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can
+  add +io.KeyRepeatDelay to it to compensate for the fix.
+  The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
+  Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
+  Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
+  If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
+- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038)
+- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
+- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to
+  conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
+- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
+  The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
+
+Other Changes:
+
+- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
+- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
+- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text
+  baseline alignment. The issue would generally manifest when laying out multiple items on a same line,
+  with varying heights and text baseline offsets.
+  Some specific examples, e.g. a button with regular frame padding followed by another item with a
+  multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc.
+  The second item was correctly offset to match text baseline, and would interact/display correctly,
+  but it wouldn't push the contents area boundary low enough.
+- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where
+  all child window contents would be culled.
+- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j]
+- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow
+  incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897)
+- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating
+  interactions with custom multi-selections patterns. (#2886, #1896, #1861)
+- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating
+  interactions with custom multi-selections patterns. (#1896, #1861)
+- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data
+  to clarify how they are used, and more comments redirecting to the demo code. (#2844)
+- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
+- Misc: Optimized storage of window settings data (reducing allocation count).
+- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815)
+- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
+- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings).
+- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
+  default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
+- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
+- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
+- Docs: Added permanent redirect from https://www.dearimgui.com/faq to FAQ page.
+- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
+- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
+- Metrics: Expose basic details of each window key/value state storage.
+- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
+- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0
+  but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov]
+- Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with
+  legacy OpenGL applications. (#3000)
+- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
+  using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
+- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
+- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
+- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
+  applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.73 (Released 2019-09-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.73
+
+Other Changes:
+
+- Nav, Scrolling: Added support for Home/End key. (#787)
+- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
+- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue
+  when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups]
+- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
+  Note that some elements won't accurately fade down with the same intensity, and the color wheel
+  when enabled will have small overlap glitches with (style.Alpha < 1.0).
+- Tabs: Fixed single-tab not shrinking their width down.
+- Tabs: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop.
+- Tabs: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
+  (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations).
+- Tabs: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side.
+  Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.
+- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position
+  differently than visible ones.
+- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton]
+- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value.
+- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat]
+- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid]
+  This extends the hit-box to the right-most edge, even if the node is not framed.
+  (Note: this is not the default in order to allow adding other items on the same line. In the future we will
+  aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items,
+  and then we will be able to make this the default.)
+- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and
+  right-most edge of the working area, bypassing indentation.
+- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes,
+  mostly for consistency. (#2159, #2160) [@goran-w]
+- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only).
+- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639)
+- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly
+  unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set.
+  Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow
+  as possible. (#2775) [@rokups]
+- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740)
+- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506)
+- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94)
+- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers.
+- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when
+  a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory
+  usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
+- Documentation: Various tweaks and improvements to the README page. [@ker0chan]
+- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture()
+  before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient.
+- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron]
+- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would
+  generally make the DX11 debug layer complain (bug added in 1.72).
+- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to
+   one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya]
+- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710)
+  [@intonarumori, @ElectricMagic]
+- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic,
+  fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.72b (Released 2019-07-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72b
+
+Other Changes:
+
+- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
+  the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when
+  a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function.
+- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
+- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting
+  in child window (often selectables because of their protruding sides) would be not considered
+  as entry points to to navigate toward the child window. (#787)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.72 (Released 2019-07-27)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017):
+  - ImGuiCol_Column*, ImGuiSetCond_* enums.
+  - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions.
+  - IMGUI_ONCE_UPON_A_FRAME macro.
+  If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out
+  the new names or equivalent features.
+- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
+- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()).
+  Kept redirection function (will obsolete). (#581, #324)
+
+Other Changes:
+
+- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or
+  until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are
+  passing under the mouse cursor. (#2604)
+- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to
+  SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling:
+     // (Submit items..)
+     if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY())  // If scrolling at the already at the bottom..
+         ImGui::SetScrollHereY(1.0f);                    // ..make last item fully visible
+- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
+- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window
+  if ScrollMax is zero on the scrolling axis.
+  Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding
+  would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case
+  any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
+- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71).
+- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added
+  comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
+- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
+- Combo: Hide arrow when there's not enough space even for the square button.
+- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522]
+- Tabs: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive).
+- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column
+  would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666)
+- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x
+  worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset
+  the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666)
+- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666)
+- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with
+  other column functions. (#2683)
+- InputTextMultiline: Fixed vertical scrolling tracking glitch.
+- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
+  of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
+- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
+- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button
+  of ColorEdit3/ColorEdit4 functions to either side of the inputs.
+- IO: Added ImGuiKey_KeyPadEnter and support in various backends (previously backends would need to
+  specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure
+  until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522]
+- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit()
+  returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit()
+  when clicking the color button to open the picker popup. (#1875)
+- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow().
+- Debug Tools: Added "Metrics->Tools->Item Picker" tool which allow clicking on a widget to break in the
+  debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h.
+- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
+- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between
+  channel 0 and 1. (#2624)
+- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api,
+  also this type was added in 1.71 and not advertised as a public-facing feature).
+- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file.
+- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
+- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name
+  of an enum value instead of the underlying integer value.
+- Demo: Renamed the "Help" menu to "Tools" (more accurate).
+- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
+- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
+- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),
+  because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly
+  enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added
+  equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental backend. (#2546)
+- Backends: SDL2: Added ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
+  (#2482, #2632) [@josiahmanson]
+- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.71 (Released 2019-06-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.71
+
+Breaking Changes:
+
+- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
+- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
+- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
+  performed as part of their parent window, avoiding the creation of an extraneous draw commands.
+  If you have overlapping child windows with decorations, and relied on their relative z-order to be
+  mapped to submission their order, this will affect your rendering. The optimization is disabled
+  if the parent window has no visual output because it appears to be the most common situation leading
+  to the creation of overlapping child windows. Please reach out if you are affected by this change!
+
+Other Changes:
+
+- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
+  after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize
+  will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.
+  The exact meaning of ContentSize for decorated windows was previously ill-defined.
+- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags.
+- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar
+  appear for a single frame after the resize.
+- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
+  but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
+- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting
+  style.ItemInnerSpacing.x worth of trailing spacing.
+- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple
+  times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000").
+  It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here.
+- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and
+  after EndGroup(). (#2550, #1875)
+- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567)
+- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple
+  options. (#2587, broken in 1.69 by #2384).
+- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600)
+- Scrollbar: Minor bounding box adjustment to cope with various border size.
+- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14.
+- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii]
+- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
+  to scrollbars appearing during the movement.
+- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same
+  frame as clearing the focus. This was in most noticeable in backends such as Glfw and SDL which
+  emits key release events when focusing another viewport, leading to Alt+clicking on void on another
+  viewport triggering the issue. (#2609)
+- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using
+  horizontal scrolling. (#2211, #2579)
+- Tabs: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback
+  loop with the horizontal contents size.
+- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
+  horizontal area (previously only worked with an explicit contents size). (#125)
+- Columns: Fixed Separator from creating an extraneous draw command. (#125)
+- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
+- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
+  collapsing/docking button to the other side of the title bar.
+- Style: Made window close button cross slightly smaller.
+- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
+- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
+  The renderer backend needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
+  this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. (#2591)
+  This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
+  support 32-bit indices. Most examples backends have been modified to support the VtxOffset field.
+- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
+  This is provided for convenience and consistency with VtxOffset. (#2591)
+- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
+  facilitate custom rendering backends passing local render-specific data to the draw callback.
+- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine
+  with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat]
+- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not
+  fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500]
+- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows.
+- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are
+  dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
+- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
+- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
+  (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those backends. (#2591)
+- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
+  the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
+  support. (#2538, #2541)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.70 (Released 2019-05-06)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.70
+
+Breaking Changes:
+
+- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
+  up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
+  they will appear a little thicker now. (#2518) [@rmitton]
+- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead.
+  Kept inline redirection function.
+- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required
+  during initialization to specify the number of in-flight image requested by swap chains.
+  (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam]
+- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely
+  on them but it is possible you have!).
+
+Other Changes:
+
+- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value
+  to request the renderer backend to reset its render state. (#2037, #1639, #2452)
+  Examples: Added support for ImDrawCallback_ResetRenderState in all renderer backends. Each
+  renderer code setting up initial render state has been moved to a function so it could be
+  called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw]
+- InputText: Fixed selection background rendering one frame after the cursor movement when
+  first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
+- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
+- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted
+  if the backend provided both Key and Character input. (#2467, #1336)
+- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items.
+  Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(),
+  generally referred to as the large framed+labeled items. Because the new SetNextItemWidth()
+  function is explicit we may later extend its effect to more items.
+- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.)
+  with negative sizes if the 'width' argument was smaller than the available width at the time of item
+  submission.
+- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries
+  by a few pixels (this is used to facilitate resizing from borders when available for a given window).
+  One of the noticeable minor side effect was that navigating menus would have had a tendency to disable
+  highlight from parent menu items earlier than necessary while approaching the child menu.
+- Window: Close button is horizontally aligned with style.FramePadding.x.
+- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active.
+- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530)
+- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening,
+  instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517)
+  Among other things, this allows opening a popup while no window are focused, and pressing Escape to
+  clear the focus again.
+- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level
+  (regression in 1.67).
+- Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release
+  following the double-click. Only first mouse release + second mouse down (double-click) returns true.
+  Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503)
+- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
+- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
+- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
+- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485)
+- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125)
+- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical.
+- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels).
+- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate.
+- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click
+  regardless of being covered by another window (it didn't honor correct hovering rules). (#2521)
+- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees
+  angles, also faster to output. (#2518) [@rmitton]
+- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert
+  to using the ImGui::MemAlloc()/MemFree() calls directly.
+- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx.
+- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles.
+- Demo: Improved trees in columns demo.
+- Examples: OpenGL: Added a test GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
+  GL function loaders early, and help users understand what they are missing. (#2421)
+- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
+- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
+- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw]
+- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
+- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
+- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
+- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
+- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam]
+- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454)
+- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496)
+- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott]
+- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott]
+- Examples: GLUT: Made io.DeltaTime always > 0. (#2430)
+- Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010)
+  to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example,
+  which if existing and when switching to recent SDK ends up conflicting and creating warnings.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.69 (Released 2019-03-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.69
+
+Breaking Changes:
+
+- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
+  ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of
+  new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous.
+  Kept redirection enum values (will obsolete). (#2384) [@haldean]
+- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
+
+Other Changes:
+
+- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered
+  behind every other windows. (#2391, #545)
+- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.)
+  We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011)
+- Added InputTextWithHint() to display a description/hint in the text box when no text
+  has been entered. (#2400) [@Organic-Code, @ocornut]
+- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
+- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380)
+- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true
+  when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875)
+- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
+  style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
+  meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
+- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of
+  overflowing or underflowing the value.
+- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
+  is being swapped with an InputText that has yet to be activated.
+- InputText: Fixed various display corruption related to swapping the underlying buffer while
+  a input widget is active (both for writable and read-only paths). Often they would manifest
+  when manipulating the scrollbar of a multi-line input text.
+- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color
+  values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities).
+  (#2383, #2384) [@haldean]
+- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window
+  while dragging its title bar. (#2389)
+- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never
+  reading the 4th float in the array (value was read and discarded). (#2384) [@haldean]
+- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67).
+- Tabs: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
+- Tabs: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
+  hard crashes any more, facilitating integration with scripting languages. (#1651)
+- Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with
+  scrolling policy enabled) or if is currently appearing.
+- Tabs: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where
+  the drag payload activate a tab.
+- Tabs: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to
+  teleport the view when aiming at a tab far away the visible section, and otherwise accelerate
+  the scrolling speed to cap the scrolling time to 0.3 seconds.
+- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting
+  below the lower point of the current clipping rectangle. This bug has been there since v1.0!
+  It was hardly noticeable but would affect the scrolling range, which in turn would affect
+  some scrolling request functions when called during the appearing frame of a window.
+- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem]
+- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return.
+- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return.
+- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute
+  tree depth instead of a relative one.
+- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
+- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403)
+- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
+- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
+- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008).
+- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized.
+  (This is particularly useful for the viewport branch because we are not supporting per-viewport
+  frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416)
+- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
+- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
+  even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
+- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]
+- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.68 (Released 2019-02-19)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.68
+
+Breaking Changes:
+
+- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
+- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
+  If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value!
+
+Other Changes:
+
+- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
+- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
+  This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming
+  multi-viewport feature to behave on Retina display and with multiple displays.
+  If you are not using a custom backend, please update your render function code ahead of time,
+  and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
+- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions
+  which are useful to implement variety of undo patterns. (#820, #956, #1875)
+- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick]
+- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787)
+- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333)
+  The way the redo/undo buffers work would have made it generally unnoticeable to the user.
+- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value.
+- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308)
+- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351)
+- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use.
+- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame.
+- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders.
+- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean]
+- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth)
+  from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086)
+- RadioButton: Fixed label horizontal alignment to precisely match Checkbox().
+- Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
+- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176)
+- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very
+  small window, as well as reducing visual noise/overlap.
+- ListBox: Better optimized when clipped / non-visible.
+- InputTextMultiline: Better optimized when clipped / non-visible.
+- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to
+  calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls
+  not align the same as a single call, and create mismatch between high-level size calculation and those performed
+  with the lower-level ImDrawList api. (#792) [@SlNPacifist]
+- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233)
+- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
+  with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
+- ImGuiTextBuffer: Added append() function (unformatted).
+- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093)
+- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
+- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302)
+- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan]
+- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut]
+- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0)
+  when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch,
+  this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut]
+  Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
+- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
+- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
+  in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
+- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky]
+- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled).
+- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
+- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
+- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.
+- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.67 (Released 2019-01-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.67
+
+Breaking Changes:
+
+- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable
+  side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches.
+- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
+  The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
+- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
+
+Other Changes:
+- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
+  - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
+  - Added ImGuiTabBarFlags flags for BeginTabBar().
+  - Added ImGuiTabItemFlags flags for BeginTabItem().
+  - Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors.
+  - Demo: Added Layout->Tabs demo code.
+  - Demo: Added "Documents" example app showcasing possible use for tabs.
+  This feature was merged from the Docking branch in order to allow the use of regular tabs in your code.
+  (It does not provide the docking/splitting/merging of windows available in the Docking branch)
+- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience
+  to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior.
+- Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus
+  the parent window of the popup instead of the newly clicked window.
+- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
+- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
+- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
+  it only works _if_ the backend sets ImGuiBackendFlags_HasMouseCursors, which the standard backends do.
+- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups).
+  This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
+- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
+  in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
+- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
+- DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5]
+- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
+  keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
+- Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787)
+- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer
+  to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
+  Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen.
+  Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected
+  into e.g. an error log and stopping the script execution.
+- ImFontAtlas: Stb and FreeType: Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth).
+- ImFontAtlas: Stb and FreeType: Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233)
+- ImFontAtlas: Stb and FreeType: Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas.
+- ImFontAtlas: FreeType: Fixed abnormally high atlas height.
+- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1).
+- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible.
+  (Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.)
+- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by backends.
+- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
+- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
+  for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later.
+- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value
+  which is the same as the title bar height.
+- Demo: "Simple Layout" and "Style Editor" are now using tabs.
+- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child).
+- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration.
+- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.66b (Released 2018-12-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66b
+
+Other Changes:
+
+- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText()
+  calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. [@pdoane]
+- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap]
+- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file.
+- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window.
+- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports.
+- Fixed build issue with osxcross and macOS. (#2218) [@dos1]
+- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current backend can be displayed in the About window.
+- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.66 (Released 2018-11-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66
+
+Breaking Changes:
+
+- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
+- Renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. (#2035, #2096)
+
+Other Changes:
+
+- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to
+  accidental alteration of window position. We now round the provided size. (#2067)
+- Fixed calling DestroyContext() always saving .ini data with the current context instead
+  of the supplied context pointer. (#2066)
+- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus
+  properly after the main menu bar or last focused window is deactivated.
+- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168)
+- Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window
+  and highlight has been previously disabled by the mouse. (#787)
+- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve
+  erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075).
+- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024)
+- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024)
+- SliderAngle: Added optional format argument to alter precision or localize the string. (#2150) [@podsvirov]
+- Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region
+  of root floating windows outside the window, making it easier to resize windows. Resize grips are also
+  extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822)
+- Window: Added ImGuiWindowFlags_NoBackground flag to avoid rendering window background. This is mostly to allow
+  the creation of new flag combinations, as we could already use SetNextWindowBgAlpha(0.0f). (#1660) [@biojppm, @ocornut]
+- Window: Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse.
+- Window: Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially
+  we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs
+  encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787)
+- Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110)
+- BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack
+  to the provided string to uniquely identify the child window. This was undoing an intentional change
+  introduced in 1.50 and broken in 1.60. (#1698, #894, #713).
+- TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending
+  on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)
+- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]
+- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.
+- RenderText(): Some optimization for very large text buffers, useful for non-optimized builds.
+- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
+- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
+- Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152)
+- Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143)
+- ImGuiTextBuffer: Avoid heap allocation when empty.
+- ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3,
+  in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty.
+- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects
+  in the WM_SIZE handler. (#2088) [@ice1000]
+- Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759)
+- Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186)
+- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball]
+- Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) [@doug-moen]
+- Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) [@eRabbit0]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.65 (Released 2018-09-06)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.65
+
+Breaking Changes:
+
+- Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and
+  stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those
+  STB headers in your project, you will have to update your include paths. (#1718, #2036)
+  The reason for this change is to avoid conflicts for projects that may also be importing
+  their own copy of the STB libraries. Note that imgui's copy of stb_textedit.h is modified.
+- Renamed io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
+
+Other Changes:
+
+- This is a minor release following the 1.64 refactor, with a little more shuffling of code.
+- Clarified and improved the source code sectioning in all files (easier to search or browse sections).
+- Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system.
+  Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)
+- Fixed a build issue with non-Cygwin GCC under Windows.
+- Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent.
+- Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.64 (Released 2018-08-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.64
+
+Changes:
+
+- Moved README, CHANGELOG and TODO files to the docs/ folder.
+  If you are updating dear imgui by copying files, take the chance to delete the old files.
+- Added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp.
+  Re-ordered some of the code remaining in imgui.cpp.
+  NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTIONS HAS BEEN MOVED.
+  Because of this, any local modifications to imgui.cpp will likely conflict when you update.
+  If you have any modifications to imgui.cpp, it is suggested that you first update to 1.63, then
+  isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it,
+  then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis.
+  What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool,
+  search for the corresponding function in the new code and apply the chunks manually.
+- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github,
+  so a solution applicable on the Master branch can be found. If your company has changes that you cannot
+  disclose you may also contact me privately.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.63 (Released 2018-08-29)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.63
+
+Breaking Changes:
+
+- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features.
+  Kept redirection enum (will obsolete).
+- Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time.
+- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to
+  enable the feature globally. (#1495)
+  The feature is not currently enabled by default because it is not satisfying enough, but will eventually be.
+- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData
+  for consistency. Kept redirection types (will obsolete).
+- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly).
+- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API.
+  Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
+- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to
+  io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
+- Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016.
+
+Other Changes:
+
+- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
+- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
+- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming
+  Docking features. (#787)
+- Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787)
+  While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the
+  ImGuiWindow_NoNavFocus flag.
+- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
+- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from
+  the lower-left corner. (#1495)
+- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
+- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool
+  returned by most widgets.
+  It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034)
+- InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008).
+- InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback.
+- InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents.
+- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents.
+  Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping,
+  we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters,
+  until a better solution is found.
+- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+  related to the addition of IsItemDeactivated()). (#1875, #143)
+- Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143)
+- Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip
+  settings matching the one created when calling BeginDragSource() without the ImGuiDragDropFlags_SourceNoPreviewTooltip flag. (#143)
+- Drag and Drop: Payload stays available and under the mouse if the source stops being submitted, however the tooltip is replaced by "...". (#1725)
+- Drag and Drop: Added ImGuiDragDropFlags_SourceAutoExpirePayload flag to force payload to expire if the source stops being submitted. (#1725, #143).
+- IsItemHovered(): Added ImGuiHoveredFlags_AllowWhenDisabled flag to query hovered status on disabled items. (#1940, #211)
+- Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211)
+- ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSV values would erroneously alter the resulting color. (#2050)
+- Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008)
+  [*EDIT* renamed to misc/std/imgui_stdlib.h in 1.66]
+- Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025)
+- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
+- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
+- Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987)
+- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875).
+- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive).
+- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
+- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+- ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings)
+  are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200)
+- OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby]
+- Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful
+  for lazy/idle render mechanisms as new windows are typically not visible for one frame.
+- Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows.
+- Metrics: Added io.MetricsActiveAllocations, moving away from the cross-context global counters than we previously used. (#1565, #1599, #586)
+- Demo: Added basic Drag and Drop demo. (#143)
+- Demo: Modified the Console example to use InsertChars() in the input text callback instead of poking directly into the buffer.
+  Although this won't make a difference in the example itself, using InsertChars() will honor the resizing callback properly. (#2006, #1443, #1008).
+- Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section.
+- Examples: Tweaked the main.cpp of each example.
+- Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
+- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
+- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
+- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac.
+- Examples: OpenGL3: Added error output when shaders fail to compile/link.
+- Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas]
+- Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996)
+- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944)
+- Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias]
+- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections.
+- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.62 (Released 2018-06-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.62
+
+Breaking Changes:
+
+- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen.
+  The flag was already set by CollapsingHeader().
+  The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without
+  ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from
+  your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
+  This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly.
+- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and
+  discourage using the full set. (#1859)
+
+Other Changes:
+
+- Examples backends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
+  The "Platform" backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc.
+  The "Renderer" backends are in charge of: creating the main font texture, rendering imgui draw data.
+      before: imgui_impl_dx11.cpp        --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp
+      before: imgui_impl_dx12.cpp        --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+      before: imgui_impl_glfw_gl3.cpp    --> after: imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
+      before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
+      before: imgui_impl_sdl_gl3.cpp     --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
+      before: imgui_impl_sdl_gl3.cpp     --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc.
+  - The idea is what we can now easily combine and maintain backends and reduce code redundancy. Individual files are
+    smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap
+    between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other.
+  - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work
+    from the Platform and Renderer backends, and the amount of redundancy across files was becoming too difficult to
+    maintain. If you use default backends, you'll benefit from an easy update path to support multi-viewports later
+    (for future ImGui 1.7x).
+  - This is not strictly a breaking change if you keep your old backends, but when you'll want to fully update your backends,
+    expect to have to reshuffle a few things.
+  - Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
+  - Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
+  - Read examples/README.txt for details.
+- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
+- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously,
+  is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while
+  holding return on the same value). (#820, #956, #1875)
+- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
+- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
+- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
+- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips,
+  and not clamped by viewport. (#1739)
+- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip
+  from the target site. (#143)
+- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX
+  instead of EndXXX, to not affect tooltips and child windows.
+- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865).
+- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
+- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted,
+  but text won't be corrupted).
+- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
+- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful
+  for icon fonts. (#1869)
+- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
+  characters. (#1859) [@JX-Master, @ocornut]
+- Examples: OSX: Added imgui_impl_osx.mm backend to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
+- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by resetting the time storage properly). (#1827) [@ice1000]
+- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
+- Examples: SDL+Vulkan: Added SDL+Vulkan example.
+- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
+- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 backend
+  (will be fixed in Allegro 5.2.5+).
+- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301)
+- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends,
+  a good occasion since we refactored the code.
+- Examples: FreeGLUT: Added FreeGLUT backends. Added FreeGLUT+OpenGL2 example. (#801)
+- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate
+  some uses. (#1888)
+- Examples: Fixed backends to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile
+  with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
+- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
+- Internals: PushItemFlag() flags are inherited by BeginChild().
+
+
+-----------------------------------------------------------------------
+ VERSION 1.61 (Released 2018-05-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.61
+
+Breaking Changes:
+
+- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally
+  any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
+  To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d,
+  giving time to users to upgrade their code.
+  If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your
+  codebase for e.g. "DragInt.*%f" to you find them.
+- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more
+  flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete).
+- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard
+  expectation and allows passing r-values.
+
+Other Changes:
+
+- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
+- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
+- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
+- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus
+  displayed outside the safe area, etc.).
+- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760)
+- Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767)
+- Window: Fixed the default proportional item width lagging by one frame on resize.
+- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating
+  feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760)
+- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
+- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory()
+  to manually load/save .ini settings. (#923, #993)
+- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory()
+  should be called. (#923, #993)
+- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height
+  has been growing would have the scroll clamped using the previous height. (#1804)
+- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that
+  don't display all pixels. (#1439) [@dougbinks]
+- InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu]
+- InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise]
+- InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value.
+- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional
+  "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values
+  in scientific notation, and is generally more consistent with other API.
+  Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712)
+- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing
+  in the same direction (keyboard/gamepad version already did this).
+- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320)
+- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)
+- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string,
+  which allows for finer uses of %e %g etc. (#648, #642)
+- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps.
+  Added an assert than power-curve requires a min/max range. (~#642)
+- DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup.
+- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced
+  the range of valid integers).
+- ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions().
+- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787)
+- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
+- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render the default glyph. Saves space and allow merging fonts with
+  overlapping font ranges such as FontAwesome5 which split out the Brands separately from the Solid fonts. (#1703, #1671)
+- Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769)
+- Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it easier to redefine wrappers for std/crt math functions.
+- Misc: Fix to allow compiling in unity builds where stb_rectpack/stb_truetype may be already included in the same compilation unit.
+- Demo: Simple Overlay: Added a context menu item to enable freely moving the window.
+- Demo: Added demo for DragScalar(), InputScalar(), SliderScalar(). (#643)
+- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application.
+- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices).
+- Examples: Allegro 5: Renamed backend from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
+- Examples: DirectX 9: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream]
+- Examples: SDL: Fixed clipboard paste memory leak in the SDL backend code. (#1803) [@eliasdaler]
+- Various minor fixes, tweaks, refactoring, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.60 (Released 2018-04-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.60
+
+The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
+Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly.
+Various internal refactoring have also been done, as part of the navigation work and as part of the upcoming viewport/docking work.
+
+Breaking Changes:
+
+- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render().
+  e.g. with example backends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data).
+- Reorganized context handling to be more explicit: (#1599)
+  - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
+  - removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old backend from the examples/ folder, remove the line that calls Shutdown().
+  - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
+  - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
+  - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
+- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
+- Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
+- Fonts: Changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
+  If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
+- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
+- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
+- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
+- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some backend ahead of merging the Nav branch).
+- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now.
+- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
+- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53).
+- [EDITED] Window: BeginChild() with an explicit name doesn't include the hash within the internal window name. (#1698)
+  This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original
+  1.60 release Changelog. It was fixed on 2018-09-28 (1.66) and I wrote this paragraph the same day.
+
+Other Changes:
+
+- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub.
+- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323)
+  The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
+- To use Gamepad Navigation:
+  - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
+  - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details.
+  - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
+  - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
+- To use Keyboard Navigation:
+  - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
+  - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
+  - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
+    For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
+- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
+- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787)
+- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
+- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787)
+- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079)
+- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787)
+- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599)
+  YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it.
+- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558)
+- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599)
+- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
+- IO: Added io.ConfigFlags for user application to store settings for imgui and for the backend:
+  - ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation.
+  - ImGuiConfigFlags_NavEnableGamepad: Enable gamepad navigation (provided ImGuiBackendFlags_HasGamepad is also set by backend).
+  - ImGuiConfigFlags_NavEnableSetMousePos: Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward.
+  - ImGuiConfigFlags_NoMouseCursorChange: Instruct backend to not alter mouse cursor shape and visibility (by default the example backend use mouse cursor API of the platform when available)
+  - ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the backend.
+  - ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use.
+- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version.
+- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example backends. (#1541)
+- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
+- IO: Added IsAnyMouseDown() helper which is helpful for backends to handle mouse capturing.
+- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337)
+- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
+- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
+- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
+- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
+- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), CTRL+Insert (copy), Shift+Insert (paste). (#1541)
+- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
+- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat.
+- Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707)
+- Style: Enable window border by default. (#707)
+- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
+- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
+- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
+- Popup: OpenPopup() Always reopen existing pop-ups. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
+- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
+- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
+- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533)
+- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time.
+- Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag.
+- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574)
+- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!).
+- Columns: Clear offsets data when columns count changed. (#1525)
+- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted]
+- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53).
+- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents.
+- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable).
+- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581)
+- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143)
+- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
+- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
+- InputFloat: Allow inputing value using scientific notation e.g. "1e+10".
+- InputDouble: Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011)
+- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx]
+- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box.
+- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button.
+- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
+- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
+- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer.
+  If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
+- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
+- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
+- Fonts: Moved extra_fonts/ to misc/fonts/.
+- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote).
+- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
+- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
+- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
+- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
+- ImDrawList: Fixed AddRect() with anti-aliasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
+- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering.
+- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
+- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later.
+- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555)
+- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h)
+- Misc: Added IM_NEW(), IM_DELETE() helpers in imgui.h (previously were in imgui_internal.h)
+- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53.
+- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualize imgui internal types. Added to examples projects.
+- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
+- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files.
+- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
+  (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/backend to pass information to the application in a standard manner.)
+- Metrics: Added display of Columns state.
+- Demo: Improved Selectable() examples. (#1528)
+- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
+- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes.
+- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
+- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your backends if needed.
+- Examples: Using Dark theme by default. (#707). Tweaked demo code.
+- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
+- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc.
+- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) in every other backends. (#1733)
+- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3]
+- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504)
+- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504).
+- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217)
+- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466)
+- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture.
+- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict backends. (#1628) [@ilia-glushchenko]
+- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495)
+- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis]
+- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565)
+- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495)
+- Examples: GLFW: Don't attempt to change the mouse cursor input mode if it is set to GLFW_CURSOR_DISABLED by the application. (#1202) [@PhilCK]
+- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls]
+- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559)
+- Examples: SDL: Enabled vsync by default so people don't come at us when the examples are running at 2000 FPS and burning a CPU core.
+- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle frame-rate over 1000 FPS properly. (#996)
+- Examples: SDL: Using scan-code exclusively instead of a confusing mixture of scan-codes and key-codes.
+- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard.
+- Examples: Vulkan: Visual Studio: Added .vcxproj file.
+- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.]
+- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
+- Various fixes, tweaks, internal refactoring, optimizations, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.53 (Released 2017-12-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.53
+
+Breaking Changes:
+
+- Renamed the emblematic `ShowTestWindow()` function to `ShowDemoWindow()`. Kept redirection function (will obsolete).
+- Renamed `GetItemsLineHeightWithSpacing()` to `GetFrameHeightWithSpacing()` for consistency. Kept redirection function (will obsolete).
+- Renamed `ImGuiTreeNodeFlags_AllowOverlapMode` flag to `ImGuiTreeNodeFlags_AllowItemOverlap`. Kept redirection enum (will obsolete).
+- Obsoleted `IsRootWindowFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootWindow)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `IsRootWindowOrAnyChildFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `IsRootWindowOrAnyChildHovered()` in favor of using `IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `SetNextWindowContentWidth() in favor of using `SetNextWindowContentSize()`. Kept redirection function (will obsolete).
+- Renamed `ImGuiTextBuffer::append()` helper to `appendf()`, and `appendv()` to `appendfv()` for consistency. If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
+- ImDrawList: Removed 'bool anti_aliased = true' final parameter of `ImDrawList::AddPolyline()` and `ImDrawList::AddConvexPolyFilled()`. Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
+- Style, ImDrawList: Renamed `style.AntiAliasedShapes` to `style.AntiAliasedFill` for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags.
+- Style, Begin: Removed `ImGuiWindowFlags_ShowBorders` window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. `style.FrameBorderSize`, `style.WindowBorderSize`, `style.PopupBorderSize`).
+  Use `ImGui::ShowStyleEditor()` to look them up.
+  Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time.
+  It is recommended that you use the `StyleColorsClassic()`, `StyleColorsDark()`, `StyleColorsLight()` functions. Also see `ShowStyleSelector()`.
+- Style: Removed `ImGuiCol_ComboBg` in favor of combo boxes using `ImGuiCol_PopupBg` for consistency. Combo are normal pop-ups.
+- Style: Renamed `ImGuiCol_ChildWindowBg` to `ImGuiCol_ChildBg`.
+- Style: Renamed `style.ChildWindowRounding` to `style.ChildRounding`, `ImGuiStyleVar_ChildWindowRounding` to `ImGuiStyleVar_ChildRounding`.
+- Removed obsolete redirection functions: SetScrollPosHere() - marked obsolete in v1.42, July 2015.
+- Removed obsolete redirection functions: GetWindowFont(), GetWindowFontSize() - marked obsolete in v1.48, March 2016.
+
+Other Changes:
+
+- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427) [renamed to io.ConfigCursorBlink in 1.63]
+- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows.
+- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`.
+- Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets.
+  - Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions.
+  - Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`.
+  - See ImGuiDragDropFlags for various options.
+  - The ColorEdit4() and ColorButton() widgets now support Drag and Drop.
+  - The API is tagged as Beta as it still may be subject to small changes.
+- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds.
+- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650)
+- Style: Added StyleColorsDark() style. (#707) [@dougbinks]
+- Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707)
+- Style: Added style.PopupRounding setting. (#1112)
+- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag!
+  Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031)
+- Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707)
+- Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
+- Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
+- Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707)
+- Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers.
+- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`.
+  In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787)
+- Combo: Pop-up grows horizontally to accommodate for contents that is larger then the parent combo button.
+- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices.
+- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the pop-up on the left side (for small-button-looking combos).
+- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired pop-up height.
+- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific pop-up width/height constraints.
+- Combo: Offset popup position by border size so that a double border isn't so visible. (#707)
+- Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do).
+- InputText: Added ImGuiInputTextFlags_NoUndoRedo flag. (#1506, #1508) [@ibachar]
+- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417)
+- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window.
+- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test.
+- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823)
+- Window: Made it possible to use SetNextWindowPos() on a child window.
+- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame.
+- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822)
+- Window: Sizing fixes when using SetNextWindowSize() on individual axises.
+- Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694)
+- Window: Made mouse wheel scrolling accommodate better to windows that are smaller than the scroll step.
+- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout.
+  If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accommodate for the border size yourself.
+- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502)
+- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744)
+- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position.
+- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382).
+- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382)
+- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382).
+- IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382)
+- IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404)
+- IsWindowHovered(): Always return true when current window is being moved. (#1382)
+- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild).
+- Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab.
+- Scrolling: Fixed padding and scrolling asymmetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches.
+- Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins]
+- Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330)
+- MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners.
+- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better.
+- BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items.
+- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125)
+- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125)
+- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker]
+- Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125)
+- Indent(), Unindent(): Allow passing negative values.
+- ColorEdit4(): Made IsItemActive() return true when picker pop-up is active. (#1489)
+- ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text.
+- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143)
+- ColorPicker4(): Fixed continuously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489)
+- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger).
+- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423)
+- ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from scratch.
+- ImFont: Added GetDebugName() helper.
+- ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect]
+- ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags.
+- ImDrawList: Added ImDrawList::AddImageRounded() helper. (#845) [@thedmd]
+- ImDrawList: Refactored to make ImDrawList independent of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some.
+- ImDrawList: Exposed ImDrawCornerFlags, replaced occurrences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3).
+- ImVector: Added ImVector::push_front() helper.
+- ImVector: Added ImVector::contains() helper.
+- ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back().
+- Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103)
+- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field.
+  This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418)
+- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600)
+- Internals: Added SplitterBehavior() helper. (#319)
+- Internals: Added IM_NEW(), IM_DELETE() helpers. (#484, #504, #1517)
+- Internals: Basic refactor of the settings API which now allows external elements to be loaded/saved.
+- Demo: Added ShowFontSelector() showing loaded fonts.
+- Demo: Added ShowStyleSelector() to select among default styles. (#707)
+- Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow().
+- Demo: Style Editor: Added a "Simplified settings" sections with check-boxes for border size and frame rounding. (#707, #1019)
+- Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707)
+- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Added horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211)
+- Demo: Console: Fixed context menu issue. (#1404)
+- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is).
+- Demo: Constrained Resize: Added more test cases. (#1417)
+- Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window.
+- Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls.
+- Demo: The "Color Picker with Palette" demo supports drag and drop. (#143)
+- Demo: Display better mouse cursor info for debugging backends.
+- Demo: Stopped using rand() function in demo code.
+- Examples: Added a handful of extra comments (about fonts, third-party libraries used in the examples, etc.).
+- Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464)
+- Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relying on graphics library.
+- Fix for using alloca() in "Clang with Microsoft Codechain" mode.
+- Various fixes, optimizations, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.52 (2017-10-27)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.52
+
+Breaking Changes:
+
+- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again.
+- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete).
+- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete).
+- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382)
+- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which allows to do the same and more. Keep inline redirection function.
+- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
+- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
+- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
+- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
+
+Other Changes:
+
+- ProgressBar: fixed rendering when straddling rounded area. (#1296)
+- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics]
+- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4().
+- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane]
+- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317)
+- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for pop-ups and drag and drop behaviors: (relates to ~#439, #1013, #143, #925)
+  - `ImGuiHoveredFlags_AllowWhenBlockedByPopup`
+  - `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem`
+  - `ImGuiHoveredFlags_AllowWhenOverlapped`
+  - `ImGuiHoveredFlags_RectOnly`
+- Input: Added `IsMousePosValid()` helper.
+- Input: Added `GetKeyPressedAmount()` to easily measure press count when the repeat rate is faster than the frame rate.
+- Input/Focus: Disabled TAB and Shift+TAB when CTRL key is held.
+- CheckBox: Now rendering a tick mark instead of a full square.
+- ColorEdit4: Added "Copy as..." option in context menu. (#346)
+- ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber]
+- ColorButton: Reduced bordering artifact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled.
+- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color.
+- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`.
+- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame.
+- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine().
+- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!).
+- Window: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.).
+- Window: Added pivot parameter to `SetNextWindowPos()`, making it possible to center or right align a window. Obsoleted `SetNextWindowPosCenter()`.
+- Window: Fixed title bar color of top-most window under a modal window.
+- Window: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635)
+- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used.
+- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame.
+- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags.
+- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381)
+- Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439)
+- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439)
+- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available.
+- Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup().
+- MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch).
+- MenuItem: Made tick mark thicker (thick mark?).
+- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387)
+- ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368)
+- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368)
+- ImFont: Added `AddGlyph()` building helper for use by custom atlas builders.
+- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes.
+  After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons.
+- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen]
+- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42)
+- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some.
+- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options).
+- ImVector: added resize() variant with initialization value.
+- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable.
+- Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined.
+- Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses.
+- Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro]
+- Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys)
+- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it.
+- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038)
+- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane]
+- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style.
+- Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does.
+- Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot]
+- Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott]
+- Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333)
+- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut]
+- Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik]
+- Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!).
+- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch.
+- Various tweaks, fixes and documentation changes.
+
+Beta Navigation Branch:
+(Lots of work has been done toward merging the Beta Gamepad/Keyboard Navigation branch (#787) in master.)
+(Please note that this branch is always kept up to date with master. If you are using the navigation branch, some of the changes include:)
+- Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787)
+- Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787)
+- Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787)
+- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787)
+- Nav: Move requests now wrap vertically inside Menus and Pop-ups. (#787)
+- Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079).
+- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126)
+- Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787)
+- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787)
+- Nav: Fixed tool-tip from being selectable in the window selection list. (#787)
+- Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787)
+- Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787)
+- Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787)
+- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
+- Nav: Various internal refactoring.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.51 (2017-08-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.51
+
+Breaking Changes:
+
+Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection.
+
+- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete).
+- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete).
+- Renamed `IsMouseHoveringAnyWindow()` to `IsAnyWindowHovered()` for consistency. Kept inline redirection function (will obsolete).
+- Renamed `ImGuiCol_Columns***` enums to `ImGuiCol_Separator***`. Kept redirection enums (will obsolete).
+- Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete).
+- Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user!
+- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
+- Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`.
+- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
+- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!).
+- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function.
+- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237)
+- Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`.
+- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine!
+
+Other Changes:
+
+- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346)
+- Added flags to `ColorButton()`. (#346)
+- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut]
+- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.).
+- Added user-facing `IsPopupOpen()` function. (#891) [@mkeeter]
+- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs.
+- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload.
+- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration).
+- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges.
+- ImFontAtlas: Added `TexGlyphPadding` option. (#1282) [@jadwallis]
+- ImFontAtlas: Made it possible to override size of AddFontDefault() (even if it isn't really recommended!).
+- ImDrawList: Added `GetClipRectMin()`, `GetClipRectMax()` helpers.
+- Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000)
+- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747)
+- Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0]
+- Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056)
+- Columns: Added `SetColumnWidth()`. (#913) [@ggtucker]
+- Columns: Dragging a column preserve its width by default. (#913) [@ggtucker]
+- Columns: Fixed first column appearing wider than others. (#1266)
+- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138)
+- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizontal scrolling. (#519, #125, #913)
+- Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut]
+- Popups: Most pop-ups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu pop-up). The previous restriction was totally arbitrary. (#1252)
+- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862)
+- PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828)
+- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode]
+- Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246)
+- Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665).
+- [Windows] Clipboard: Fixed not closing Win32 clipboard on early open failure path. (#1264)
+- Removed an unnecessary dependency on int64_t which failed on some older compilers.
+- Demo: Rearranged everything under Widgets in a more consistent way.
+- Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913)
+- Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda]
+- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
+- Various other small fixes, tweaks, comments, optimizations.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.50 (2017-06-02)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.50
+
+Breaking Changes:
+
+- Added a void* user_data parameter to Clipboard function handlers. (#875)
+- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
+- Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency.
+- Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
+- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
+- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
+
+Other Changes:
+
+- InputText(): Added support for CTRL+Backspace (delete word).
+- InputText(): OSX uses Super+Arrows for home/end. Add Shortcut+Backspace support. (#650) [@michaelbartnett]
+- InputText(): Got rid of individual OSX-specific options in ImGuiIO, added a single io.OSXBehaviors flag. (#473, #650)
+- InputText(): Fixed pressing home key on last character when it isn't a trailing \n (#588, #815)
+- InputText(): Fixed state corruption/crash bug in stb_textedit.h redo logic when exhausting undo/redo char buffer. (#715. #681)
+- InputTextMultiline(): Fixed CTRL+DownArrow moving scrolling out of bounds.
+- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in a way that affects vertical scrollbar existence. (#725)
+- ImFormatString(): Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1. (#793)
+- BeginChild(const char*) now applies stack id to provided label, consistent with other widgets. (#894, #713)
+- SameLine() with explicit X position is relative to left of group/columns. (ref #746, #125, #630)
+- SliderInt(), SliderFloat() supports reverse direction (where v_min > v_max). (#854)
+- SliderInt(), SliderFloat() better support for when v_min==v_max. (#919)
+- SliderInt(), SliderFloat() enforces writing back value when interacting, to be consistent with other widgets. (#919)
+- SliderInt, SliderFloat(): Fixed edge case where style.GrabMinSize being bigger than slider width can lead to a division by zero. (#919)
+- Added IsRectVisible() variation with explicit start-end positions. (#768) [@thedmd]
+- Fixed TextUnformatted() clipping bug in the large-text path when horizontal scroll has been applied. (#692, #246)
+- Fixed minor text clipping issue in window title when using font straying above usual line. (#699)
+- Fixed SetCursorScreenPos() fixed not adjusting CursorMaxPos as well.
+- Fixed scrolling offset when using SetScrollY(), SetScrollFromPosY(), SetScrollHere() with menu bar.
+- Fixed using IsItemActive() after EndGroup() or any widget using groups. (#840, #479)
+- Fixed IsItemActive() lagging by one frame on initial widget activation. (#840)
+- Fixed Separator() zero-height bounding box resulting in clipping when laying exactly on top line of clipping rectangle (#860)
+- Fixed PlotLines() PlotHistogram() calling with values_count == 0.
+- Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty. (#923)
+- Fixed assert triggering when a window has zero rendering but has a callback. (#810)
+- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with certain style settings and zero WindowMinSize).
+- EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849)
+- BulletText(): Fixed stopping to display formatted string after the '##' mark.
+- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727)
+- Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse]
+- Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690)
+- Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706)
+- ImGuiListClipper: Fixed automatic-height calc path dumbly having user display element 0 twice. (#661, #716)
+- ImGuiListClipper: Fix to behave within column. (#661, #662, #716)
+- ImDrawList: Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (BREAKING API)
+- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the case already (pros: faster, cons: exercise less code).
+- ColorButton(): Fix ColorButton showing wrong hex value for alpha. (#1068) [@codecat]
+- ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form.
+- Shutdown() clear out some remaining pointers for sanity. (#836)
+- Added IMGUI_USE_BGRA_PACKED_COLOR option in imconfig.h (#767, #844) [@thedmd]
+- Style: Removed the inconsistent shadow under RenderCollapseTriangle() (~#707)
+- Style: Added ButtonTextAlign, ImGuiStyleVar_ButtonTextAlign. (#842)
+- ImFont: Allowing to use up to 0xFFFE glyphs in same font (increased from previous 0x8000).
+- ImFont: Added GetGlyphRangesThai() helper. [@nProtect]
+- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character.
+- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is.
+- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API)
+- Clarified asserts in CheckStacksSize() when there is a stack mismatch.
+- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586)
+- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976)
+- Updated stb_rect_pack.h to 0.10 (removed warnings). (#883)
+- Added ImGuiMouseCursor_None enum value for convenient usage by app/backends.
+- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API)
+- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222)
+- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917)
+- OS/Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714)
+- OS/Windows: No default IME handler when compiling for Windows using GCC. (#738)
+- OS/Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917)
+- Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839)
+- Demo: Added an extra 3-way columns demo.
+- Demo: ShowStyleEditor: show font character map / grid in more details.
+- Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end.
+- Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw]
+- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810)
+- Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807)
+- Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116)
+- Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman]
+- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824)
+- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems]
+- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909)
+- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937)
+- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800)
+- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity.
+- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+- Examples: SDL2: Added build .bat files for Win32.
+- Added various links to language/engine bindings.
+- Various other minor fixes, tweaks, comments, optimizations.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.49 (2016-05-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.49
+
+Breaking Changes:
+
+- Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection.
+- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial.
+- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`.
+- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(ImVec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer.
+- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
+  This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.)
+
+    ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
+    {
+       float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w));
+       float k = title_bg_col.w / new_a;
+       return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
+    }
+
+Other changes:
+
+- New version of ImGuiListClipper helper calculates item height automatically. See comments and demo code. (#662, #661, #660)
+- Added SetNextWindowSizeConstraints() to enable basic min/max and programmatic size constraints on window. Added demo. (#668)
+- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). Changed ImDrawList::PushClipRect() prototype. (#610)
+- Added IsRootWindowOrAnyChildHovered() helper. (#615)
+- Added TreeNodeEx() functions. (#581, #600, #190)
+- Added ImGuiTreeNodeFlags_Selected flag to display TreeNode as "selected". (#581, #190)
+- Added ImGuiTreeNodeFlags_AllowOverlapMode flag. (#600)
+- Added ImGuiTreeNodeFlags_NoTreePushOnOpen flag (#590).
+- Added ImGuiTreeNodeFlags_NoAutoOpenOnLog flag (previously private).
+- Added ImGuiTreeNodeFlags_DefaultOpen flag (previously private).
+- Added ImGuiTreeNodeFlags_OpenOnDoubleClick flag.
+- Added ImGuiTreeNodeFlags_OpenOnArrow flag.
+- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. For simple use case prefer using TreeAdvanceToLabelPos()+Text().
+- Added ImGuiTreeNodeFlags_Bullet flag, to add a bullet to Leaf node or replace Arrow with a bullet.
+- Added TreeAdvanceToLabelPos(), GetTreeNodeToLabelSpacing() helpers. (#581, #324)
+- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269)
+- Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet.
+- Added IsItemClicked() helper. (#581)
+- Added CollapsingHeader() variant with close button. (#600)
+- Fixed MenuBar missing lower border when borders are enabled.
+- InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601)
+- Style: Changed default IndentSpacing from 22 to 21. (#581, #324)
+- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artifact. (#655)
+  This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert.
+- Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping children. (#595)
+- Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set.
+- Indent(), Unindent(): optional non-default indenting width. (#324, #581)
+- Bullet(), BulletText(): Slightly bigger. Less polygons.
+- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656)
+- BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126)
+- BeginGroup(): fixed using within Columns set. (#630)
+- Fixed a lag in reading the currently hovered window when dragging a window. (#635)
+- Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579)
+- Scrollbar: minor fix for top-right rounding of scrollbar background when window has menu bar but no title bar.
+- MenuItem(): the check mark renders in disabled color when menu item is disabled.
+- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597)
+- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604)
+- ImDrawList: Added AddQuad(), AddQuadFilled() helpers.
+- ImDrawList: AddText() refactor, moving some code to ImFont, reserving less unused vertices when large vertical clipping occurs.
+- ImFont: Added RenderChar() helper.
+- ImFont: Added AddRemapChar() helper. (#609)
+- ImFontConfig: Clarified persistence requirement of GlyphRanges array. (#651)
+- ImGuiStorage: Added bool helper functions for completeness.
+- AddFontFromMemoryCompressedTTF(): Fix ImFontConfig propagation. (#587)
+- Renamed majority of use of the word "opened" to "open" for clarity. Renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(). (#625, #579)
+- Examples: OpenGL3: Saving/restoring glActiveTexture() state. (#602)
+- Examples: DirectX9: save/restore all device state.
+- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in a DirectXMath.h only environment. (#611)
+- Examples: DirectX10/X11: Apply depth-stencil state (no use of depth buffer). (#640, #636)
+- Examples: DirectX11/X11: Added comments on removing dependency on D3DCompiler. (#638)
+- Examples: SDL: Initialize video+timer subsystem only.
+- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.48 (2016-04-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.48
+
+Breaking Changes:
+
+- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
+- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of pop-ups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337)
+- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541)
+- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340)
+
+Other Changes:
+
+- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
+- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506)
+- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535)
+- IO: Added 'KeySuper' field to hold CMD keyboard modifiers for OS X. Updated all examples accordingly. (#473)
+- Added ImGuiWindowFlags_ForceVerticalScrollbar, ImGuiWindowFlags_ForceHorizontalScrollbar flags. (#476)
+- Added IM_COL32 macros to generate a U32 packed color, convenient for direct use of ImDrawList api. (#346)
+- Added GetFontTexUvWhitePixel() helper, convenient for direct use of ImDrawList api.
+- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting on double-click. (@zapolnov) (#516)
+- Begin(): made the close button explicitly set the boolean to false instead of toggling it. (#499)
+- BeginChild()/EndChild(): fixed incorrect layout to allow widgets submitted after an auto-fitted child window. (#540)
+- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window uses window padding. (#462)
+- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not honoring bordering. (#462, #503)
+- Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457)
+- SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517)
+- Combo(): Right-most button stays highlighted when pop-up is open.
+- Combo(): Display pop-up above if there's isn't enough space below / or select largest side. (#505)
+- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564)
+- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting variable (e.g. non saved local) can be passed.
+- InputText(): OS X friendly behaviors: Word movement uses ALT key; Shortcuts uses CMD key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473)
+- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541)
+- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555)
+- TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label.
+- ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346)
+- ColorEdit4(): Removed unnecessary calls to scanf() when idle in hexadecimal edit mode.
+- BeginPopupContextItem(), BeginPopupContextWindow(): added early out optimization.
+- CaptureKeyboardFromApp() / CaptureMouseFromApp(): added argument to allow clearing the capture flag. (#533)
+- ImDrawList: Fixed index-overflow check broken by AddText() casting current index back to ImDrawIdx. (#514)
+- ImDrawList: Fixed incorrect removal of trailing draw command if it is a callback command.
+- ImDrawList: Allow windows with only a callback only to be functional. (#524)
+- ImDrawList: Fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. (#457)
+- ImDrawList: Fixed ImDrawList::AddCircle() to fit precisely within bounding box like AddCircleFilled() and AddRectFilled(). (#457)
+- ImDrawList: AddCircle(), AddRect() takes optional thickness parameter.
+- ImDrawList: Added AddTriangle().
+- ImDrawList: Added PrimQuadUV() helper to ease custom rendering of textured quads (require primitive reserve).
+- ImDrawList: Allow AddText(ImFont\* font, float font_size, ...) variant to take NULL/0.0f as default.
+- ImFontAtlas: heuristic increase default texture width up for large number of glyphs. (#491)
+- ImTextBuffer: Fixed empty() helper which was utterly broken.
+- Metrics: allow to inspect individual triangles in draw calls.
+- Demo: added more draw primitives in the Custom Rendering example. (#457)
+- Demo: extra comments and example for PushItemWidth(-1) patterns.
+- Demo: InputText password demo filters out blanks. (#515)
+- Demo: Fixed malloc/free mismatch and leak when destructing demo console, if it has been used. (@fungos) (#536)
+- Demo: plot code doesn't use ImVector to avoid heap allocation and be more friendly to custom allocator users. (#538)
+- Fixed compilation on DragonFly BSD (@mneumann) (#563)
+- Examples: Vulkan: Added a Vulkan example (@Loftilus) (#549)
+- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your codebase shouldn't have DX device side-effects. (#570)
+- Examples: DX10, DX11: Fixed ImGui_ImplDX??_NewFrame() from recreating device objects if render isn't called (g_pVB not set).
+- Examples: OpenGL3: Fix BindVertexArray/BindBuffer order. (@nlguillemot) (#527)
+- Examples: OpenGL: skip rendering and calling glViewport() if we have zero-fixed buffer. (#486)
+- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one. (#468, #463)
+- Examples: SDL2+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn)
+- Various extra comments and clarification in the code.
+- Various other fixes and optimizations.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.47 (2015-12-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.47
+
+Changes:
+
+- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21)
+- Added ProgressBar(). (#333)
+- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374)
+- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied.
+- Added ImGuiIO::ClearInputCharacters() superfluous helper.
+- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions
+  would occasionally restore an incorrect clipping rectangle.
+- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged.
+- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize,
+  and WindowPadding < DisplaySafeAreaPadding.
+- Fixed border rendering in various situations when using non-pixel aligned glyphs.
+- Fixed border rendering of windows to always contain the border within the window.
+- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
+- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled.
+- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
+- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
+- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
+- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out
+  multiple item with different height on same line. (#414, #282)
+- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list.
+- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439)
+- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380)
+- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394)
+- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125)
+- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125)
+- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125)
+- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify.
+- ImFontAtlas: Updated stb_rect_pack.h to 0.08.
+- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed.
+- Demo: Added a simple "Property Editor" demo applet. (#125, #414)
+- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393)
+- Demo: Lots of extra comments, fixes.
+- Demo: Tweaks to Style Editor.
+- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway).
+- Examples: Added /Zi (output debug information) to Win32 batch files.
+- Examples: Various fixes for resizing window and recreating graphic context.
+- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441).
+- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411)
+- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399)
+- Examples: DirectX10: Added DirectX10 example. (#424)
+- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420)
+- Examples: DirectX11: Removed Debug flag from graphics context. (#415)
+- Examples: Added SDL+OpenGL3 example. (#356)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.46 (2015-10-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.46
+
+Changes:
+
+- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314)
+- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag.
+- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure.
+- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading
+  from the ImGuiIO structure (to match MemAlloc/MemFree)
+- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range.
+- Fixed mouse click detection when passing DeltaTime 0.0. (#338)
+- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame.
+- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377)
+- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316)
+- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211)
+- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size.
+- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334)
+- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339)
+- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling.
+- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360)
+- InputFloat() fixed explicit precision modifier, both display and input were broken.
+- PlotHistogram(): improved rendering of histogram with a lot of values.
+- Dummy(): creates an item so functions such as IsItemHovered() can be used.
+- BeginChildFrame() helper: added the extra_flags parameter.
+- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355).
+- Scrollbar: background color less translucent in default style so it works better when changing background color.
+- Scrollbar: fixed minor rendering offset when borders are enabled. (#365)
+- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318)
+- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled.
+- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1).
+- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327)
+- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348)
+- ImGuiTextFilter::Draw() helper return bool and build when filter is modified.
+- ImGuiTextBuffer: added c_str() helper.
+- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373)
+- ColorConvertFloat4ToU32() round the floats instead of truncating them.
+- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates.
+- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335)
+- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326)
+- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size.
+- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises.
+- Tools: binary_to_compressed_c.cpp: added -nocompress option.
+- Examples: Added example for the Marmalade platform.
+- Examples: Added batch files to build Windows examples with VS.
+- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347)
+- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.45 (2015-09-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.45
+
+Breaking Changes:
+
+- With the addition of better horizontal scrolling primitives I had to make some consistency fixes.
+  `GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()`
+  are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously.
+  It PROBABLY shouldn't break anything, but that depends on how you used them. Namely:
+  - If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem.
+    However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix.
+  - The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling.
+    Previously they were roughly interchangeable (roughly because the content region exclude window padding).
+
+Other Changes:
+
+- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246).
+- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246).
+- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which
+  define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived.
+- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled.
+- Added printf attribute to printf-like text formatting functions (Clang/GCC).
+- Added GetMousePosOnOpeningCurrentPopup() helper.
+- Added GetContentRegionAvailWidth() helper.
+- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307).
+- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311).
+- ImDrawList: Allow to override ImDrawIdx type (#292).
+- ImDrawList: Added an assert on overflowing index value (#292).
+- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments.
+- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287).
+- Fixed Bullet() inconsistent layout behaviour when clipped.
+- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup).
+- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so.
+- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack.
+- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282).
+- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282).
+- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child.
+- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned.
+- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default.
+- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border).
+- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags.
+- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279).
+- Demo: Fixed incorrectly formed string passed to Combo (#298).
+- Demo: Added simple Log demo.
+- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246).
+- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246)
+- Metrics: display indices along with triangles count (#299) and some internal state.
+- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer.
+- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values.
+- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness.
+- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly.
+- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299).
+- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler.
+- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11.
+- Examples: iOS: fixed missing files in project.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.44 (2015-08-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.44
+
+Breaking Changes:
+
+- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h.
+  Add the two extra .cpp to your project or #include them from another .cpp file. (#219)
+
+Other Changes:
+
+- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier
+  and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed
+  for forward-compatibility and code using those types/functions may occasionally break. (#219)
+- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call
+  the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused.
+- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()).
+- Added ImGuiWindowFlags_NoInputs for totally input-passthru window.
+- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels
+  before the right-most position of the contents region).
+- InputTextMultiline(): honor negative size consistently with other widgets that do so.
+- Combo() clamp popup to lower edge of visible area.
+- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer.
+- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format
+  string in InputInt* later).
+- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual.
+- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set.
+- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd.
+- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287)
+- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason.
+- ImDrawList: Added ImDrawList::AddText() shorthand helper.
+- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288)
+- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded
+  as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool.
+- Build fix for MinGW (#276).
+- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277).
+- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278)
+- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290).
+- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert
+  with odd fonts (#280)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.43 (2015-07-17)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.43
+
+Breaking Changes:
+
+- This is a rather important release and we unfortunately had to break the rendering API.
+  ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy.
+  Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+  Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles
+  using indices from the index buffer.
+- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update
+  your copy and you can ignore the rest.
+- The signature of the io.RenderDrawListsFn handler has changed
+  From:  ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+  To:    ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data)
+  With:  argument   'cmd_lists'        -> 'draw_data->CmdLists'
+         argument   'cmd_lists_count'  -> 'draw_data->CmdListsCount'
+         ImDrawList 'commands'         -> 'CmdBuffer'
+         ImDrawList 'vtx_buffer'       -> 'VtxBuffer'
+         ImDrawList  n/a               -> 'IdxBuffer' (new)
+         ImDrawCmd  'vtx_count'        -> 'ElemCount'
+         ImDrawCmd  'clip_rect'        -> 'ClipRect'
+         ImDrawCmd  'user_callback'    -> 'UserCallback'
+         ImDrawCmd  'texture_id'       -> 'TextureId'
+- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index
+  the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+  Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade!
+
+Other Changes:
+
+- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133).
+  Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged
+  enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41.
+  Made some extra effort in making the code run faster in your typical Debug build.
+- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains.
+- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing.
+- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke()
+  with optional anti-aliasing.
+- ImDrawList: Added AddRectFilledMultiColor() helper.
+- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged
+  back together (used by columns).
+- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands.
+- ImDrawList: Fixed window draw lists not destructed properly on Shutdown().
+- ImDrawData: Added DeIndexAllBuffers() helper.
+- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure.
+  - Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH).
+    Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing.
+  - Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242).
+  - Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232).
+  - Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220).
+- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization.
+- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag.
+- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag.
+- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification.
+- InputText: Fix for using END key on a multi-line text editor (#275)
+- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125)
+- Popups: Fixed Combo boxes inside menus. (#272)
+- Style: Added GrabRounding setting to make the sliders etc. grabs rounded.
+- Changed SameLine() parameters from int to float.
+- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere().
+- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the
+  right-side of the header.
+- Metrics window: calculate bounding box of actual vertices when hovering a draw list.
+- Examples: Showing more information in the Fonts section.
+- Examples: Added a gratuitous About window.
+- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering.
+- Examples: Fixed the SDL2 example to support Unicode text input (#274).
+
+
+-----------------------------------------------------------------------
+ VERSION 1.42 (2015-07-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.42
+
+Breaking Changes:
+
+- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete).
+- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent,
+  because positions (e.g. cursor position) are not equivalent to scrolling amount.
+- Removed obsolete GetDefaultFontData() function that would assert anyway.
+  If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11)
+
+Other Changes:
+
+- Added SDL2 example application (courtesy of @CedricGuillemet)
+- Added iOS example application (courtesy of @joeld42)
+- Added Allegro 5 example application (courtesy of @bggd)
+- Added TitleBgActive color in style so focused window is made visible. (#253)
+- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing.
+- Added DragFloatRange2() DragIntRange2() helpers. (#76)
+- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150)
+- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150).
+- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[].
+- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes.
+- MenuItem() can be activated on release. (#245)
+- Allowing NewFrame() with DeltaTime==0.0f to not assert.
+- Fixed IsMouseDragging(). (#260)
+- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is
+  a popup between mouse and the graph.
+- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders.
+- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257)
+- Fixed text baseline alignment of small button (no padding) after regular buttons.
+- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263)
+- Fixed warnings for more pedantic compiler settings (#258).
+- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize
+  lots of code. Yeah! (#262)
+- ImDrawList: store pointer to their owner name for easier auditing/debugging.
+- Examples: added scroll tracking example with SetScrollFromCursorPos().
+- Examples: metrics windows render clip rectangle when hovering over a draw call.
+- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up.
+- Added font links in extra_fonts/ + instructions for using compressed fonts in C array.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.41 (2015-06-26)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.41
+
+Breaking Changes:
+
+- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent).
+  Only makes a difference when texture have transparency.
+- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size).
+  Size override should be used very rarely so hopefully it doesn't affect many people. Sorry!
+
+Other Changes:
+
+- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather
+  big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option
+  for validating with Return or Ctrl+Return (#200).
+- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking
+  outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked.
+- Added GetGlyphRangesCyrillic() helper (#237).
+- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249)
+- Added IsWindowHovered() helper.
+- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248)
+- Allow Set*WindowSize() calls to be used with popups.
+- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc.
+- Window: fixed scrolling with mouse wheel while window was collapsed.
+- Window: fixed mouse wheel scroll issues.
+- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable.
+- InputText(): lifted character count limit.
+- InputText(): fixes in case of using per-window font scaling.
+- Selectable(), MenuItem(): do not use frame rounding for hovering/selection.
+- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups.
+- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125).
+- Combo(): Fixed issue with activating a Combo() not taking active id (#241).
+- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used.
+- BeginChildFrame(): returns bool like BeginChild() for clipping.
+- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue.
+- ImFont: ignoring '\r'.
+- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent.
+- ImFont: additional rendering optimizations.
+- Metrics windows display storage size.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.40 (2015-05-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.40
+
+Breaking Changes:
+
+- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus.
+  Use OpenPopup() to toggle the opened state and BeginPopup() to append.**
+- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used,
+  some code will possibly break if you didn't rely on the default parameter.
+  Use PushButtonRepeat()/PopButtonRepeat() to configure repeat.
+- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete)
+- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete).
+
+Other Changes:
+
+- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of
+  widgets in them (buttons, text inputs, sliders, etc.). (#126)
+- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state,
+  disabled mode. Menu items can be used in any window.
+- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar.
+  They will work inside a normal window but it will be a bit unusual.
+- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable).
+- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar.
+- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126).
+- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click.
+- Popups: Popups have borders by default (#197), attenuated border alpha in default theme.
+- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving
+  in corners. Tooltip always tries to stay away from mouse-cursor.
+- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*.
+- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures).
+- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click.
+- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate.
+- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button.
+- Removed the third 'repeat' parameter of Button().
+- Added IsAnyItemHovered() helper.
+- Added GetItemsLineHeightWithSpacing() helper.
+- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly.
+- Separator: within group start on group horizontal offset. (#205)
+- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206)
+- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214)
+- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed
+  unless you trapped exceptions).
+- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218)
+- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window.
+- Selectable: Handling text baseline alignment for line that aren't of text height.
+- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets.
+- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing,
+  should use the first line of the group, will implement in the future).
+- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors.
+- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false.
+- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled.
+- Plot: overlay label clipped within frame when not fitting.
+- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions.
+- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do).
+- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font.
+- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space.
+- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have
+  child overlapping items in parent window.
+- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name.
+  Allows a simple form of out-of-order appending.
+- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant.
+- Metrics: Added io.MetricsActiveWindows counter. (#213.
+- Metrics: Added io.MetricsAllocs counter (number of active memory allocations).
+- Metrics: ShowMetricsWindow() shows popups stack, allocations.
+- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips).
+- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
+- Style: Added style.ScrollbarRounding. (#212)
+- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper.
+- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222)
+- ImVector: tweak growth strategy, matches vector from VS2010.
+- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224)
+- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224)
+- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly.
+- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses.
+- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207)
+- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed.
+- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window.
+- Examples: Added Menu-bar example.
+- Examples: Added Simple Layout example.
+- Examples: AutoResize demo doesn't use TextWrapped().
+- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example.
+- Examples: DirectX9/11: Fixed key mapping for down arrow.
+- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155)
+- Examples: DirectX11: explicitly set rasterizer state.
+- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229)
+- Fixed build with Visual Studio 2008 (possibly earlier versions as well).
+- Other fixes, comments, tweaks.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.38 (2015-04-20)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.38
+
+Breaking Changes:
+
+- Renamed IsClipped() to IsRectClipped(). Kept inline redirection function (will obsolete).
+- Renamed ImDrawList::AddArc() to ImDrawList::AddArcFast().
+
+Other Changes:
+
+- Added DragFloat(), DragInt() widget, click and drag to adjust value with given step.
+  Hold SHIFT/ALT to speed-up/slow-down. Double-click or CTRL+click to input text.
+  Passing min >= max makes the widget unbounded.
+- Added DragFloat2(), DragFloat3(), DragFloat4(), DragInt2(), DragInt3(), DragInt4() helper variants.
+- Added ShowMetricsWindow() which is mainly useful to debug ImGui internals. Added IO.MetricsRenderVertices counter.
+- Added ResetMouseDragDelta() for iterative dragging operations.
+- Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool to compress a file and create a .c array from it.
+- Added PushId() GetId() variants that takes string range to avoid user making unnecessary copies.
+- Added IsItemVisible().
+- Fixed IsRectClipped() incorrectly returning false when log is enabled.
+- Slider: visual fix in the unlikely that style.GrabMinSize is larger than a slider.
+- SliderFloat: removed support for unbound slider (using FLT_MAX), caused various inconsistency. Use InputFloat()/DragFloat().
+- ColorEdit4: hide components prefix if there's no space for them.
+- Combo: adding frame padding inside the combo box.
+- Columns: mouse dragging uses absolute mouse coordinates.Fixed dragging left-most column of an auto-resizable window. #125
+- Selectable: render highlight into AutoFitPadding region but do not extend it, fixing visual gap.
+- Focus: Allow SetWindowFocus(NULL) to remove focus.
+- Focus: Clicking on void (outside an ImGui windows) loses keyboard-focus so application can use TAB.
+- Popup: Fixed hovering over a popup's child (popups disable hovering on other windows but not their childs) #197
+- Fixed active widget not releasing its active state while being clipped.
+- Fixed user-facing version of IsItemHovered() ignoring overlapping windows.
+- Fixed label vertical alignment for InputInt2(), InputInt3(), InputInt4().
+- Fixed new collapsed auto-resizing window with saved .ini settings not calculating their initial width #176
+- Fixed Begin() returning true on collapsed windows that had loaded settings #176
+- Fixed style.DisplaySafeAreaPadding handling from being applied on window prior to them auto-fitting.
+- ShowTestWindow(): added examples for DragFloat, DragInt and only custom label embedded in format strings.
+- ShowTestWindow(): fixed "manipulating titles" example not doing the right thing, broken in ff35d24
+- Examples: OpenGL/GLFW: Fixed modifier key state setting in GLFW callbacks.
+- Examples: OpenGL/GLFW: Added glBindTexture(0) in OpenGL fixed pipeline examples. Save restore current program and texture in the OpenGL3 example.
+- Examples: DirectX11: Removed unnecessary vertices conversion and CUSTOMVERTEX types.
+- Comments, fixes, tweaks.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.37 (2015-03-26)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.37
+
+Other Changes:
+
+- Added a more convenient three parameters version of Begin() which covers the common uses better.
+- Added mouse cursor types handling (resize, move, text input cursors, etc.) that user can query with GetMouseCursor(). Added demo and instructions in ShowTestWindow().
+- Added embedded mouse cursor data for MouseDrawCursor software cursor rendering, for consoles/tablets/etc. (#155).
+- Added first version of BeginPopup/EndPopup() helper API to create popup menus. Popups automatically lock their position to the mouse cursor when first appearing. They close  automatically when clicking outside, and inhibit hovering items from other windows when active (to allow for clicking outside). (#126)
+- Added thickness parameter to ImDrawList::AddLine().
+- Added ImDrawList::PushClipRectFullScreen() helper.
+- Added style.DisplaySafeAreaPadding which was previously hard-coded (useful if you can't see the edges of your display, e.g. TV screens).
+- Added CalcItemRectClosestPoint() helper.
+- Added GetMouseDragDelta(), IsMouseDragging() helpers, given a mouse button and an optional "unlock" threshold. Added io.MouseDragThreshold setting. (#167)
+- IsItemHovered() return false if another widget is active, aka we can't use what we are hovering now.
+- Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing the drop side of a drag'n drop operation).
+- IsItemhovered() include space taken by label and behave consistently for all widgets (#145)
+- Auto-filling child window feed their content size to parent (#170)
+- InputText() removed the odd ~ characters when clipping.
+- InputText() update its width in case of resize initiated programmatically while the widget is active.
+- InputText() last active preserve scrolling position. Reset scroll if widget size becomes bigger than contents.
+- Selectable(): not specifying a width defaults to using max of label width and remaining width.
+- Selectable(const char*, bool) version has bool defaulting to false.
+- Selectable(): fixed misusage of GetContentRegionMax().x leaking into auto-fitting.
+- Windows starting Collapsed runs initial auto-fit to retrieve a width for their title bar (#175)
+- Fixed new window from having an incorrect content size on their first frame, if queried by user. Fixed SetWindowPos/SetNextWindowPos having a side-effect size computation (#175)
+- InputFloat(): fixed label alignment if total widget width forcefully bigger than space available.
+- Auto contents size aware of enforced vertical scrollbar if window is larger than display size.
+- Fixed new windows auto-fitting bigger than their .ini saved size. This was a bug but it may be a desirable effect sometimes, may reconsider it.
+- Fixed negative clipping rectangle when collapsing windows that could affect manual submission to ImDrawList and end-user rendering function if unhandled (#177)
+- Fixed bounding measurement of empty groups (fix #162)
+- Fixed assignment order in Begin() making auto-fit size effectively lag by one frame. Also disabling "clamp into view" while windows are auto-fitting so that auto-fitting window in corners don't get pushed away.
+- Fixed MouseClickedPos not updated on double-click update (#167)
+- Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list. Fixed unmerged draw calls for software mouse cursor.
+- Fixed double-clicking on resize grip keeping the grip active if mouse button is kept held.
+- Bounding box tests exclude higher bound, so touching items (zero spacing) don't report double hover when cursor is on edge.
+- Setting io.LogFilename to NULL disable default LogToFile() (part of #175)
+- Tweak stb_textedit integration to be lenient if another piece of code are leaking their STB_TEXTEDIT definitions/symbols.
+- Shutdown() freeing a few extra vectors so they don't have to freed by destruction (#169)
+- Examples: OpenGL2/3 examples automatically hide the OS mouse cursor if software cursor rendering is used.
+- ShowTestWindow: Added Widgets Alignment demo under Layout section
+- ShowTestWindow: Added simple dragging widget example.
+- ShowTestWindow: Graph has checkbox under the label, also demo using BeginGroup/EndGroup().
+- ShowTestWindow: Using SetNextWindowSize() in examples to encourage its use.
+- Fixes, tweaks, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.36 (2015-03-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.36
+
+Other Changes:
+
+- Added ImGui::GetVersion(), IMGUI_VERSION (#127)
+- Added BeginGroup()/EndGroup() layout tools (#160).
+- Added Indent() / Unindent().
+- Added InputInt2(), InputInt3(), InputInt4() for completeness.
+- Added GetItemRectSize().
+- Added VSliderFloat(), VSliderInt(), vertical sliders.
+- Added IsRootWindowFocused(), IsRootWindowOrAnyChildFocused().
+- Added io.KeyAlt + support in examples apps, in prevision for future usage of Alt modifier (was missing).
+- Added ImGuiStyleVar_GrabMinSize enum value for PushStyleVar().
+- Various fixes related to vertical alignment of text after widget of varied sizes. Allow for multiple blocks of multiple lines text on the same "line". Added demos.
+- Explicit size passed to Plot*(), Button() includes the frame padding.
+- Style: Changed default Border and Column border colors to be most subtle.
+- Renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing.
+- Renamed GetWindowIsFocused() to IsWindowFocused(), kept inline redirection with old name (will obsolete).
+- Renamed GetItemRectMin()/GetItemRectMax() to GetItemRectMin()/GetItemRectMax(), kept inline redirection with old name (will obsolete).
+- Sliders: Fast-path when power=1.0f, also makes code easier to read.
+- Sliders: Fixed parsing of decimal precision back from format string when using %%.
+- Sliders: Fixed hovering bounding test excluding padding between outer frame and grab (there was a few pixels dead-zone).
+- Separator() logs itself as text when passing through text log.
+- Optimisation: TreeNodeV() early out if SkipItems is set without formatting.
+- Moved various static buffers into state. Increase the formatted string buffer from 1K to 3K.
+- Examples: Example console keeps focus on input box at all times.
+- Examples: Updated to GLFW 3.1. Moved to examples/libs/ folder.
+- Examples: Added 64-bit projects for MSVC.
+- Examples: Increase warning level from /W3 to /W4 for MSVC.
+- Examples: DirectX9: fixed duplicate creation of vertex buffer.
+- Renamed internal type ImGuiAabb to ImRect. Changed mentions of 'box' or 'aabb' to say 'rect'.
+- Tweaks, minor fixes and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.35 (2015-03-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.35
+
+Other Changes:
+
+- Examples: refactored all examples application to make it easier to isolate and grab the code you need for OpenGL 2/3, DirectX 9/11, and toward a more sensible format for samples.
+- Scrollbar grab have a minimum size (style.GrabSizeMin), always visible even with huge scroll amount. (#150).
+- Scrollbar: Clicking inside the grab box doesn't modify scroll value. Subsequent movement always relative.
+- Added "###" labelling syntax to pass a label that isn't part of the hashed ID (#107), e.g. ("%d###static_id",rand()).
+- Added GetColumnIndex(), GetColumnsCount() (#154)
+- Added GetScrollPosY(), GetScrollMaxY().
+- Fixed the Chinese/Japanese glyph ranges; include missing punctuations (#156)
+- Fixed Combo() and ListBox() labels not included in declared size, for use with SameLine(), etc. (fix #149, #151).
+- Fixed ListBoxHeader() incorrect handling of SkipItems early out when window is collapsed.
+- Fixed using IsItemHovered() after EndChild() (#151)
+- Fixed malformed UTF-8 decoding errors leading to infinite loops (#158)
+- InputText() handles buffer limit correctly for multi-byte UTF-8 characters, won't insert an incomplete UTF-8 character when reaching buffer limit (fix #158)
+- Handle double-width space (0x3000) in various places the same as single-width spaces, for Chinese/Japanese users.
+- Collapse triangle uses text color (not border color).
+- Fixed font fallback glyph width.
+- Renamed style.ScrollBarWidth to style.ScrollbarWidth to be consistent with other casing.
+- Windows: setup a default handler for ImeSetInputScreenPosFn so the IME dialog (for Japanese/Chinese, etc.) is positioned correctly as you input text.
+- Windows: default clipboard handlers for Windows handle UTF-8.
+- Examples: Fixed DirectX 9/11 examples applications handling of Microsoft IME.
+- Examples: Allow DirectX 9/11 examples applications to resize the window.
+- ShowTestWindow: Fixed "undo" button of custom rendering applet.
+- ShowTestWindow: Added "Manipulating Window Title" example.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.34 (2015-03-02)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.34
+
+Other Changes:
+
+- Added Bullet() helper - equivalent to BulletText(""), SameLine().
+- Added SetWindowFocus(), SetWindowFocus(const char*), SetNextWindowFocus() (#146)
+- Added SetWindowPos(), SetWindowSize(), SetWindowCollaposed() given a window name.
+- Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode() and consistent with other API.
+- Renamed ImGuiSetCondition_* to ImGuiSetCond_* and ImGuiCondition_FirstUseThisSession to ImGuiCond_Once.
+- Added missing definition for ImGui::GetWindowCollapsed().
+- Fixed GetGlyphRangesJapanese() actually missing katakana ranges and a few useful extensions.
+- Fixed clicking on a widget in a child window not focusing the parent window (#147).
+- Fixed clicking on empty space of child window not setting keyboard focus for the child window (#147).
+- Fixed IsItemHovered() behaving differently on Combo() (#145)
+- Fixed ColumnOffsets storage not honoring SetStateStorage() (not very useful but consistent).
+- Examples: Removed dependency on Glew for OpenGL examples. Removed Glew binaries for Windows.
+- Examples: Fixed link warning for OpenGL windows examples.
+- Comments, tweaks.
+
+-----------------------------------------------------------------------
+ VERSION 1.33b (2015-02-23)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.33b
+
+Other Changes:
+
+- Fixed resizing columns.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.33 (2015-02-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.33
+
+Other Changes:
+
+- InputText: having a InputText widget active doesn't steal mouse inputs from clicking on a button before losing focus (relate to #134)
+- InputText: cursor/selection/undo stack persist when using other widgets and getting back to same (#134).
+- InputText: fix effective buffer size being smaller than necessary by 1 byte (so if you give 3 bytes you can input 2 ascii chars + zero terminator, which is correct).
+- Added IsAnyItemActive().
+- Child window explicitly inherit collapse state from parent (so if user keeps submitting items even thought Begin has returned 'false' the child items will be clipped faster).
+- BeginChild() return a bool the same way Begin() does. if true you can skip submitting content.
+- Removed extraneous (1,1) padding on child window (pointed out in #125)
+- Columns: doesn't bail out when SkipItems is set (fix #136)
+- Columns: Separator() within column correctly vertical offset all cells (pointed out in #125)
+- GetColumnOffset() / SetColumnOffset() handles padding values more correctly so matching columns can be lined up between a parent and a child window (cf. #125)
+- Fix ImFont::BuildLookupTable() potential dangling pointer dereference (fix #131)
+- Fix hovering of child window extending past their parent not taking account of parent clipping rectangle (fix #137)
+- Sliders: value text is clipped inside the frame when resizing sliders to be small.
+- ImGuITextFilter::Draw() use regular width call rather than computing its own arbitrary width.
+- ImGuiTextFilter: can take a default filter string during construction.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.32 (2015-02-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.32
+
+Other Changes:
+
+- Added Selectable() building block for various list boxes, combo boxes, etc.
+- Added ListBox() (#129).
+- Added ListBoxHeader(), ListBoxFooter() for customized list traversal and creating multi-selection boxes.
+- Fixed title bar text clipping issue (fix #128).
+- InputText: added ImGuiInputTextFlags_CallbackCharFilter system for filtering/replacement (#130). Callback now passed an "EventFlag" parameter.
+- InputText: Added ImGuiInputTextFlags_CharsUppercase and ImGuiInputTextFlags_CharsNoBlank stock filters.
+- PushItemWidth() can take negative value to right-align items.
+- Optimisation: Columns offsets cached to avoid unnecessary binary search.
+- Optimisation: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when submitting thousands of clipped items).
+- Added ImGuiCol_ChildWindowBg, ImGuiStyleVar_ChildWindowRounding for completeness and flexibility.
+- Added BeginChild() variant that takes an ImGuiID.
+- Tweak default ImGuiCol_HeaderActive color to be less bright.
+- Calculate framerate for the user (IO.Framerate), as a purely luxurious feature and to reduce sample code size a little.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.31 (2015-02-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.31
+
+Other Changes:
+
+- Added ImGuiWindowFlags_NoCollapse flag.
+- Added a way to replace the internal state pointer so that we can optionally share it between modules (e.g. multiple DLLs).
+- Added tint_col parameter to ImageButton().
+- Added CalcListClipping() helper to perform faster/coarse clipping on user side (when manipulating lists with thousands of items).
+- Added GetCursorPosX() / GetCursorPosY() shortcuts.
+- Renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing().
+- Combo box always appears above other child windows of a same parent.
+- Combo/Label: label is properly clipped inside the frame (#23).
+- Added cpu-side text clipping functions which are used in some instances to avoid extra draw calls.
+- InputText: Filtering private Unicode range 0xE000-0xF8FF.
+- Fixed holding button over scrollbar creating a small feedback loop with calculation of contents size.
+- Calling SetCursorPos() automatically extends the contents size.
+- Track ownership of mouse clicks. Avoid requesting IO.WantCaptureMouse if initial click was outside of ImGui.
+- Removed the dependency on realloc().
+- Other fixes, tweaks and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.30 (2015-02-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.30
+
+Breaking Changes:
+
+- Big update! Initialisation had to be changed. You don't need to load PNG data anymore. The new system gives you uncompressed texture data.
+  - This sequence:
+      const void* png_data;
+      unsigned int png_size;
+      ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+      // <Copy to GPU>
+  - Became:
+      unsigned char* pixels;
+      int width, height;
+      // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f);  // Optionally load another font
+      io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+      // <Copy to GPU>
+      io.Fonts->TexID = (your_texture_identifier);
+  - PixelCenterOffset has been removed and isn't a necessary setting anymore. Offset your projection matrix by 0.5 if you have rendering problems.
+
+Other Changes:
+
+- Loading TTF files with stb_truetype.h.
+- We still embed a compressed pixel-perfect TTF version of ProggyClean for convenience.
+- Runtime font rendering is a little faster than previously.
+- You can load multiple fonts with multiple size inside the font atlas. Rendering with multiple fonts are still merged into a single draw call whenever possible.
+- The system handles UTF-8 and provide ranges to easily load e.g. characters for Japanese display.
+- Added PushFont() / PopFont().
+- Added Image() and ImageButton() to display your own texture data.
+- Added callback system in command-list. This can be used if you want to do your own rendering (e.g. render a 3D scene) inside ImGui widgets.
+- Added IsItemActive() to tell if last widget is being held / modified (as opposed to just being hovered). Useful for custom dragging behaviors.
+- Style: Added FrameRounding setting for a more rounded look (default to 0 for now).
+- Window: Fixed using multiple Begin/End pair on the same wnidow.
+- Window: Fixed style.WindowMinSize not being honored properly.
+- Window: Added SetCursorScreenPos() helper (WindowPos+CursorPos = ScreenPos).
+- ColorEdit3: clicking on color square change the edition. The toggle button is hidden by default.
+- Clipboard: Fixed logging to clipboard on architectures where va_list are passed by reference to vsnprintf.
+- Clipboard: Improve memory reserve policy for Clipboard / ImGuiTextBuffer.
+- Tooltip: Always auto-resize.
+- Tooltip: Fixed TooltigBg color not being honored properly.
+- Tooltip: Allow SetNextWindowPos() to be used on tooltips.
+- Added io.DisplayVisibleMin / io.DisplayVisibleMax to ease integration of virtual / scrolling display.
+- Added Set/GetVoidPtr in ImGuiStorage.
+- Added ColorConvertHSVtoRGB, ColorConvertRGBtoHSV, ColorConvertFloat4ToU32 helpers.
+- Added ImColor() inline helper to easily convert colors to packed 4x1 byte or 4x1 float formats.
+- Added io.MouseDrawCursor option to draw a mouse cursor for now (on systems that don't have one)
+- Examples: Added custom drawing app example for using ImDrawList api.
+- Lots of others fixes, tweaks and comments!
+
+
+-----------------------------------------------------------------------
+ VERSION 1.20 (2015-01-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.20
+
+- Fixed InputInt() InputFloat() label not declaring their width, breaking usage of SameLine().
+- Fixed hovering of combo boxes that extend beyond the parent window limits.
+- Fixed text input of Unicode character in the 128-255 range.
+- Fixed clipboard pasting into an InputText box not filtering the characters according to contents semantic.
+- Dragging outside area of a widget while it is active doesn't trigger hover on other widgets.
+- Activating widget bring parent window to front if not already.
+- Checkbox and Radio buttons activate on click-release to be consistent with other widgets and most UI.
+- InputText() nows consume input characters immediately so they cannot be reused if ImGui::Update is called again with a call to ImGui::Render(). (fixes #105)
+- Examples: Console: added support for History callbacks + some cleanup.
+- Various small optimisations.
+- Cleanup and other fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.19 (2014-12-30)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.19
+
+- Tightening default style a little.
+- Added ImGuiStyleVar_WindowRounding enum for PushStyleVar() API.
+- Added SliderInt2(), SliderInt3(), SliderInt4() for consistency.
+- Widgets more consistently handle empty labels (starting with ## mark) for their size calculation.
+- Fixed crashing with zero sized frame-buffer.
+- Fixed ImGui::Combo() not registering its size properly when clipped out of screen.
+- Renamed second parameter to Begin() to 'bool* p_opened' to be a little more self-explanatory. Added more comments on the use of Begin().
+- Logging: Added LogText() to pass text straight to the log output (tty/clipboard/file) without rendering it.
+- Logging: Added LogFinish() to stop logging at an arbitrary point.
+- Logging: Log depth padding relative to start depth.
+- Logging: Tree nodes and headers looking better when logged to text.
+- Logging: Log outputs \r\n under Windows to play it nicely with \n unaware tools such as Notepad.
+- Style editor: added a button to output colors to clipboard/tty.
+- OpenGL3 example: fix growing of VBO.
+- Cleanup and other minor fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.18 (2014-12-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.18
+
+- Added ImGuiWindowFlags_NoScrollWithMouse, disable mouse wheel scrolling on a window.
+- Added ImGuiWindowFlags_NoSavedSettings, disable loading/saving window state to .ini file.
+- Added SetNextWindowPos(), SetNextWindowSize(), SetNextWindowCollapsed() API along with SetWindowPos(), SetWindowSize(), SetWindowCollapsed(). All functions include an optional second parameter to easily set current value vs session default value vs persistent default value.
+- Removed rarely useful SetNewWindowDefaultPos() in favor of new API.
+- Fixed hovering of lower-right resize grip when it is above a child window.
+- Fixed InputInt() writing to output when it doesn't need to.
+- Added IMGUI_INCLUDE_IMGUI_USER_H define to include user file at the bottom of imgui.h without modifying the vanilla distribution.
+- ImGuiStorage helper can store float + added helpers to get pointer to stored data.
+- Setup Travis CI integration. Builds the OpenGL examples on Linux with GCC and Clang.
+- Examples: Added a "Fixed overlay" example in ShowTestWindow().
+- Examples: Re-added OpenGL 3 programmable-pipeline example (along with the existing fixed pipeline example).
+- Examples: OpenGL examples can now resize the application window.
+- Other minor fixes and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.17 (2014-12-03)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.17
+
+- Added ImGuiWindowFlags_AlwaysAutoResize + example app.
+- Calling ImGui::SetWindowSize(0,0) force an autofit without zero-sizing first.
+- ImGui::InputText() support for completion/history/custom callback + added fancy completion example in the console demo app.
+- Not word-wrapping on apostrophes.
+- Increased visibility of check box and radio button with smaller size.
+- Smooth mouse scrolling on OSX (uses floating point scroll/wheel input).
+- New version of IMGUI_ONCE_UPON_A_FRAME helper macro that works with all compilers.
+- Moved IO.Font*** options to inside the IO.Font-> structure.. Added IO.FontGlobalScale setting (in addition to Font->Scale per individual font).
+- Fixed more Clang -Weverything warnings.
+- Examples: Added DirectX11 example application.
+- Examples: Created single .sln solution for all example projects.
+- Examples: Fixed DirectX9 example window initially showing an hourglass cursor.
+- Examples: Removed Microsoft IME handler in examples, too niche/confusing. Moved equivalent code to imgui.cpp instruction block.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.16b (2014-11-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.16b
+
+- Fix broken PopStyleVar() crashing.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.16 (2014-11-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.16
+
+- General fixing of Columns API to allow filling a cell with multiple widgets before switching to the next column.
+- Added documentation INDEX to top of imgui.cpp.
+- Fixed unaligned memory access for Emscripten compatibility.
+- Various pedantic warning fixes (now testing with Clang).
+- Added extra asserts to catch incorrect usage.
+- PushStyleColor() / PushStyleVar() can be used outside the scope of a window (namely to change variables that are used within the Begin() call).
+- PushTextWrapPos() defaults to 0.0 (right-end of current drawing region).
+- Fixed compatibility with std::vector if user decide to #define ImVector.
+- MouseWheel input is now normalized.
+- Added IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT compile-time option to redefine the vertex layout.
+- Style editor: colors listed inside a scrolling region.
+- Examples: tweaks and fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.15 (2014-11-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.15
+
+- Renamed IsHovered() to IsItemHovered().
+- Added word-wrapping API: TextWrapped(), PushTextWrapPos(), PopTextWrapPos().
+- Added IsItemFocused() to tell if last widget is being focused for keyboard input.
+- Added overloads of ImGui::PlotLines() and ImGui::PlotHistogram() taking a function pointer to get values.
+- Added SetWindowSize().
+- Added GetContentRegionMax() supporting columns. Some bug fixes with using columns.
+- Added PushStyleVar(),PopStyleVar() helpers to modify style from user code.
+- Added dummy IMGUI_API definition in front of all entry-points for silly DLL action.
+- Allowing BeginChild() allows to specify negative sizes to specify "use remaining minus xx".
+- Windows with the NoResize flag can still use auto-fitting.
+- Added a simple example console into the demo window.
+- Comments and fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.14 (2014-10-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.14
+
+- Comments and fixes.
+- Added SetKeyboardFocusHere() to set input focus from code.
+- Added GetWindowFont(), GetWindowFontSize() for users of the low-level ImDrawList API.
+- Added a UserData void *pointer so that the callback functions can access user state "Just in case a project has adverse reactions to adding globals or statics in their own code."
+- Renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL
+
+
+----------------------------------------------------------------------
+ VERSION 1.13 (2014-09-30)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.13
+
+- Added support for UTF-8 for international text display and text edition/input (if the font supports it).
+- Added sample "M+ font" by Coji Morishita in extra_fonts/ to display Japanese text.
+- Added IO.ImeSetInputScreenPosFn callback for positioning OS IME input.
+- Added IO.FontFallbackGlyph (default to '?').
+- OpenGL example: added commented code to load custom font from file-system.
+- OpenGL example: shared makefile for Linux and MacOSX.
+
+
+----------------------------------------------------------------------
+ VERSION 1.12 (2014-09-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.12
+
+- Added IO.FontBaseScale value for easy scaling of all windows.
+- Added IsMouseHoveringWindow(), IsMouseHoveringAnyWindow(), IsPosHoveringAnyWindow() helpers.
+- Added va_list variations of all functions taking ellipsis (...) parameters.
+- Added section in documentation to explicitly document cases of API breaking changes (e.g. renamed IM_MALLOC below).
+- Moved IM_MALLOC / IM_FREE defines. to IO structure members that can be set at runtime (also allowing precompiled ImGui to cover more use cases).
+- Fixed OpenGL samples for Retina display.
+- Comments and minor fixes.
+
+
+----------------------------------------------------------------------
+ VERSION 1.11 (2014-09-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.11
+
+- Added more comments in the code.
+- Made radio buttons render ascii when logged into tty/file/clipboard.
+- Added ImGuiInputTextFlags_EnterReturnsTrue flag to InputText() and variants.
+- Added #define IMGUI_INCLUDE_IMGUI_USER_CPP to optionally include imgui_user.cpp from the end of imgui.cpp
+- Fixed file-descriptor leak if ImBitmapFont::LoadFromFile() calls to fseek/ftell fails.
+
+
+----------------------------------------------------------------------
+ VERSION 1.10 (2014-08-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.10
+
+- User can override memory allocators by #define-ing IM_MALLOC, IM_FREE, IM_REALLOC,
+- Added SetCursorPosX(), SetCursorPosY() shortcuts.
+- Checkbox() returns true when pressed.
+- Added optional external fonts data in extra_fonts/ for reference.
+- Removed the need to setup IO.FontHeight when using a custom font.
+- Added comments on external fonts usage.
+
+
+----------------------------------------------------------------------
+ VERSION 1.09 (2014-08-28)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
+
+Breaking Changes:
+
+- The behaviour of PixelCenterOffset changed! You may need to change your value if you had set it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering uses some form of multisampling.
+
+Other Changes:
+
+- Various minor render tweaks and fixes. Better support for renderers using multisampling.
+- Moved IMGUI_FONT_TEX_UV_FOR_WHITE #define to a variable in the IO structure so font can be changed at runtime.
+- Minor other fixes, tweaks, comments.
+
+
+----------------------------------------------------------------------
+ VERSION 1.08 (2014-08-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.08
+
+- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
+- Fixed file descriptor leak on LoadSettings() failure.
+- Fix type conversion compiler warnings.
+- Added basic sizes edition in the style editor.
+- Added CalcTextSize(), GetCursorScreenPos() functions.
+- Disable client state in OpenGL example after rendering.
+- Converted all Tabs to Spaces in sources.
+
+
+----------------------------------------------------------------------
+ VERSION 1.07 (2014-08-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.07
+
+- Added InputFloat4(), SliderFloat4() helpers.
+- Added global Alpha in ImGuiStyle structure. When Alpha=0.0, ImGui skips most of logic and all rendering processing.
+- Fix clipping of title bar text.
+- Fix to allow the user to call NewFrame() multiple times without calling Render().
+- Reduce inner window clipping to take account for the extend of CollapsingHeader() - share same clipping rectangle.
+- Fix for child windows with inverted clip rectangles (when scrolled and out of screen, Etc.).
+- Minor fixes, tweaks, comments.
+
+
+----------------------------------------------------------------------
+ VERSION 1.06 (2014-08-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.06
+
+- Added BeginTooltip()/EndTooltip() helpers to create tooltips with custom contents.
+- Added TextColored() helper.
+- Added a 'stride' parameter to PlotLines() / PlotHistogram().
+- Fixed PlotLines() / PlotHistogram() from occasionally wrapping back to the most-left value.
+- TreeNode() / CollapsingHeader() ignore clicks when CTRL or SHIFT are held.
+- Slowed down mouse wheel scrolling inside combo boxes.
+- Minor tweaks.
+- Fixed trailing '\n' in text strings reporting extra line height.
+- Fixed tooltip position needlessly leaking into .ini file.
+- Fixed invalid .ini file data persistently being saved back into the file.
+
+
+----------------------------------------------------------------------
+ VERSION 1.05 (2014-08-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.05
+
+- Added default clipboard functions for Windows + "private" clipboard on other systems (user can still override).
+- Fixed logarithmic sliders and HSV conversions on Mac/Linux.
+- Tidying up example applications so it looks easier to just grab code.
+- Added GetItemBoxMin(), GetItemBoxMax().
+- Tweaks, more consistent #define names.
+- Fix for doing multiple Begin()/End() during the same frame.
+
+
+----------------------------------------------------------------------
+ VERSION 1.04 (2014-08-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.04
+
+- Fixes (v1.03 introduced a bug with combo box & scissoring bug OpenGL sample).
+- Added ImGui::InputFloat2() and ImGui::SliderFloat2() functions.
+
+
+----------------------------------------------------------------------
+ VERSION 1.03 (2014-08-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.03
+
+- OpenGL example now use the fixed function-pipeline + cleanups, down by 150 lines.
+- Added quick & dirty Makefiles for MacOSX and Linux.
+- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimisations.
+- Fixed warnings for more stringent compilation settings.
+
+
+----------------------------------------------------------------------
+ VERSION 1.02 (2014-08-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.02
+
+- Comments.
+- Portability fixes.
+- Fixing and tidying up sample applications.
+- Checkboxes and radio buttons can be clicked on their labels as well as their icon.
+- Checkboxes and radio buttons display in a different color when hovered.
+
+
+----------------------------------------------------------------------
+ VERSION 1.01 (2014-08-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.01
+
+- Added PixelCenterOffset for OpenGL/DirectX compatibility.
+- Commented and tweaked samples.
+- Added Git ignore list.
+
+
+----------------------------------------------------------------------
+ VERSION 1.00 (2014-08-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.00
+
+- Initial release.
+
diff --git a/third_party/imgui/docs/CONTRIBUTING.md b/third_party/imgui/docs/CONTRIBUTING.md
new file mode 100644
index 0000000000000000000000000000000000000000..5cc9cdb53f40b066257a30429773832c45ba14e8
--- /dev/null
+++ b/third_party/imgui/docs/CONTRIBUTING.md
@@ -0,0 +1,81 @@
+# Contributing Guidelines
+
+## Index
+
+- [Getting Started & General Advice](#getting-started--general-advice)
+- [Issues vs Discussions](#issues-vs-discussions)
+- [How to open an Issue](#how-to-open-an-issue)
+- [How to open a Pull Request](#how-to-open-a-pull-request)
+- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement)
+
+## Getting Started & General Advice
+
+- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
+- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started), [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
+- Please read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) if your question relates to setting up Dear ImGui.
+- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
+- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
+- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
+- Please use the search function of your IDE to search for symbols and comments related to your situation.
+- Please use the search function of GitHub to look for similar topics (always include 'Closed' issues/pr in your search).
+- You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
+- Please use a web search engine to look for similar issues.
+- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
+- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/).
+
+## 'Issues' vs 'Discussions'
+
+We are happy to use 'Issues' for many type of open-ended questions. We are encouraging 'Issues' becoming an enormous, centralized and cross-referenced database of Dear ImGui contents.
+
+Only if you:
+- Cannot BUILD or LINK examples.
+- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine.
+- Cannot LOAD a font.
+
+Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
+
+If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue. 
+
+## How to open an issue
+
+You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.**
+
+Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans.
+
+**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.**
+
+Steps:
+
+- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
+- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
+- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**.  Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried.
+- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
+- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
+- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
+- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled. 
+- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
+- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
+- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
+
+**Some unfortunate words of warning**
+- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity.
+- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
+
+If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
+
+## How to open a Pull Request
+
+- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. 
+- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
+- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/). 
+- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
+- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
+- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample). 
+- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
+
+## Copyright / Contributor License Agreement
+
+Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
+
+You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.
+
diff --git a/third_party/imgui/docs/EXAMPLES.md b/third_party/imgui/docs/EXAMPLES.md
new file mode 100644
index 0000000000000000000000000000000000000000..66ad24ef7f81c047b70be7e56dedebcb0c287d65
--- /dev/null
+++ b/third_party/imgui/docs/EXAMPLES.md
@@ -0,0 +1,212 @@
+_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_
+
+## Dear ImGui: Examples
+
+**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
+platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
+
+The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
+integrating Dear ImGui in your own application/game/engine.
+**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
+
+You can find Windows binaries for some of those example applications at:
+  https://www.dearimgui.com/binaries
+
+
+### Getting Started
+
+Integration in a typical existing application, should take <20 lines when using standard backends.
+
+```cpp
+At initialization:
+  call ImGui::CreateContext()
+  call ImGui_ImplXXXX_Init() for each backend.
+
+At the beginning of your frame:
+  call ImGui_ImplXXXX_NewFrame() for each backend.
+  call ImGui::NewFrame()
+
+At the end of your frame:
+  call ImGui::Render()
+  call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
+
+At shutdown:
+  call ImGui_ImplXXXX_Shutdown() for each backend.
+  call ImGui::DestroyContext()
+```
+
+Main resource:
+- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
+
+Additional resources:
+- Read FAQ at https://www.dearimgui.com/faq
+- Read 'PROGRAMMER GUIDE' section in imgui.cpp.
+- Read the comments and instruction at the top of each file.
+
+If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
+files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
+Changelog, so if you want to update them later it will be easier to catch up with what changed.
+
+
+### Examples Applications
+
+[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/) <BR>
+Allegro 5 example. <BR>
+= main.cpp + imgui_impl_allegro5.cpp
+
+[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
+Android + OpenGL3 (ES) example. <BR>
+= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
+
+[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
+OSX & iOS + Metal example. <BR>
+= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
+It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
+You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
+
+[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
+OSX + OpenGL2 example. <BR>
+= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp <BR>
+(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
+ You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
+
+[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
+GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR>
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
+Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
+
+[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
+GLFW (Mac) + Metal example. <BR>
+= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
+
+[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
+GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
+**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
+This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
+If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
+make things more complicated, will require your code to reset many GL attributes to their initial
+state, and might confuse your GPU driver. One star, not recommended.
+
+[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
+GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
+This uses more modern GL calls and custom shaders.<BR>
+This support building with Emscripten and targeting WebGL.<BR>
+Prefer using that if you are using modern GL or WebGL in your application.
+
+[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
+GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
+This is quite long and tedious, because: Vulkan.
+For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
+
+[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/) <BR>
+GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. <BR>
+= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
+Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
+
+[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
+Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
+= main.cpp <BR>
+This is used to quickly test compilation of core imgui files in as many setups as possible.
+Because this application doesn't create a window nor a graphic context, there's no graphics output.
+
+[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR>
+SDL2 + DirectX11 example, Windows only. <BR>
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR>
+This to demonstrate usage of DirectX with SDL2.
+
+[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/) <BR>
+SDL2 + Metal example, Mac only. <BR>
+= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm
+
+[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/) <BR>
+SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp <BR>
+**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
+This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
+If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
+make things more complicated, will require your code to reset many GL attributes to their initial
+state, and might confuse your GPU driver. One star, not recommended.
+
+[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/) <BR>
+SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
+This uses more modern GL calls and custom shaders. <BR>
+This support building with Emscripten and targeting WebGL.<BR>
+Prefer using that if you are using modern GL or WebGL in your application.
+
+[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
+SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
+This requires SDL 2.0.18+ (released November 2021) <BR>
+
+[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
+SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR>
+This is quite long and tedious, because: Vulkan. <BR>
+For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
+
+[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
+DirectX9 example, Windows only. <BR>
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
+
+[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/) <BR>
+DirectX10 example, Windows only. <BR>
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
+
+[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/) <BR>
+DirectX11 example, Windows only. <BR>
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
+
+[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/) <BR>
+DirectX12 example, Windows only. <BR>
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
+This is quite long and tedious, because: DirectX12.
+
+[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
+Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
+
+
+### Miscellaneous
+
+**Building**
+
+Unfortunately nowadays it is still tedious to create and maintain portable build files using external
+libraries (the kind we're using here to create a window and render 3D triangles) without relying on
+third party software and build systems. For most examples here we choose to provide:
+ - Makefiles for Linux/OSX
+ - Batch files for Visual Studio 2008+
+ - A .sln project file for Visual Studio 2012+
+ - Xcode project files for the Apple examples
+Please let us know if they don't work with your setup!
+You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
+directly with a command-line compiler.
+
+If you are interested in using Cmake to build and links examples, see:
+  https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
+
+**About mouse cursor latency**
+
+Dear ImGui has no particular extra lag for most behaviors,
+e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
+to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
+
+However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
+path and will feel smoother than the majority of contents rendered via regular graphics API (including,
+but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
+as the mouse, that disconnect may be jarring to particularly sensitive users.
+You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
+using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
+regularly rendered software cursor.
+However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
+all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
+when an interactive drag is in progress.
+
+Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
+If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
+drawing a flat 2D shape directly under the mouse cursor!
+
diff --git a/third_party/imgui/docs/FAQ.md b/third_party/imgui/docs/FAQ.md
new file mode 100644
index 0000000000000000000000000000000000000000..4e2a425763526caf0da0ec984d1cbcf772fd992e
--- /dev/null
+++ b/third_party/imgui/docs/FAQ.md
@@ -0,0 +1,708 @@
+# FAQ (Frequently Asked Questions)
+
+You may link to this document using short form:
+  https://www.dearimgui.com/faq
+or its real address:
+  https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
+or view this file with any Markdown viewer.
+
+
+## Index
+
+| **Q&A: Basics** |
+:---------------------------------------------------------- |
+| [Where is the documentation?](#q-where-is-the-documentation) |
+| [What is this library called?](#q-what-is-this-library-called) |
+| [Which version should I get?](#q-which-version-should-i-get) |
+| **Q&A: Integration** |
+| **[How to get started?](#q-how-to-get-started)** |
+| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
+| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
+| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
+| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
+| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
+| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
+| **Q&A: Usage** |
+| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
+| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
+| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
+| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
+| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
+| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
+| **Q&A: Fonts, Text** |
+| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) |
+| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
+| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
+| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
+| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
+| **Q&A: Concerns** |
+| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
+| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui)  |
+| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
+| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
+| **Q&A: Community** |
+| [How can I help?](#q-how-can-i-help) |
+
+
+# Q&A: Basics
+
+### Q: Where is the documentation?
+
+**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.**
+- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
+- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application.
+- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
+- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
+- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
+- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
+- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
+- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
+- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
+- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts.
+
+##### [Return to Index](#index)
+
+---
+
+### Q. What is this library called?
+
+**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
+
+(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: Which version should I get?
+I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
+
+You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes:
+- [Docking features](https://github.com/ocornut/imgui/wiki/Docking)
+- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports)
+
+Many projects are using this branch and it is kept in sync with master regularly.
+
+##### [Return to Index](#index)
+
+----
+
+# Q&A: Integration
+
+### Q: How to get started?
+
+Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). <BR>
+Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
+Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
+Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
+The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
+
+For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
+
+You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
+- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application.
+- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application.
+- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
+
+Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons.
+
+```cpp
+void MyLowLevelMouseButtonHandler(int button, bool down)
+{
+    // (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
+    ImGuiIO& io = ImGui::GetIO();
+    io.AddMouseButtonEvent(button, down);
+
+    // (2) ONLY forward mouse data to your underlying app/game.
+    if (!io.WantCaptureMouse)
+        my_game->HandleMouseData(...);
+}
+```
+
+**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
+
+**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I enable keyboard or gamepad controls?
+- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
+- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
+- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
+- See [Control Sheets for Gamepads](https://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
+- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
+- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy)
+This is the preferred solution for developer productivity.
+In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple
+and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
+to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
+Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
+- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
+- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
+- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
+Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU.
+- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
+- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
+### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
+You are probably mishandling the clipping rectangles in your render function.
+Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
+Rectangles provided by Dear ImGui are defined as
+`(x1=left,y1=top,x2=right,y2=bottom)`
+and **NOT** as
+`(x1,y1,width,height)`.
+Refer to rendering backends in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder for references of how to handle the `ClipRect` field.
+For example, the [DirectX11 backend](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp) does this:
+```cpp
+// Project scissor/clipping rectangles into framebuffer space
+ImVec2 clip_off = draw_data->DisplayPos;
+ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+    continue;
+
+// Apply scissor/clipping rectangle
+const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ctx->RSSetScissorRects(1, &r);
+```
+
+##### [Return to Index](#index)
+
+---
+
+# Q&A: Usage
+
+### Q: About the ID Stack system...
+### Q: Why is my widget not reacting when I click on it?
+### Q: Why is the wrong widget reacting when I click on one?
+### Q: How can I have widgets with an empty label?
+### Q: How can I have multiple widgets with the same label?
+### Q: How can I have multiple windows with the same label?
+
+**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
+<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
+<table>
+<tr>
+<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
+<td>
+<pre lang="cpp">
+ImGui::Begin("Incorrect!");
+ImGui::DragFloat2("My value", &objects[0]->pos.x);
+ImGui::DragFloat2("My value", &objects[1]->pos.x);
+ImGui::DragFloat2("My value", &objects[2]->pos.x);
+ImGui::End();
+&nbsp;
+ImGui::Begin("Correct!");
+ImGui::DragFloat2("My value", &objects[0]->pos.x);
+ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
+ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
+ImGui::End();
+&nbsp;
+ImGui::Begin("Also Correct!");
+for (int n = 0; n < 3; n++)
+{
+    ImGui::PushID(n);
+    ImGui::DragFloat2("My value", &objects[n]->pos.x);
+    ImGui::PopID();
+}
+ImGui::End();
+</pre>
+</td>
+</tr>    
+</table>
+
+A primer on labels and the ID Stack...
+
+Dear ImGui internally needs to uniquely identify UI elements.
+Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
+Interactive widgets (such as calls to Button buttons) need a unique ID.
+
+**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
+Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
+
+Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
+
+![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png)
+
+- Unique ID are often derived from a string label and at minimum scoped within their host window:
+```cpp
+Begin("MyWindow");
+Button("OK");          // Label = "OK",     ID = hash of ("MyWindow", "OK")
+Button("Cancel");      // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
+End();
+```
+- Other elements such as tree nodes, etc. also pushes to the ID stack:
+```cpp
+Begin("MyWindow");
+if (TreeNode("MyTreeNode"))
+{
+    Button("OK");      // Label = "OK",     ID = hash of ("MyWindow", "MyTreeNode", "OK")
+    TreePop();
+}
+End();
+```
+- Two items labeled "OK" in different windows or different tree locations won't collide:
+```cpp
+Begin("MyFirstWindow");
+Button("OK");          // Label = "OK",     ID = hash of ("MyFirstWindow", "OK")
+End();
+Begin("MyOtherWindow");
+Button("OK");          // Label = "OK",     ID = hash of ("MyOtherWindow", "OK")
+End();
+```
+
+- If you have a same ID twice in the same location, you'll have a conflict:
+```cpp
+Begin("MyWindow");
+Button("OK");
+Button("OK");      // ERROR: ID collision with the first button! Interacting with either button will trigger the first one.
+Button("");        // ERROR: ID collision with Begin("MyWindow")!
+End();
+```
+Fear not! This is easy to solve and there are many ways to solve it!
+
+- Solving ID conflict in a simple/local context:
+When passing a label you can optionally specify extra ID information within the string itself.
+Use "##" to pass a complement to the ID that won't be visible to the end-user.
+This helps solve the simple collision cases when you know e.g. at compilation time which items
+are going to be created:
+```cpp
+Begin("MyWindow");
+Button("Play");        // Label = "Play",   ID = hash of ("MyWindow", "Play")
+Button("Play##foo1");  // Label = "Play",   ID = hash of ("MyWindow", "Play##foo1")  // Different from other buttons
+Button("Play##foo2");  // Label = "Play",   ID = hash of ("MyWindow", "Play##foo2")  // Different from other buttons
+Button("##foo");       // Label = "",       ID = hash of ("MyWindow", "##foo")       // Different from window
+End();
+```
+- If you want to completely hide the label, but still need an ID:
+```cpp
+Checkbox("##On", &b);  // Label = "",       ID = hash of (..., "##On")   // No visible label, just a checkbox!
+```
+- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
+you to animate labels. For example, you may want to include varying information in a window title bar,
+but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
+```cpp
+Button("Hello###ID");  // Label = "Hello",  ID = hash of (..., "###ID")
+Button("World###ID");  // Label = "World",  ID = hash of (..., "###ID")  // Same ID, different label
+
+sprintf(buf, "My game (%f FPS)###MyGame", fps);
+Begin(buf);            // Variable title,   ID = hash of "MyGame"
+```
+- Solving ID conflict in a more general manner:
+Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
+within the same window. This is the most convenient way of distinguishing ID when iterating and
+creating many UI elements programmatically.
+You can push a pointer, a string, or an integer value into the ID stack.
+Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack.
+At each level of the stack, we store the seed used for items at this level of the ID stack.
+```cpp
+Begin("Window");
+for (int i = 0; i < 100; i++)
+{
+  PushID(i);           // Push i to the id tack
+  Button("Click");     // Label = "Click",  ID = hash of ("Window", i, "Click")
+  PopID();
+}
+for (int i = 0; i < 100; i++)
+{
+  MyObject* obj = Objects[i];
+  PushID(obj);
+  Button("Click");     // Label = "Click",  ID = hash of ("Window", obj pointer, "Click")
+  PopID();
+}
+for (int i = 0; i < 100; i++)
+{
+  MyObject* obj = Objects[i];
+  PushID(obj->Name);
+  Button("Click");     // Label = "Click",  ID = hash of ("Window", obj->Name, "Click")
+  PopID();
+}
+End();
+```
+- You can stack multiple prefixes into the ID stack:
+```cpp
+Button("Click");       // Label = "Click",  ID = hash of (..., "Click")
+PushID("node");
+  Button("Click");     // Label = "Click",  ID = hash of (..., "node", "Click")
+  PushID(my_ptr);
+    Button("Click");   // Label = "Click",  ID = hash of (..., "node", my_ptr, "Click")
+  PopID();
+PopID();
+```
+- Tree nodes implicitly create a scope for you by calling `PushID()`:
+```cpp
+Button("Click");       // Label = "Click",  ID = hash of (..., "Click")
+if (TreeNode("node"))  // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
+{
+  Button("Click");     // Label = "Click",  ID = hash of (..., "node", "Click")
+  TreePop();
+}
+```
+
+When working with trees, IDs are used to preserve the open/close state of each tree node.
+Depending on your use cases you may want to use strings, indices, or pointers as ID.
+- e.g. when following a single pointer that may change over time, using a static string as ID
+will preserve your node open/closed state when the targeted object change.
+- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
+node open/closed state differently. See what makes more sense in your situation!
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I display an image? What is ImTextureID, how does it work?
+
+Short explanation:
+- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
+- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
+- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
+- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
+
+**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
+
+Long explanation:
+- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.).
+- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
+ We carry the information to identify a "texture" in the ImTextureID type.
+ImTextureID is nothing more than a void*, aka 4/8 bytes worth of data: just enough to store one pointer or integer of your choice.
+Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function.
+- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
+```cpp
+OpenGL:
+- ImTextureID = GLuint
+- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
+```
+```cpp
+DirectX9:
+- ImTextureID = LPDIRECT3DTEXTURE9
+- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
+```
+```cpp
+DirectX11:
+- ImTextureID = ID3D11ShaderResourceView*
+- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
+```
+```cpp
+DirectX12:
+- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
+- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
+```
+For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
+Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
+
+- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
+If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
+(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer)
+
+User code may do:
+```cpp
+// Cast our texture type to ImTextureID / void*
+MyTexture* texture = g_CoffeeTableTexture;
+ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
+```
+The renderer function called after ImGui::Render() will receive that same value that the user code passed:
+```cpp
+// Cast ImTextureID / void* stored in the draw command as our texture type
+MyTexture* texture = (MyTexture*)pcmd->GetTexID();
+MyEngineBindTexture2D(texture);
+```
+Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
+This is by design and is a good thing because it means your code has full control over your data types and how you display them.
+If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using.
+
+Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
+
+C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
+Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
+Here are some examples:
+```cpp
+GLuint my_tex = XXX;
+void* my_void_ptr;
+my_void_ptr = (void*)(intptr_t)my_tex;                  // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
+my_tex = (GLuint)(intptr_t)my_void_ptr;                 // cast a void* into a GLuint
+
+ID3D11ShaderResourceView* my_dx11_srv = XXX;
+void* my_void_ptr;
+my_void_ptr = (void*)my_dx11_srv;                       // cast a ID3D11ShaderResourceView* into an opaque void*
+my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr;   // cast a void* into a ID3D11ShaderResourceView*
+```
+Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I use maths operators with ImVec2?
+
+We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#define IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I use my own maths types instead of ImVec2/ImVec4?
+
+You can setup your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file with `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions to our own maths types.
+This way you will be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
+- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
+- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
+- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
+lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
+Prefer using them over the old and awkward `Combo()/ListBox()` api.
+- Generally for most high-level types you should be able to access the underlying data type.
+You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
+- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
+to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
+Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances.
+Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
+are not configurable and not the same across implementations.
+- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount
+of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern
+is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead.
+One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
+This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
+provide similar or better string helpers.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I display custom shapes? (using low-level ImDrawList API)
+
+- You can use the low-level `ImDrawList` api to render shapes within a window.
+```cpp
+ImGui::Begin("My shapes");
+
+ImDrawList* draw_list = ImGui::GetWindowDrawList();
+
+// Get the current ImGui cursor position
+ImVec2 p = ImGui::GetCursorScreenPos();
+
+// Draw a red circle
+draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255));
+
+// Draw a 3 pixel thick yellow line
+draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
+
+// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized)
+ImGui::Dummy(ImVec2(200, 200));
+
+ImGui::End();
+```
+![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png)
+
+- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
+- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
+- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui.h"` to use our math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
+- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window.
+- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
+- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
+- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
+
+##### [Return to Index](#index)
+
+---
+
+# Q&A: Fonts, Text
+
+### Q: How should I handle DPI in my application?
+
+The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
+
+Your application may want to detect DPI change and reload the fonts and reset style between frames.
+
+Your ui code  should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
+
+Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
+
+Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
+
+The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is:
+- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
+- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
+- In the hook: swap atlas, swap style with correctly sized one, and remap the current font from one atlas to the other (you may need to maintain a remapping table of your fonts at varying DPI scales).
+
+This approach is relatively easy and functional but comes with two issues:
+- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
+- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides.
+
+Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top.
+
+On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
+
+- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``.
+- For GLFW: this is done automatically.
+- For other Windows projects with other backends, or wrapper projects:
+  - We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend.
+  - Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `<dpiAware>` property.
+
+### Q: How can I load a different font than the default?
+Use the font atlas to load the TTF/OTF file you want:
+
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+```
+
+Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
+
+(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
+
+(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.)
+
+New programmers: remember that in C/C++ and most programming languages if you want to use a
+backslash \ within a string literal, you need to write it double backslash "\\":
+
+```cpp
+io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size);  // WRONG (you are escaping the M here!)
+io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size); // CORRECT (Windows only)
+io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size);  // ALSO CORRECT
+```
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I easily use icons in my application?
+The most convenient and practical way is to merge an icon font such as FontAwesome inside your
+main font. Then you can refer to icons within your strings.
+Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I load multiple fonts?
+
+Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for more details.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
+When loading a font, pass custom Unicode ranges to specify the glyphs to load.
+
+```cpp
+// Add default Japanese ranges
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
+
+// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
+ImVector<ImWchar> ranges;
+ImFontGlyphRangesBuilder builder;
+builder.AddText("Hello world");                        // Add a string (here "Hello world" contains 7 unique characters)
+builder.AddChar(0x7262);                               // Add a specific character
+builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
+builder.BuildRanges(&ranges);                          // Build the final result (ordered ranges with all the unique characters submitted)
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
+```
+
+All your strings need to use UTF-8 encoding.
+You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax.
+Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
+See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section
+of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
+
+Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
+The applications in examples/ are doing that.
+Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
+You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
+Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
+for the default implementation of GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly.
+
+##### [Return to Index](#index)
+
+---
+
+# Q&A: Concerns
+
+### Q: Who uses Dear ImGui?
+
+You may take a look at:
+
+- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
+- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
+- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
+- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery)
+
+##### [Return to Index](#index)
+
+---
+
+### Q: Can you create elaborate/serious tools with Dear ImGui?
+
+Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
+
+Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
+
+Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: Can you reskin the look of Dear ImGui?
+
+Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
+
+A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)):
+![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
+
+##### [Return to Index](#index)
+
+---
+
+### Q: Why using C++ (as opposed to C)?
+
+Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors, and templates (in the case of the ImVector<> class) are also relied on as a convenience.
+
+There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
+
+##### [Return to Index](#index)
+
+---
+
+# Q&A: Community
+
+### Q: How can I help?
+- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
+- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
+- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
+- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
+You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
+- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
+
+##### [Return to Index](#index)
+
diff --git a/third_party/imgui/docs/FONTS.md b/third_party/imgui/docs/FONTS.md
new file mode 100644
index 0000000000000000000000000000000000000000..c451af61c0baaf65f856433b4d93d4ee24ba3f3b
--- /dev/null
+++ b/third_party/imgui/docs/FONTS.md
@@ -0,0 +1,502 @@
+_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_
+
+## Dear ImGui: Using Fonts
+
+The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
+a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
+
+You may also load external .TTF/.OTF files.
+In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
+
+**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
+
+## Index
+- [Troubleshooting](#troubleshooting)
+- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
+- [Fonts Loading Instructions](#fonts-loading-instructions)
+- [Loading Font Data from Memory](#loading-font-data-from-memory)
+- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
+- [Using Icon Fonts](#using-icon-fonts)
+- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
+- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
+- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
+- [Using Custom Colorful Icons](#using-custom-colorful-icons)
+- [About Filenames](#about-filenames)
+- [About UTF-8 Encoding](#about-utf-8-encoding)
+- [Debug Tools](#debug-tools)
+- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
+- [Font Links](#font-links)
+
+---------------------------------------
+
+## Troubleshooting
+
+**A vast majority of font and text related issues encountered comes from 4 things:**
+
+### (1) Invalid filename due to use of `\` or unexpected working directory.
+
+See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
+
+### (2) Invalid UTF-8 encoding of your non-ASCII strings.
+
+See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm encoding of string literal in your source code is correct.
+
+### (3) Missing glyph ranges.
+
+You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
+
+This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load.
+All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
+
+### (4) Font atlas texture fails to upload to GPU.
+
+This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
+
+![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26)
+
+Some solutions:
+- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
+  Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
+- Reduce glyphs ranges by calculating them from source localization data.
+  You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
+- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
+- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
+
+Future versions of Dear ImGui should solve this problem.
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## How should I handle DPI in my application?
+
+See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Fonts Loading Instructions
+
+**Load default font:**
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontDefault();
+```
+
+**Load .TTF/.OTF file with:**
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
+```
+If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read [About filenames](#about-filenames) carefully.
+
+**Load multiple fonts:**
+```cpp
+// Init
+ImGuiIO& io = ImGui::GetIO();
+ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
+ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
+```
+
+In your application loop, select which font to use:
+```cpp
+ImGui::Text("Hello"); // use the default font (which is the first loaded font)
+ImGui::PushFont(font2);
+ImGui::Text("Hello with another font");
+ImGui::PopFont();
+```
+
+**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
+```cpp
+ImFontConfig config;
+config.OversampleH = 2;
+config.OversampleV = 1;
+config.GlyphExtraSpacing.x = 1.0f;
+ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
+```
+
+**Combine multiple fonts into one:**
+```cpp
+// Load a first font
+ImFont* font = io.Fonts->AddFontDefault();
+
+// Add character ranges and merge into the previous font
+// The ranges array is not copied by the AddFont* functions and is used lazily
+// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
+static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
+ImFontConfig config;
+config.MergeMode = true;
+io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font
+io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);             // Merge into first font
+io.Fonts->Build();
+```
+
+**Add a fourth parameter to bake specific font ranges only:**
+
+```cpp
+// Basic Latin, Extended Latin
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault());
+
+// Default + Selection of 2500 Ideographs used by Simplified Chinese
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
+
+// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
+```
+See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
+
+**Example loading and using a Japanese font:**
+
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+```
+```cpp
+ImGui::Text(u8"こんにちは!テスト %d", 123);
+if (ImGui::Button(u8"ロード"))
+{
+    // do stuff
+}
+ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
+ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+```
+
+![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
+<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Loading Font Data from Memory
+
+```cpp
+ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...);
+```
+
+IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction.
+This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it).
+If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field:
+
+```cpp
+ImFontConfig font_cfg;
+font_cfg.FontDataOwnedByAtlas = false;
+ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
+```
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Loading Font Data Embedded In Source Code
+
+- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
+- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
+- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
+- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
+
+Then load the font with:
+```cpp
+ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
+```
+or
+```cpp
+ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
+```
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Using Icon Fonts
+
+Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
+A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
+
+To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders.
+
+So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
+
+Example Setup:
+```cpp
+// Merge icons into default tool font
+#include "IconsFontAwesome.h"
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontDefault();
+
+ImFontConfig config;
+config.MergeMode = true;
+config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
+static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
+io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
+```
+Example Usage:
+```cpp
+// Usage, e.g.
+ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
+ImGui::Button(ICON_FA_SEARCH " Search");
+// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
+// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
+```
+See Links below for other icons fonts and related tools.
+
+**Monospace Icons?**
+
+To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font.
+
+**Screenshot**
+
+Here's an application using icons ("Avoyd", https://www.avoyd.com):
+![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg)
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Using FreeType Rasterizer (imgui_freetype)
+
+- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
+- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
+- FreeType supports auto-hinting which tends to improve the readability of small fonts.
+- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
+- Correct sRGB space blending will have an important effect on your font rendering quality.
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Using Colorful Glyphs/Emojis
+
+- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+.
+- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
+- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
+- Not all types of color fonts are supported by FreeType at the moment.
+- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
+
+![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
+
+```cpp
+io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
+static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
+static ImFontConfig cfg;
+cfg.OversampleH = cfg.OversampleV = 1;
+cfg.MergeMode = true;
+cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor;
+io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges);
+```
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Using Custom Glyph Ranges
+
+You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
+```cpp
+ImVector<ImWchar> ranges;
+ImFontGlyphRangesBuilder builder;
+builder.AddText("Hello world");                        // Add a string (here "Hello world" contains 7 unique characters)
+builder.AddChar(0x7262);                               // Add a specific character
+builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
+builder.BuildRanges(&ranges);                          // Build the final result (ordered ranges with all the unique characters submitted)
+
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data);
+io.Fonts->Build();                                     // Build the atlas while 'ranges' is still in scope and not deleted.
+```
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Using Custom Colorful Icons
+
+As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
+
+- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
+- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
+- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale).
+
+#### Pseudo-code:
+```cpp
+// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
+ImFont* font = io.Fonts->AddFontDefault();
+int rect_ids[2];
+rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
+rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
+
+// Build atlas
+io.Fonts->Build();
+
+// Retrieve texture in RGBA format
+unsigned char* tex_pixels = nullptr;
+int tex_width, tex_height;
+io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
+
+for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
+{
+    int rect_id = rect_ids[rect_n];
+    if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
+    {
+        // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
+        for (int y = 0; y < rect->Height; y++)
+        {
+            ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
+            for (int x = rect->Width; x > 0; x--)
+                *p++ = IM_COL32(255, 0, 0, 255);
+        }
+    }
+}
+```
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## About Filenames
+
+**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.**
+
+Two things to watch for:
+
+(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
+```cpp
+io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...);   // This is INCORRECT!!
+io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...);  // This is CORRECT
+```
+In some situations, you may also use `/` path separator under Windows.
+
+(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
+```cpp
+io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);       // Relative filename depends on your Working Directory when running your program!
+io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);    // Load from the parent folder of your Working Directory
+```
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## About UTF-8 Encoding
+
+**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
+
+(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
+This is a convenient way to confirm that your encoding is correct.
+
+```cpp
+ImGui::SeparatorText("CORRECT");
+ImGui::DebugTextEncoding(u8"こんにちは");
+
+ImGui::SeparatorText("INCORRECT");
+ImGui::DebugTextEncoding("こんにちは");
+```
+![UTF-8 Encoding viewer](https://github.com/ocornut/imgui/assets/8225057/61c1696a-9a94-46c5-9627-cf91211111f0)
+
+You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
+
+(2) To encode in UTF-8:
+
+There are also compiler-specific ways to enforce UTF-8 encoding by default:
+
+- Visual Studio compiler: `/utf-8` command-line flag.
+- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
+- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
+
+Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
+```cpp
+ImGui::Text(u8"hello");
+ImGui::Text(u8"こんにちは");   // this will always be encoded as UTF-8
+ImGui::Text("こんにちは");     // the encoding of this is depending on compiler settings/flags and may be incorrect.
+```
+
+Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`.
+Because of type usage of `u8""` in C++20 is a little more tedious:
+```cpp
+ImGui::Text((const char*)u8"こんにちは");
+```
+However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC.
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Debug Tools
+
+#### Metrics/Debugger->Fonts
+You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
+
+![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
+
+#### UTF-8 Encoding Viewer**
+You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
+
+![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png)
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## Credits/Licenses For Fonts Included In Repository
+
+Some fonts files are available in the `misc/fonts/` folder:
+
+**Roboto-Medium.ttf**, by Christian Robetson
+<br>Apache License 2.0
+<br>https://fonts.google.com/specimen/Roboto
+
+**Cousine-Regular.ttf**, by Steve Matteson
+<br>Digitized data copyright (c) 2010 Google Corporation.
+<br>Licensed under the SIL Open Font License, Version 1.1
+<br>https://fonts.google.com/specimen/Cousine
+
+**DroidSans.ttf**, by Steve Matteson
+<br>Apache License 2.0
+<br>https://www.fontsquirrel.com/fonts/droid-sans
+
+**ProggyClean.ttf**, by Tristan Grimmer
+<br>MIT License
+<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
+<br>http://www.proggyfonts.net/
+
+**ProggyTiny.ttf**, by Tristan Grimmer
+<br>MIT License
+<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
+<br>http://www.proggyfonts.net/
+
+**Karla-Regular.ttf**, by Jonathan Pinhorn
+<br>SIL OPEN FONT LICENSE Version 1.1
+
+##### [Return to Index](#index)
+
+## Font Links
+
+#### ICON FONTS
+
+- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders
+- FontAwesome https://fortawesome.github.io/Font-Awesome
+- OpenFontIcons https://github.com/traverseda/OpenFontIcons
+- Google Icon Fonts https://design.google.com/icons/
+- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font
+- IcoMoon - Custom Icon font builder https://icomoon.io/app
+
+#### REGULAR FONTS
+
+- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/
+- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans
+- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
+
+#### MONOSPACE FONTS
+
+Pixel Perfect:
+- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
+- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
+
+Regular:
+- Google Noto Mono Fonts https://www.google.com/get/noto/
+- Typefaces for source code beautification https://github.com/chrissimpkins/codeface
+- Programmation fonts http://s9w.github.io/font_compare/
+- Inconsolata http://www.levien.com/type/myfonts/inconsolata.html
+- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro
+- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/
+
+Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
+
+##### [Return to Index](#index)
diff --git a/third_party/imgui/docs/README.md b/third_party/imgui/docs/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..0968727f19c160064da9822a9823880e375bacd6
--- /dev/null
+++ b/third_party/imgui/docs/README.md
@@ -0,0 +1,222 @@
+Dear ImGui
+=====
+
+<center><b><i>"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."</i></b></center> <a href="https://twitter.com/rygorous/status/1507178315886444544">-ryg</a>
+
+----
+
+[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [![Tests Status](https://github.com/ocornut/imgui_test_engine/workflows/tests/badge.svg)](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests)
+
+<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
+
+Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
+<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
+<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
+
+| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
+:----------------------------------------------------------: |
+| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) -  [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
+| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
+
+### The Pitch
+
+Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
+
+Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.
+
+Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
+
+ - Minimize state synchronization.
+ - Minimize UI-related state storage on user side.
+ - Minimize setup and maintenance.
+ - Easy to use to create dynamic UI which are the reflection of a dynamic data set.
+ - Easy to use to create code-driven and data-driven tools.
+ - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
+ - Easy to hack and improve.
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).
+ - Efficient runtime and memory consumption.
+ - Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).
+
+### Usage
+
+**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
+
+**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
+
+See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
+
+After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
+```cpp
+ImGui::Text("Hello, world %d", 123);
+if (ImGui::Button("Save"))
+    MySaveFunction();
+ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
+ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+```
+![sample code output (dark, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050833-b7ecf528-bfae-4a9f-ac1b-f3d83437a2f4.png)
+![sample code output (light, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050838-8742efd4-504d-4334-a9a2-e756d15bc2ab.png)
+
+```cpp
+// Create a window called "My First Tool", with a menu bar.
+ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
+if (ImGui::BeginMenuBar())
+{
+    if (ImGui::BeginMenu("File"))
+    {
+        if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
+        if (ImGui::MenuItem("Save", "Ctrl+S"))   { /* Do stuff */ }
+        if (ImGui::MenuItem("Close", "Ctrl+W"))  { my_tool_active = false; }
+        ImGui::EndMenu();
+    }
+    ImGui::EndMenuBar();
+}
+
+// Edit a color stored as 4 floats
+ImGui::ColorEdit4("Color", my_color);
+
+// Generate samples and plot them
+float samples[100];
+for (int n = 0; n < 100; n++)
+    samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
+ImGui::PlotLines("Samples", samples, 100);
+
+// Display contents in a scrolling region
+ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
+ImGui::BeginChild("Scrolling");
+for (int n = 0; n < 50; n++)
+    ImGui::Text("%04d: Some text", n);
+ImGui::EndChild();
+ImGui::End();
+```
+![my_first_tool_v188](https://user-images.githubusercontent.com/8225057/191055698-690a5651-458f-4856-b5a9-e8cc95c543e2.gif)
+
+Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
+
+### How it works
+
+The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details.
+
+Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions  anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
+
+_A common misunderstanding is to mistake immediate mode GUI for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the GUI functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
+
+### Releases & Changelogs
+
+See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs.
+Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
+
+### Demo
+
+Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
+
+You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
+- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries).
+
+The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
+
+### Getting Started & Integration
+
+See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
+
+On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
+
+Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui.  **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
+
+Officially maintained backends/bindings (in repository):
+- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
+- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
+- Frameworks: Allegro5, Emscripten.
+
+[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
+- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
+- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
+- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
+
+[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
+- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
+
+Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
+
+### Gallery
+
+Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
+
+For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
+
+For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
+
+|  |  |
+|--|--|
+| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
+| Custom engine (untitled)<BR>[![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
+
+### Support, Frequently Asked Questions (FAQ)
+
+See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
+
+See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
+
+See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
+
+See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
+
+See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
+
+For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
+
+Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
+
+Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
+
+**Which version should I get?**
+
+We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly.
+
+**Who uses Dear ImGui?**
+
+See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
+
+How to help
+-----------
+
+**How can I help?**
+
+- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
+- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
+- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
+- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
+
+Sponsors
+--------
+
+Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
+<BR>Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
+<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
+
+**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
+
+Dear ImGui is using software and services provided free of charge for open source projects:
+- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
+- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
+- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
+
+Credits
+-------
+
+Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
+
+Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
+
+Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
+
+Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
+
+Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
+<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
+
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.
+
+License
+-------
+
+Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.
diff --git a/third_party/imgui/docs/TODO.txt b/third_party/imgui/docs/TODO.txt
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index 0000000000000000000000000000000000000000..ddceb3b3d9bbe43097d0ef94d7b293a404ad8ffd
--- /dev/null
+++ b/third_party/imgui/docs/TODO.txt
@@ -0,0 +1,343 @@
+dear imgui
+ISSUES & TODO LIST
+
+Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
+THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
+The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
+It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
+
+ - doc: add a proper documentation system (maybe relying on automation? #435)
+ - doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
+ - doc/tips: tips of the day: website? applet in imgui_club?
+ - doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
+
+ - window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
+ - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
+ - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
+ - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
+ - window: begin with *p_open == false could return false.
+ - window: get size/pos helpers given names (see discussion in #249)
+ - window: when window is very small, prioritize resize button over close button.
+ - window: double-clicking on title bar to minimize isn't consistent interaction, perhaps move to single-click on left-most collapse icon?
+ - window: expose contents size. (#1045)
+ - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
+ - window: GetWindowSize() returns (0,0) when not calculated? (#1045)
+ - window: investigate better auto-positioning for new windows.
+ - window: top most window flag? more z-order contrl? (#2574)
+ - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
+ - window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
+ - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
+ - window/child: background options for child windows, border option (disable rounding).
+ - window/child: allow resizing of child windows (possibly given min/max for each axis?.)
+ - window/child: allow SetNextWindowContentSize() to work on child windows.
+ - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
+ - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
+ - window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
+ ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
+ - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
+ - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
+ - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
+ - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
+
+ - drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot)
+ ! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
+ - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
+ - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
+ - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
+ - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
+ - drawlist: AddRect vs AddLine position confusing (#2441)
+ - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
+ - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
+ - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
+
+ - items: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
+
+ - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
+ - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
+ - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
+ - widgets: start exposing PushItemFlag() and ImGuiItemFlags
+ - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
+ - widgets: activate by identifier (trigger button, focus given id)
+ - widgets: custom glyph/shapes replacements for stock sapes. (also #6090 #2431 #2235 #6517)
+ - widgets: coloredit: keep reporting as active when picker is on?
+ - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
+ - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
+ - selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
+ - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
+
+ - input text: preserve scrolling when unfocused?
+ - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
+ - input text: expose CursorPos in char filter event (#816)
+ - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
+ - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals)
+ - input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
+ - input text: hover tooltip could show unclamped text
+ - input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
+ - input text: option to Tab after an Enter validation.
+ - input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
+ - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
+ - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
+ - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
+ - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
+ - input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
+ - input text: global callback system so user can plug in an expression evaluator easily. (#1691)
+ - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
+ - input text: a way to preview completion (e.g. disabled text completing from the cursor)
+ - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
+ - input text: a way for the user to provide syntax coloring.
+ - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
+ - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
+ - input text multi-line: support for copy/cut without selection (copy/cut current line?)
+ - input text multi-line: line numbers? status bar? (follow up on #200)
+ - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
+ - input text multi-line: better horizontal scrolling support (#383, #1224)
+ - input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end.
+ - input number: optional range min/max for Input*() functions
+ - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
+ - input number: use mouse wheel to step up/down
+
+ - layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
+ - layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
+ - layout: horizontal layout helper (#97)
+ - layout: horizontal flow until no space left (#404)
+ - layout: more generic alignment state (left/right/centered) for single items?
+ - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
+ - layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
+ - layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size.
+ - layout: (R&D) local multi-pass layout mode.
+ - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
+
+ - tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
+
+ - group: BeginGroup() needs a border option. (~#1496)
+ - group: IsItemHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
+ - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
+
+!- color: the color conversion helpers/types are a mess and needs sorting out.
+ - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
+
+ - plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
+ - (plot: deleted all other todo lines on 2023-06-28)
+
+ - clipper: ability to disable the clipping through a simple flag/bool.
+ - clipper: ability to run without knowing full count in advance.
+ - clipper: horizontal clipping support. (#2580)
+
+ - separator: expose flags (#759)
+ - separator: take indent into consideration (optional)
+ - separator: width, thickness, centering (#1643, #2657)
+ - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
+
+ - docking: merge docking branch (#2109)
+
+ - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
+ - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
+ - tabs: persistent order/focus in BeginTabBar() api (#261, #351)
+ - tabs: explicit api (even if internal) to cleanly manipulate tab order.
+
+ - image/image button: misalignment on padded/bordered button?
+ - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
+ - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
+ - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
+ - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
+ - slider: relative dragging? + precision dragging
+ - slider: step option (#1183)
+ - slider: style: fill % of the bar instead of positioning a drag.
+ - knob: rotating knob widget (#942)
+ - drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
+ - drag float: up/down axis
+ - drag float: power != 0.0f with current value being outside the range keeps the value stuck.
+ - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
+
+ - combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
+ - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
+ - listbox: multiple selection (WIP range-select branch)
+ - listbox: unselect option (#1208)
+ - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
+ - listbox: user may want to initial scroll to focus on the one selected value?
+ - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
+ - listbox: scrolling should track modified selection.
+ - listbox: future api should allow to enable horizontal scrolling (#2510)
+
+!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
+ - modals: make modal title bar blink when trying to click outside the modal
+ - modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
+ - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
+ - popups: clicking outside (to close popup) and holding shouldn't drag window below.
+ - popups: add variant using global identifier similar to Begin/End (#402)
+ - popups: border options. richer api like BeginChild() perhaps? (#197)
+ - popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
+
+ - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
+ - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
+ - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
+ - tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip)
+
+ - status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
+ - shortcuts: store multiple keychords in ImGuiKeyChord
+ - shortcuts: Hovered route (lower than Focused, higher than Global)
+ - shortcuts: local-style shortcut api, e.g. parse "&Save"
+ - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
+ - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero.
+ - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
+
+ - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
+ - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
+ - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
+ - tree node: tweak color scheme to distinguish headers from selected tree node (#581)
+ - tree node: leaf/non-leaf highlight mismatch.
+ - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
+
+ - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
+ - settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately.
+ - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
+ - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
+
+ - style: better default styles. (#707)
+ - style: add a highlighted text color (for headers, etc.)
+ - style: border types: out-screen, in-screen, etc. (#447)
+ - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
+ - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
+ - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
+ - style: global scale setting.
+ - style: FramePadding could be different for up vs down (#584)
+ - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
+ - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
+ - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
+ - style editor: color child window height expressed in multiple of line height.
+
+ - log: improve logging of ArrowButton, ListBox, TabItem
+ - log: carry on indent / tree depth when opening a child window
+ - log: enabling log ends up pushing and growing vertices buffers because we don't distinguish layout vs render clipping
+ - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
+ - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
+ - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
+ - log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider)
+
+ - filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves
+ - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
+ - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
+
+ - drag and drop: focus drag target window on hold (even without open)
+ - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
+ - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
+ - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
+ - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
+ - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
+ - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
+ - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
+ - drag and drop: allow for multiple payload types. (#143)
+ - drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143)
+ - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
+ - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
+
+ - markup: simple markup language for color change? (#902, #3130)
+
+ - text: selectable text (for copy) as a generic feature (ItemFlags?)
+ - text: proper alignment options in imgui_internal.h
+ - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
+ - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
+ - text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
+ - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
+ - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
+ - text/wrapped: custom separator for text wrapping. (#3002)
+ - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
+
+ - font: arbitrary line spacing. (#2945)
+ - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
+ - font: free the Alpha buffer if user only requested RGBA.
+!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
+ - font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding?
+ - font: a CalcTextHeight() helper could run faster than CalcTextSize().y
+ - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
+ - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
+ - font: remove ID from CustomRect registration, it seems unnecessary!
+ - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
+ - font: PushFontSize API (#1018)
+ - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
+ - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
+ - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
+ - font/demo: demonstrate use of ImFontGlyphRangesBuilder.
+ - font/atlas: add a missing Glyphs.reserve()
+ - font/atlas: incremental updates
+ - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
+ - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
+ - font/draw: need to be able to specify wrap start position.
+ - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
+ - font/draw: fix for drawing 16k+ visible characters in same call.
+ - font/draw: underline, squiggle line rendering helpers.
+ - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
+ - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
+ - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
+ - font: fix AddRemapChar() to work before atlas  has been built.
+ - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
+ - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
+ - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
+
+ - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
+ ! nav: never clear NavId on some setup (e.g. gamepad centric)
+ - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
+ - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
+ - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
+ - nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
+ - nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
+ - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
+ - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
+ - nav: NavFlattened: init requests don't work properly on flattened siblings.
+ - nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
+ - nav: NavFlattened: ESC on a flattened child should select something.
+ - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
+ - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
+ - nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
+ - nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
+ - nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
+ - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
+ - nav/menus: allow pressing Menu to leave a sub-menu.
+ - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
+ - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
+ - nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
+ - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
+ - nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
+ - nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
+ - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
+
+ - inputs: support track pad style scrolling & slider edit.
+ - inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
+ - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
+ - inputs/scrolling: support for smooth scrolling (#2462, #2569)
+
+ - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend to be able stop refreshing easily.
+ - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
+ - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
+ - misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
+ - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
+ - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
+ - misc: use more size_t in public api?
+ - misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
+
+ - demo: demonstrate using PushStyleVar() in more details.
+ - demo: add vertical separator demo
+ - demo: add virtual scrolling example?
+ - demo: demonstrate Plot offset
+ - demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
+
+ - examples: window minimize, maximize (#583)
+ - examples: provide a zero frame-rate/idle example.
+ - examples: dx11/dx12: try to use new swapchain blit models (#2970)
+ - backends: report it better when not able to create texture?
+ - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
+ - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
+ - backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
+ - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
+ - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
+ - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
+ - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
+
+ - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
+
+ - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
+ - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
+ - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
+ - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
+ - optimization: use another hash function than crc32, e.g. FNV1a
+ - optimization: turn some the various stack vectors into statically-sized arrays
diff --git a/third_party/imgui/examples/README.txt b/third_party/imgui/examples/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..6db2f3c48c4e6f94451bf299a922b7022edb2dd3
--- /dev/null
+++ b/third_party/imgui/examples/README.txt
@@ -0,0 +1,9 @@
+See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs
+
+Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app).
+Examples = Standalone applications showcasing integration with platforms/graphics api.
+
+Some Examples have extra README files in their respective directory, please check them too!
+
+Once Dear ImGui is running (in either examples or your own application/game/engine),
+run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.
diff --git a/third_party/imgui/examples/example_allegro5/README.md b/third_party/imgui/examples/example_allegro5/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..4af31f6f3a2e241c4ad10b2c6de4a6d99c5764cc
--- /dev/null
+++ b/third_party/imgui/examples/example_allegro5/README.md
@@ -0,0 +1,36 @@
+
+# Configuration
+
+Dear ImGui outputs 16-bit vertex indices by default.
+Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
+You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
+We are providing `imconfig_allegro5.h` that enables 32-bit indices.
+Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
+
+# How to Build
+
+### On Ubuntu 14.04+ and macOS
+
+```bash
+g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
+```
+
+On macOS, install Allegro with homebrew: `brew install allegro`.
+
+### On Windows with Visual Studio's CLI
+
+You may install Allegro using vcpkg:
+```
+git clone https://github.com/Microsoft/vcpkg
+cd vcpkg
+bootstrap-vcpkg.bat
+vcpkg install allegro5 --triplet=x86-windows	; for win32
+vcpkg install allegro5 --triplet=x64-windows	; for win64
+vcpkg integrate install						    ; register include / libs in Visual Studio
+```
+
+Build:
+```
+set ALLEGRODIR=path_to_your_allegro5_folder
+cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
+```
diff --git a/third_party/imgui/examples/example_allegro5/example_allegro5.vcxproj b/third_party/imgui/examples/example_allegro5/example_allegro5.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..02f6a4741239a14b977df0f08c826e99d72037f7
--- /dev/null
+++ b/third_party/imgui/examples/example_allegro5/example_allegro5.vcxproj
@@ -0,0 +1,185 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{73F235B5-7D31-4FC6-8682-DDC5A097B9C1}</ProjectGuid>
+    <RootNamespace>example_allegro5</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp" />
+    <ClCompile Include="imconfig_allegro5.h" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters b/third_party/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..84881d3715815067341b7465a81abc2cb684766d
--- /dev/null
+++ b/third_party/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters
@@ -0,0 +1,61 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="imconfig_allegro5.h">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_allegro5.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_allegro5/imconfig_allegro5.h b/third_party/imgui/examples/example_allegro5/imconfig_allegro5.h
new file mode 100644
index 0000000000000000000000000000000000000000..35afa67fd7d54e3dcf269c1a99b2f1ab56c9eb10
--- /dev/null
+++ b/third_party/imgui/examples/example_allegro5/imconfig_allegro5.h
@@ -0,0 +1,11 @@
+//-----------------------------------------------------------------------------
+// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE
+// See imconfig.h for the full template
+// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones
+// This allows us to avoid converting vertices format at runtime
+#define ImDrawIdx  int
diff --git a/third_party/imgui/examples/example_allegro5/main.cpp b/third_party/imgui/examples/example_allegro5/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..3ca061cc697139180a3d39ee56fbc10c1a500333
--- /dev/null
+++ b/third_party/imgui/examples/example_allegro5/main.cpp
@@ -0,0 +1,149 @@
+// Dear ImGui: standalone example application for Allegro 5
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// On Windows, you can install Allegro5 using vcpkg:
+//   git clone https://github.com/Microsoft/vcpkg
+//   cd vcpkg
+//   bootstrap - vcpkg.bat
+//   vcpkg install allegro5 --triplet=x86-windows   ; for win32
+//   vcpkg install allegro5 --triplet=x64-windows   ; for win64
+//   vcpkg integrate install                        ; register include and libs in Visual Studio
+
+#include <stdint.h>
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+#include "imgui.h"
+#include "imgui_impl_allegro5.h"
+
+int main(int, char**)
+{
+    // Setup Allegro
+    al_init();
+    al_install_keyboard();
+    al_install_mouse();
+    al_init_primitives_addon();
+    al_set_new_display_flags(ALLEGRO_RESIZABLE);
+    ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
+    al_set_window_title(display, "Dear ImGui Allegro 5 example");
+    ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
+    al_register_event_source(queue, al_get_display_event_source(display));
+    al_register_event_source(queue, al_get_keyboard_event_source());
+    al_register_event_source(queue, al_get_mouse_event_source());
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplAllegro5_Init(display);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool running = true;
+    while (running)
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        ALLEGRO_EVENT ev;
+        while (al_get_next_event(queue, &ev))
+        {
+            ImGui_ImplAllegro5_ProcessEvent(&ev);
+            if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
+                running = false;
+            if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
+            {
+                ImGui_ImplAllegro5_InvalidateDeviceObjects();
+                al_acknowledge_resize(display);
+                ImGui_ImplAllegro5_CreateDeviceObjects();
+            }
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplAllegro5_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
+        ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
+        al_flip_display();
+    }
+
+    // Cleanup
+    ImGui_ImplAllegro5_Shutdown();
+    ImGui::DestroyContext();
+    al_destroy_event_queue(queue);
+    al_destroy_display(display);
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_android_opengl3/CMakeLists.txt b/third_party/imgui/examples/example_android_opengl3/CMakeLists.txt
new file mode 100644
index 0000000000000000000000000000000000000000..0640c240299cc7b14a81f15198fb95207ceec9b0
--- /dev/null
+++ b/third_party/imgui/examples/example_android_opengl3/CMakeLists.txt
@@ -0,0 +1,40 @@
+cmake_minimum_required(VERSION 3.6)
+
+project(ImGuiExample)
+
+set(CMAKE_CXX_STANDARD 11)
+set(CMAKE_CXX_STANDARD_REQUIRED ON)
+set(CMAKE_CXX_EXTENSIONS OFF)
+
+add_library(${CMAKE_PROJECT_NAME} SHARED
+        main.cpp
+        ../../imgui.cpp
+        ../../imgui_demo.cpp
+        ../../imgui_draw.cpp
+        ../../imgui_tables.cpp
+        ../../imgui_widgets.cpp
+        ../../backends/imgui_impl_android.cpp
+        ../../backends/imgui_impl_opengl3.cpp
+  ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
+)
+
+set(CMAKE_SHARED_LINKER_FLAGS
+  "${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
+)
+
+target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
+  IMGUI_IMPL_OPENGL_ES3
+)
+
+target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
+        ../..
+        ../../backends
+  ${ANDROID_NDK}/sources/android/native_app_glue
+)
+
+target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
+  android
+  EGL
+  GLESv3
+  log
+)
diff --git a/third_party/imgui/examples/example_android_opengl3/android/.gitignore b/third_party/imgui/examples/example_android_opengl3/android/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..3c7a61910b0041ab13d80275e94c08425f6b66d0
--- /dev/null
+++ b/third_party/imgui/examples/example_android_opengl3/android/.gitignore
@@ -0,0 +1,12 @@
+.cxx
+.externalNativeBuild
+build/
+*.iml
+
+.idea
+.gradle
+local.properties
+
+# Android Studio puts a Gradle wrapper here, that we don't want:
+gradle/
+gradlew*
diff --git a/third_party/imgui/examples/example_android_opengl3/android/app/build.gradle b/third_party/imgui/examples/example_android_opengl3/android/app/build.gradle
new file mode 100644
index 0000000000000000000000000000000000000000..53181baa215763963efe32a0c3d3cad8e465eb67
--- /dev/null
+++ b/third_party/imgui/examples/example_android_opengl3/android/app/build.gradle
@@ -0,0 +1,46 @@
+apply plugin: 'com.android.application'
+apply plugin: 'kotlin-android'
+
+android {
+    compileSdkVersion 33
+    buildToolsVersion "33.0.2"
+    ndkVersion "25.2.9519653"
+
+    defaultConfig {
+        applicationId "imgui.example.android"
+        namespace "imgui.example.android"
+        minSdkVersion 24
+        targetSdkVersion 33
+        versionCode 1
+        versionName "1.0"
+    }
+
+    buildTypes {
+        release {
+            minifyEnabled false
+            proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
+        }
+    }
+
+    compileOptions {
+        sourceCompatibility JavaVersion.VERSION_11
+        targetCompatibility JavaVersion.VERSION_11
+    }
+
+    kotlinOptions {
+        jvmTarget="11"
+    }
+
+    externalNativeBuild {
+        cmake {
+            path "../../CMakeLists.txt"
+            version '3.22.1'
+        }
+    }
+}
+repositories {
+    mavenCentral()
+}
+dependencies {
+    implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
+}
diff --git a/third_party/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/third_party/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml
new file mode 100644
index 0000000000000000000000000000000000000000..5a1e2d9e59f99d9cba0ce55ca01658e7163135c1
--- /dev/null
+++ b/third_party/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml
@@ -0,0 +1,24 @@
+<?xml version="1.0" encoding="utf-8"?>
+<manifest xmlns:android="http://schemas.android.com/apk/res/android">
+
+    <application
+        android:label="ImGuiExample"
+        android:allowBackup="false"
+        android:fullBackupContent="false"
+        android:hasCode="true">
+
+        <activity
+            android:name="imgui.example.android.MainActivity"
+            android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
+            android:configChanges="orientation|keyboardHidden|screenSize"
+            android:exported="true">
+            <meta-data android:name="android.app.lib_name"
+                android:value="ImGuiExample" />
+
+            <intent-filter>
+                <action android:name="android.intent.action.MAIN" />
+                <category android:name="android.intent.category.LAUNCHER" />
+            </intent-filter>
+        </activity>
+    </application>
+</manifest>
diff --git a/third_party/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt b/third_party/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt
new file mode 100644
index 0000000000000000000000000000000000000000..896a88c8bc592f9700a4f8fbe34b377f9e403f44
--- /dev/null
+++ b/third_party/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt
@@ -0,0 +1,40 @@
+package imgui.example.android
+
+import android.app.NativeActivity
+import android.os.Bundle
+import android.content.Context
+import android.view.inputmethod.InputMethodManager
+import android.view.KeyEvent
+import java.util.concurrent.LinkedBlockingQueue
+
+class MainActivity : NativeActivity() {
+    public override fun onCreate(savedInstanceState: Bundle?) {
+        super.onCreate(savedInstanceState)
+    }
+
+    fun showSoftInput() {
+        val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
+        inputMethodManager.showSoftInput(this.window.decorView, 0)
+    }
+
+    fun hideSoftInput() {
+        val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
+        inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
+    }
+
+    // Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
+    private var unicodeCharacterQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
+
+    // We assume dispatchKeyEvent() of the NativeActivity is actually called for every
+    // KeyEvent and not consumed by any View before it reaches here
+    override fun dispatchKeyEvent(event: KeyEvent): Boolean {
+        if (event.action == KeyEvent.ACTION_DOWN) {
+            unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
+        }
+        return super.dispatchKeyEvent(event)
+    }
+
+    fun pollUnicodeChar(): Int {
+        return unicodeCharacterQueue.poll() ?: 0
+    }
+}
diff --git a/third_party/imgui/examples/example_android_opengl3/android/build.gradle b/third_party/imgui/examples/example_android_opengl3/android/build.gradle
new file mode 100644
index 0000000000000000000000000000000000000000..ccd218524cb4b9779d885a0052c13c675992c9c9
--- /dev/null
+++ b/third_party/imgui/examples/example_android_opengl3/android/build.gradle
@@ -0,0 +1,24 @@
+buildscript {
+    ext.kotlin_version = '1.8.0'
+    repositories {
+        google()
+        mavenCentral()
+
+    }
+    dependencies {
+        classpath 'com.android.tools.build:gradle:7.4.1'
+        classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
+
+    }
+}
+
+allprojects {
+    repositories {
+        google()
+        mavenCentral()
+    }
+}
+
+task clean(type: Delete) {
+    delete rootProject.buildDir
+}
diff --git a/third_party/imgui/examples/example_android_opengl3/android/settings.gradle b/third_party/imgui/examples/example_android_opengl3/android/settings.gradle
new file mode 100644
index 0000000000000000000000000000000000000000..e7b4def49cb53d9aa04228dd3edb14c9e635e003
--- /dev/null
+++ b/third_party/imgui/examples/example_android_opengl3/android/settings.gradle
@@ -0,0 +1 @@
+include ':app'
diff --git a/third_party/imgui/examples/example_android_opengl3/main.cpp b/third_party/imgui/examples/example_android_opengl3/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..e0ad5f9360c8b899fd7d1136449fd7c8d3205337
--- /dev/null
+++ b/third_party/imgui/examples/example_android_opengl3/main.cpp
@@ -0,0 +1,383 @@
+// dear imgui: standalone example application for Android + OpenGL ES 3
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_android.h"
+#include "imgui_impl_opengl3.h"
+#include <android/log.h>
+#include <android_native_app_glue.h>
+#include <android/asset_manager.h>
+#include <EGL/egl.h>
+#include <GLES3/gl3.h>
+#include <string>
+
+// Data
+static EGLDisplay           g_EglDisplay = EGL_NO_DISPLAY;
+static EGLSurface           g_EglSurface = EGL_NO_SURFACE;
+static EGLContext           g_EglContext = EGL_NO_CONTEXT;
+static struct android_app*  g_App = nullptr;
+static bool                 g_Initialized = false;
+static char                 g_LogTag[] = "ImGuiExample";
+static std::string          g_IniFilename = "";
+
+// Forward declarations of helper functions
+static void Init(struct android_app* app);
+static void Shutdown();
+static void MainLoopStep();
+static int ShowSoftKeyboardInput();
+static int PollUnicodeChars();
+static int GetAssetData(const char* filename, void** out_data);
+
+// Main code
+static void handleAppCmd(struct android_app* app, int32_t appCmd)
+{
+    switch (appCmd)
+    {
+    case APP_CMD_SAVE_STATE:
+        break;
+    case APP_CMD_INIT_WINDOW:
+        Init(app);
+        break;
+    case APP_CMD_TERM_WINDOW:
+        Shutdown();
+        break;
+    case APP_CMD_GAINED_FOCUS:
+    case APP_CMD_LOST_FOCUS:
+        break;
+    }
+}
+
+static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
+{
+    return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
+}
+
+void android_main(struct android_app* app)
+{
+    app->onAppCmd = handleAppCmd;
+    app->onInputEvent = handleInputEvent;
+
+    while (true)
+    {
+        int out_events;
+        struct android_poll_source* out_data;
+
+        // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
+        while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
+        {
+            // Process one event
+            if (out_data != nullptr)
+                out_data->process(app, out_data);
+
+            // Exit the app by returning from within the infinite loop
+            if (app->destroyRequested != 0)
+            {
+                // shutdown() should have been called already while processing the
+                // app command APP_CMD_TERM_WINDOW. But we play save here
+                if (!g_Initialized)
+                    Shutdown();
+
+                return;
+            }
+        }
+
+        // Initiate a new frame
+        MainLoopStep();
+    }
+}
+
+void Init(struct android_app* app)
+{
+    if (g_Initialized)
+        return;
+
+    g_App = app;
+    ANativeWindow_acquire(g_App->window);
+
+    // Initialize EGL
+    // This is mostly boilerplate code for EGL...
+    {
+        g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+        if (g_EglDisplay == EGL_NO_DISPLAY)
+            __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
+
+        if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
+            __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
+
+        const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
+        EGLint num_configs = 0;
+        if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
+            __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
+        if (num_configs == 0)
+            __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
+
+        // Get the first matching config
+        EGLConfig egl_config;
+        eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
+        EGLint egl_format;
+        eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
+        ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
+
+        const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
+        g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
+
+        if (g_EglContext == EGL_NO_CONTEXT)
+            __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
+
+        g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
+        eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
+    }
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Redirect loading/saving of .ini file to our location.
+    // Make sure 'g_IniFilename' persists while we use Dear ImGui.
+    g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
+    io.IniFilename = g_IniFilename.c_str();;
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplAndroid_Init(g_App->window);
+    ImGui_ImplOpenGL3_Init("#version 300 es");
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
+
+    // We load the default font with increased size to improve readability on many devices with "high" DPI.
+    // FIXME: Put some effort into DPI awareness.
+    // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
+    ImFontConfig font_cfg;
+    font_cfg.SizePixels = 22.0f;
+    io.Fonts->AddFontDefault(&font_cfg);
+    //void* font_data;
+    //int font_data_size;
+    //ImFont* font;
+    //font_data_size = GetAssetData("segoeui.ttf", &font_data);
+    //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+    //IM_ASSERT(font != nullptr);
+    //font_data_size = GetAssetData("DroidSans.ttf", &font_data);
+    //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+    //IM_ASSERT(font != nullptr);
+    //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
+    //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+    //IM_ASSERT(font != nullptr);
+    //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
+    //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
+    //IM_ASSERT(font != nullptr);
+    //font_data_size = GetAssetData("ArialUni.ttf", &font_data);
+    //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Arbitrary scale-up
+    // FIXME: Put some effort into DPI awareness
+    ImGui::GetStyle().ScaleAllSizes(3.0f);
+
+    g_Initialized = true;
+}
+
+void MainLoopStep()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (g_EglDisplay == EGL_NO_DISPLAY)
+        return;
+
+    // Our state
+    // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+    static bool show_demo_window = true;
+    static bool show_another_window = false;
+    static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Poll Unicode characters via JNI
+    // FIXME: do not call this every frame because of JNI overhead
+    PollUnicodeChars();
+
+    // Open on-screen (soft) input if requested by Dear ImGui
+    static bool WantTextInputLast = false;
+    if (io.WantTextInput && !WantTextInputLast)
+        ShowSoftKeyboardInput();
+    WantTextInputLast = io.WantTextInput;
+
+    // Start the Dear ImGui frame
+    ImGui_ImplOpenGL3_NewFrame();
+    ImGui_ImplAndroid_NewFrame();
+    ImGui::NewFrame();
+
+    // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+    if (show_demo_window)
+        ImGui::ShowDemoWindow(&show_demo_window);
+
+    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+    {
+        static float f = 0.0f;
+        static int counter = 0;
+
+        ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+        ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+        ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+        ImGui::Checkbox("Another Window", &show_another_window);
+
+        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+        ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+        if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+            counter++;
+        ImGui::SameLine();
+        ImGui::Text("counter = %d", counter);
+
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+        ImGui::End();
+    }
+
+    // 3. Show another simple window.
+    if (show_another_window)
+    {
+        ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+        ImGui::Text("Hello from another window!");
+        if (ImGui::Button("Close Me"))
+            show_another_window = false;
+        ImGui::End();
+    }
+
+    // Rendering
+    ImGui::Render();
+    glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+    glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+    glClear(GL_COLOR_BUFFER_BIT);
+    ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+    eglSwapBuffers(g_EglDisplay, g_EglSurface);
+}
+
+void Shutdown()
+{
+    if (!g_Initialized)
+        return;
+
+    // Cleanup
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplAndroid_Shutdown();
+    ImGui::DestroyContext();
+
+    if (g_EglDisplay != EGL_NO_DISPLAY)
+    {
+        eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+        if (g_EglContext != EGL_NO_CONTEXT)
+            eglDestroyContext(g_EglDisplay, g_EglContext);
+
+        if (g_EglSurface != EGL_NO_SURFACE)
+            eglDestroySurface(g_EglDisplay, g_EglSurface);
+
+        eglTerminate(g_EglDisplay);
+    }
+
+    g_EglDisplay = EGL_NO_DISPLAY;
+    g_EglContext = EGL_NO_CONTEXT;
+    g_EglSurface = EGL_NO_SURFACE;
+    ANativeWindow_release(g_App->window);
+
+    g_Initialized = false;
+}
+
+// Helper functions
+
+// Unfortunately, there is no way to show the on-screen input from native code.
+// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
+static int ShowSoftKeyboardInput()
+{
+    JavaVM* java_vm = g_App->activity->vm;
+    JNIEnv* java_env = nullptr;
+
+    jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
+    if (jni_return == JNI_ERR)
+        return -1;
+
+    jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
+    if (jni_return != JNI_OK)
+        return -2;
+
+    jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
+    if (native_activity_clazz == nullptr)
+        return -3;
+
+    jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
+    if (method_id == nullptr)
+        return -4;
+
+    java_env->CallVoidMethod(g_App->activity->clazz, method_id);
+
+    jni_return = java_vm->DetachCurrentThread();
+    if (jni_return != JNI_OK)
+        return -5;
+
+    return 0;
+}
+
+// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
+// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
+// the resulting Unicode characters here via JNI and send them to Dear ImGui.
+static int PollUnicodeChars()
+{
+    JavaVM* java_vm = g_App->activity->vm;
+    JNIEnv* java_env = nullptr;
+
+    jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
+    if (jni_return == JNI_ERR)
+        return -1;
+
+    jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
+    if (jni_return != JNI_OK)
+        return -2;
+
+    jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
+    if (native_activity_clazz == nullptr)
+        return -3;
+
+    jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
+    if (method_id == nullptr)
+        return -4;
+
+    // Send the actual characters to Dear ImGui
+    ImGuiIO& io = ImGui::GetIO();
+    jint unicode_character;
+    while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
+        io.AddInputCharacter(unicode_character);
+
+    jni_return = java_vm->DetachCurrentThread();
+    if (jni_return != JNI_OK)
+        return -5;
+
+    return 0;
+}
+
+// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
+static int GetAssetData(const char* filename, void** outData)
+{
+    int num_bytes = 0;
+    AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
+    if (asset_descriptor)
+    {
+        num_bytes = AAsset_getLength(asset_descriptor);
+        *outData = IM_ALLOC(num_bytes);
+        int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
+        AAsset_close(asset_descriptor);
+        IM_ASSERT(num_bytes_read == num_bytes);
+    }
+    return num_bytes;
+}
diff --git a/third_party/imgui/examples/example_apple_metal/README.md b/third_party/imgui/examples/example_apple_metal/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..48a2b5702948418d70607ce9b1bc0a97909cc276
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_metal/README.md
@@ -0,0 +1,10 @@
+# iOS / OSX Metal example
+
+## Introduction
+
+This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+
+Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.
+
+
+
diff --git a/third_party/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/third_party/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
new file mode 100644
index 0000000000000000000000000000000000000000..4bb4fc28879189f554eb9509a75ac3c0b7e70f7b
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
@@ -0,0 +1,503 @@
+// !$*UTF8*$!
+{
+	archiveVersion = 1;
+	classes = {
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+	objectVersion = 48;
+	objects = {
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+			children = (
+				8309BDFA253CDAAE0045E2A1 /* MainMenu.storyboard */,
+				8309BDFB253CDAAE0045E2A1 /* Info-macOS.plist */,
+			);
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+		};
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+				8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
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+				83BBE9EE20EB471C00295997 /* ModelIO.framework */,
+				83BBE9EB20EB471700295997 /* Metal.framework */,
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+				07A82ED62139413C0078D120 /* imgui_internal.h */,
+				07A82ED72139413C0078D120 /* imgui_widgets.cpp */,
+			);
+			name = imgui;
+			sourceTree = "<group>";
+		};
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+			);
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+			);
+			dependencies = (
+			);
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diff --git a/third_party/imgui/examples/example_apple_metal/iOS/Info-iOS.plist b/third_party/imgui/examples/example_apple_metal/iOS/Info-iOS.plist
new file mode 100644
index 0000000000000000000000000000000000000000..93ef078d0738e421a488c9e1f96f9fd67a9ba8ad
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_metal/iOS/Info-iOS.plist
@@ -0,0 +1,49 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>$(DEVELOPMENT_LANGUAGE)</string>
+	<key>CFBundleExecutable</key>
+	<string>$(EXECUTABLE_NAME)</string>
+	<key>CFBundleIdentifier</key>
+	<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>imgui</string>
+	<key>CFBundlePackageType</key>
+	<string>APPL</string>
+	<key>CFBundleShortVersionString</key>
+	<string>1.0</string>
+	<key>CFBundleVersion</key>
+	<string>1</string>
+	<key>LSRequiresIPhoneOS</key>
+	<true/>
+	<key>UILaunchStoryboardName</key>
+	<string>LaunchScreen</string>
+	<key>UIRequiredDeviceCapabilities</key>
+	<array>
+		<string>armv7</string>
+		<string>metal</string>
+	</array>
+	<key>UIRequiresFullScreen</key>
+	<true/>
+	<key>UIStatusBarHidden</key>
+	<true/>
+	<key>UISupportedInterfaceOrientations</key>
+	<array>
+		<string>UIInterfaceOrientationPortrait</string>
+		<string>UIInterfaceOrientationLandscapeLeft</string>
+		<string>UIInterfaceOrientationLandscapeRight</string>
+		<string>UIInterfaceOrientationPortraitUpsideDown</string>
+	</array>
+	<key>UISupportedInterfaceOrientations~ipad</key>
+	<array>
+		<string>UIInterfaceOrientationPortrait</string>
+		<string>UIInterfaceOrientationPortraitUpsideDown</string>
+		<string>UIInterfaceOrientationLandscapeLeft</string>
+		<string>UIInterfaceOrientationLandscapeRight</string>
+	</array>
+</dict>
+</plist>
diff --git a/third_party/imgui/examples/example_apple_metal/iOS/LaunchScreen.storyboard b/third_party/imgui/examples/example_apple_metal/iOS/LaunchScreen.storyboard
new file mode 100644
index 0000000000000000000000000000000000000000..12c52cfbf59b63f13a0a5a87e6f99c8b549738ed
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_metal/iOS/LaunchScreen.storyboard
@@ -0,0 +1,27 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
+    <device id="retina6_1" orientation="portrait" appearance="light"/>
+    <dependencies>
+        <deployment identifier="iOS"/>
+        <plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="17125"/>
+        <capability name="Safe area layout guides" minToolsVersion="9.0"/>
+        <capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
+    </dependencies>
+    <scenes>
+        <!--View Controller-->
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+            <objects>
+                <viewController id="01J-lp-oVM" sceneMemberID="viewController">
+                    <view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
+                        <rect key="frame" x="0.0" y="0.0" width="414" height="896"/>
+                        <autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
+                        <viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
+                        <color key="backgroundColor" red="0.27843137254901962" green="0.36078431372549019" blue="0.50196078431372548" alpha="1" colorSpace="custom" customColorSpace="displayP3"/>
+                    </view>
+                </viewController>
+                <placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
+            </objects>
+            <point key="canvasLocation" x="53" y="375"/>
+        </scene>
+    </scenes>
+</document>
diff --git a/third_party/imgui/examples/example_apple_metal/macOS/Info-macOS.plist b/third_party/imgui/examples/example_apple_metal/macOS/Info-macOS.plist
new file mode 100644
index 0000000000000000000000000000000000000000..6f4a2b2366ea1f137d653d7eaed973f1d3e085dc
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_metal/macOS/Info-macOS.plist
@@ -0,0 +1,30 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>$(DEVELOPMENT_LANGUAGE)</string>
+	<key>CFBundleExecutable</key>
+	<string>$(EXECUTABLE_NAME)</string>
+	<key>CFBundleIconFile</key>
+	<string></string>
+	<key>CFBundleIdentifier</key>
+	<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>imgui</string>
+	<key>CFBundlePackageType</key>
+	<string>APPL</string>
+	<key>CFBundleShortVersionString</key>
+	<string>1.0</string>
+	<key>CFBundleVersion</key>
+	<string>1</string>
+	<key>LSMinimumSystemVersion</key>
+	<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
+	<key>NSMainStoryboardFile</key>
+	<string>MainMenu</string>
+	<key>NSPrincipalClass</key>
+	<string>NSApplication</string>
+</dict>
+</plist>
diff --git a/third_party/imgui/examples/example_apple_metal/macOS/MainMenu.storyboard b/third_party/imgui/examples/example_apple_metal/macOS/MainMenu.storyboard
new file mode 100644
index 0000000000000000000000000000000000000000..38ad432b0f52482ed83880bac55d3d46860dcb42
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_metal/macOS/MainMenu.storyboard
@@ -0,0 +1,93 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES">
+    <dependencies>
+        <deployment identifier="macosx"/>
+        <plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="17156"/>
+    </dependencies>
+    <scenes>
+        <!--Application-->
+        <scene sceneID="JPo-4y-FX3">
+            <objects>
+                <application id="hnw-xV-0zn" sceneMemberID="viewController">
+                    <menu key="mainMenu" title="Main Menu" systemMenu="main" id="AYu-sK-qS6">
+                        <items>
+                            <menuItem title="ImGui" id="1Xt-HY-uBw">
+                                <modifierMask key="keyEquivalentModifierMask"/>
+                                <menu key="submenu" title="ImGui" systemMenu="apple" id="uQy-DD-JDr">
+                                    <items>
+                                        <menuItem title="Services" id="NMo-om-nkz">
+                                            <modifierMask key="keyEquivalentModifierMask"/>
+                                            <menu key="submenu" title="Services" systemMenu="services" id="hz9-B4-Xy5"/>
+                                        </menuItem>
+                                        <menuItem isSeparatorItem="YES" id="4je-JR-u6R"/>
+                                        <menuItem title="Hide" keyEquivalent="h" id="Olw-nP-bQN">
+                                            <connections>
+                                                <action selector="hide:" target="Ady-hI-5gd" id="PnN-Uc-m68"/>
+                                            </connections>
+                                        </menuItem>
+                                        <menuItem title="Hide Others" keyEquivalent="h" id="Vdr-fp-XzO">
+                                            <modifierMask key="keyEquivalentModifierMask" option="YES" command="YES"/>
+                                            <connections>
+                                                <action selector="hideOtherApplications:" target="Ady-hI-5gd" id="VT4-aY-XCT"/>
+                                            </connections>
+                                        </menuItem>
+                                        <menuItem title="Show All" id="Kd2-mp-pUS">
+                                            <modifierMask key="keyEquivalentModifierMask"/>
+                                            <connections>
+                                                <action selector="unhideAllApplications:" target="Ady-hI-5gd" id="Dhg-Le-xox"/>
+                                            </connections>
+                                        </menuItem>
+                                        <menuItem isSeparatorItem="YES" id="kCx-OE-vgT"/>
+                                        <menuItem title="Quit" keyEquivalent="q" id="4sb-4s-VLi">
+                                            <connections>
+                                                <action selector="terminate:" target="Ady-hI-5gd" id="Te7-pn-YzF"/>
+                                            </connections>
+                                        </menuItem>
+                                    </items>
+                                </menu>
+                            </menuItem>
+                            <menuItem title="View" id="H8h-7b-M4v">
+                                <modifierMask key="keyEquivalentModifierMask"/>
+                                <menu key="submenu" title="View" id="HyV-fh-RgO">
+                                    <items>
+                                        <menuItem title="Enter Full Screen" keyEquivalent="f" id="4J7-dP-txa">
+                                            <modifierMask key="keyEquivalentModifierMask" control="YES" command="YES"/>
+                                            <connections>
+                                                <action selector="toggleFullScreen:" target="Ady-hI-5gd" id="dU3-MA-1Rq"/>
+                                            </connections>
+                                        </menuItem>
+                                    </items>
+                                </menu>
+                            </menuItem>
+                            <menuItem title="Window" id="aUF-d1-5bR">
+                                <modifierMask key="keyEquivalentModifierMask"/>
+                                <menu key="submenu" title="Window" systemMenu="window" id="Td7-aD-5lo">
+                                    <items>
+                                        <menuItem title="Minimize" keyEquivalent="m" id="OY7-WF-poV">
+                                            <connections>
+                                                <action selector="performMiniaturize:" target="Ady-hI-5gd" id="VwT-WD-YPe"/>
+                                            </connections>
+                                        </menuItem>
+                                        <menuItem title="Zoom" id="R4o-n2-Eq4">
+                                            <modifierMask key="keyEquivalentModifierMask"/>
+                                            <connections>
+                                                <action selector="performZoom:" target="Ady-hI-5gd" id="DIl-cC-cCs"/>
+                                            </connections>
+                                        </menuItem>
+                                    </items>
+                                </menu>
+                            </menuItem>
+                        </items>
+                    </menu>
+                    <connections>
+                        <outlet property="delegate" destination="Voe-Tx-rLC" id="PrD-fu-P6m"/>
+                    </connections>
+                </application>
+                <customObject id="Voe-Tx-rLC" customClass="AppDelegate"/>
+                <customObject id="YLy-65-1bz" customClass="NSFontManager"/>
+                <customObject id="Ady-hI-5gd" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
+            </objects>
+            <point key="canvasLocation" x="-362" y="-38"/>
+        </scene>
+    </scenes>
+</document>
diff --git a/third_party/imgui/examples/example_apple_metal/main.mm b/third_party/imgui/examples/example_apple_metal/main.mm
new file mode 100644
index 0000000000000000000000000000000000000000..109ef6153c3e42a20bf20eb18d060f10885a94a6
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_metal/main.mm
@@ -0,0 +1,337 @@
+// Dear ImGui: standalone example application for OSX + Metal.
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#import <Foundation/Foundation.h>
+
+#if TARGET_OS_OSX
+#import <Cocoa/Cocoa.h>
+#else
+#import <UIKit/UIKit.h>
+#endif
+
+#import <Metal/Metal.h>
+#import <MetalKit/MetalKit.h>
+
+#include "imgui.h"
+#include "imgui_impl_metal.h"
+#if TARGET_OS_OSX
+#include "imgui_impl_osx.h"
+@interface AppViewController : NSViewController<NSWindowDelegate>
+@end
+#else
+@interface AppViewController : UIViewController
+@end
+#endif
+
+@interface AppViewController () <MTKViewDelegate>
+@property (nonatomic, readonly) MTKView *mtkView;
+@property (nonatomic, strong) id <MTLDevice> device;
+@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
+@end
+
+//-----------------------------------------------------------------------------------
+// AppViewController
+//-----------------------------------------------------------------------------------
+
+@implementation AppViewController
+
+-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
+{
+    self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
+
+    _device = MTLCreateSystemDefaultDevice();
+    _commandQueue = [_device newCommandQueue];
+
+    if (!self.device)
+    {
+        NSLog(@"Metal is not supported");
+        abort();
+    }
+
+    // Setup Dear ImGui context
+    // FIXME: This example doesn't have proper cleanup...
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Renderer backend
+    ImGui_ImplMetal_Init(_device);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    return self;
+}
+
+-(MTKView *)mtkView
+{
+    return (MTKView *)self.view;
+}
+
+-(void)loadView
+{
+    self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
+}
+
+-(void)viewDidLoad
+{
+    [super viewDidLoad];
+
+    self.mtkView.device = self.device;
+    self.mtkView.delegate = self;
+
+#if TARGET_OS_OSX
+    ImGui_ImplOSX_Init(self.view);
+    [NSApp activateIgnoringOtherApps:YES];
+#endif
+}
+
+-(void)drawInMTKView:(MTKView*)view
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.DisplaySize.x = view.bounds.size.width;
+    io.DisplaySize.y = view.bounds.size.height;
+
+#if TARGET_OS_OSX
+    CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
+#else
+    CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
+#endif
+    io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
+
+    id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
+
+    MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
+    if (renderPassDescriptor == nil)
+    {
+        [commandBuffer commit];
+		return;
+    }
+
+    // Start the Dear ImGui frame
+    ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+#if TARGET_OS_OSX
+    ImGui_ImplOSX_NewFrame(view);
+#endif
+    ImGui::NewFrame();
+
+    // Our state (make them static = more or less global) as a convenience to keep the example terse.
+    static bool show_demo_window = true;
+    static bool show_another_window = false;
+    static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+    if (show_demo_window)
+        ImGui::ShowDemoWindow(&show_demo_window);
+
+    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+    {
+        static float f = 0.0f;
+        static int counter = 0;
+
+        ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+        ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+        ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+        ImGui::Checkbox("Another Window", &show_another_window);
+
+        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+        ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+        if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+            counter++;
+        ImGui::SameLine();
+        ImGui::Text("counter = %d", counter);
+
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+        ImGui::End();
+    }
+
+    // 3. Show another simple window.
+    if (show_another_window)
+    {
+        ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+        ImGui::Text("Hello from another window!");
+        if (ImGui::Button("Close Me"))
+            show_another_window = false;
+        ImGui::End();
+    }
+
+    // Rendering
+    ImGui::Render();
+    ImDrawData* draw_data = ImGui::GetDrawData();
+
+    renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+    id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+    [renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
+    ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
+    [renderEncoder popDebugGroup];
+    [renderEncoder endEncoding];
+
+	// Present
+    [commandBuffer presentDrawable:view.currentDrawable];
+    [commandBuffer commit];
+}
+
+-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
+{
+}
+
+//-----------------------------------------------------------------------------------
+// Input processing
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+- (void)viewWillAppear
+{
+    [super viewWillAppear];
+    self.view.window.delegate = self;
+}
+
+- (void)windowWillClose:(NSNotification *)notification
+{
+    ImGui_ImplMetal_Shutdown();
+    ImGui_ImplOSX_Shutdown();
+    ImGui::DestroyContext();
+}
+
+#else
+
+// This touch mapping is super cheesy/hacky. We treat any touch on the screen
+// as if it were a depressed left mouse button, and we don't bother handling
+// multitouch correctly at all. This causes the "cursor" to behave very erratically
+// when there are multiple active touches. But for demo purposes, single-touch
+// interaction actually works surprisingly well.
+-(void)updateIOWithTouchEvent:(UIEvent *)event
+{
+    UITouch *anyTouch = event.allTouches.anyObject;
+    CGPoint touchLocation = [anyTouch locationInView:self.view];
+    ImGuiIO &io = ImGui::GetIO();
+    io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
+    io.AddMousePosEvent(touchLocation.x, touchLocation.y);
+
+    BOOL hasActiveTouch = NO;
+    for (UITouch *touch in event.allTouches)
+    {
+        if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
+        {
+            hasActiveTouch = YES;
+            break;
+        }
+    }
+    io.AddMouseButtonEvent(0, hasActiveTouch);
+}
+
+-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event      { [self updateIOWithTouchEvent:event]; }
+-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event      { [self updateIOWithTouchEvent:event]; }
+-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event  { [self updateIOWithTouchEvent:event]; }
+-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event      { [self updateIOWithTouchEvent:event]; }
+
+#endif
+
+@end
+
+//-----------------------------------------------------------------------------------
+// AppDelegate
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+@interface AppDelegate : NSObject <NSApplicationDelegate>
+@property (nonatomic, strong) NSWindow *window;
+@end
+
+@implementation AppDelegate
+
+-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
+{
+    return YES;
+}
+
+-(instancetype)init
+{
+    if (self = [super init])
+    {
+        NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
+        self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
+                                                  styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
+                                                    backing:NSBackingStoreBuffered
+                                                      defer:NO];
+        self.window.contentViewController = rootViewController;
+        [self.window center];
+        [self.window makeKeyAndOrderFront:self];
+    }
+    return self;
+}
+
+@end
+
+#else
+
+@interface AppDelegate : UIResponder <UIApplicationDelegate>
+@property (strong, nonatomic) UIWindow *window;
+@end
+
+@implementation AppDelegate
+
+-(BOOL)application:(UIApplication *)application
+    didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
+{
+    UIViewController *rootViewController = [[AppViewController alloc] init];
+    self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
+    self.window.rootViewController = rootViewController;
+    [self.window makeKeyAndVisible];
+    return YES;
+}
+
+@end
+
+#endif
+
+//-----------------------------------------------------------------------------------
+// Application main() function
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+int main(int argc, const char * argv[])
+{
+    return NSApplicationMain(argc, argv);
+}
+
+#else
+
+int main(int argc, char * argv[])
+{
+    @autoreleasepool
+    {
+        return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
+    }
+}
+
+#endif
diff --git a/third_party/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/third_party/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
new file mode 100644
index 0000000000000000000000000000000000000000..a168373d49e0a05c62e6ba40c76c49e98579f37a
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
@@ -0,0 +1,332 @@
+// !$*UTF8*$!
+{
+	archiveVersion = 1;
+	classes = {
+	};
+	objectVersion = 48;
+	objects = {
+
+/* Begin PBXBuildFile section */
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+/* Begin PBXCopyFilesBuildPhase section */
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+			isa = PBXCopyFilesBuildPhase;
+			buildActionMask = 2147483647;
+			dstPath = /usr/share/man/man1/;
+			dstSubfolderSpec = 0;
+			files = (
+			);
+			runOnlyForDeploymentPostprocessing = 1;
+		};
+/* End PBXCopyFilesBuildPhase section */
+
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+			);
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+		};
+/* End PBXFrameworksBuildPhase section */
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+/* Begin PBXGroup section */
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+				4080A9A120B034280036BA46 /* imgui_impl_osx.h */,
+				4080A99F20B034280036BA46 /* imgui_impl_osx.mm */,
+				4080A98A20B02CD90036BA46 /* main.mm */,
+				4080A96C20B029B00036BA46 /* Products */,
+				4080A9B120B034E40036BA46 /* Frameworks */,
+			);
+			sourceTree = "<group>";
+		};
+		4080A96C20B029B00036BA46 /* Products */ = {
+			isa = PBXGroup;
+			children = (
+				4080A96B20B029B00036BA46 /* example_osx_opengl2 */,
+			);
+			name = Products;
+			sourceTree = "<group>";
+		};
+		4080A9B120B034E40036BA46 /* Frameworks */ = {
+			isa = PBXGroup;
+			children = (
+				05E31B57274EF0360083FCB6 /* GameController.framework */,
+				4080A9B420B034EA0036BA46 /* OpenGL.framework */,
+				4080A9B220B034E40036BA46 /* Cocoa.framework */,
+			);
+			name = Frameworks;
+			sourceTree = "<group>";
+		};
+/* End PBXGroup section */
+
+/* Begin PBXNativeTarget section */
+		4080A96A20B029B00036BA46 /* example_osx_opengl2 */ = {
+			isa = PBXNativeTarget;
+			buildConfigurationList = 4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */;
+			buildPhases = (
+				4080A96720B029B00036BA46 /* Sources */,
+				4080A96820B029B00036BA46 /* Frameworks */,
+				4080A96920B029B00036BA46 /* CopyFiles */,
+			);
+			buildRules = (
+			);
+			dependencies = (
+			);
+			name = example_osx_opengl2;
+			productName = example_osx_opengl2;
+			productReference = 4080A96B20B029B00036BA46 /* example_osx_opengl2 */;
+			productType = "com.apple.product-type.tool";
+		};
+/* End PBXNativeTarget section */
+
+/* Begin PBXProject section */
+		4080A96320B029B00036BA46 /* Project object */ = {
+			isa = PBXProject;
+			attributes = {
+				LastUpgradeCheck = 0930;
+				ORGANIZATIONNAME = ImGui;
+				TargetAttributes = {
+					4080A96A20B029B00036BA46 = {
+						CreatedOnToolsVersion = 9.3.1;
+						ProvisioningStyle = Automatic;
+					};
+				};
+			};
+			buildConfigurationList = 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */;
+			compatibilityVersion = "Xcode 8.0";
+			developmentRegion = en;
+			hasScannedForEncodings = 0;
+			knownRegions = (
+				en,
+			);
+			mainGroup = 4080A96220B029B00036BA46;
+			productRefGroup = 4080A96C20B029B00036BA46 /* Products */;
+			projectDirPath = "";
+			projectRoot = "";
+			targets = (
+				4080A96A20B029B00036BA46 /* example_osx_opengl2 */,
+			);
+		};
+/* End PBXProject section */
+
+/* Begin PBXSourcesBuildPhase section */
+		4080A96720B029B00036BA46 /* Sources */ = {
+			isa = PBXSourcesBuildPhase;
+			buildActionMask = 2147483647;
+			files = (
+				4080A99820B02D340036BA46 /* main.mm in Sources */,
+				4080A9AD20B0343C0036BA46 /* imgui_demo.cpp in Sources */,
+				4080A9AF20B0343C0036BA46 /* imgui_draw.cpp in Sources */,
+				4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */,
+				4080A9B020B0347A0036BA46 /* imgui_impl_osx.mm in Sources */,
+				4080A9AE20B0343C0036BA46 /* imgui.cpp in Sources */,
+				50798230257677FD0038A28D /* imgui_tables.cpp in Sources */,
+				07A82EDB213941D00078D120 /* imgui_widgets.cpp in Sources */,
+			);
+			runOnlyForDeploymentPostprocessing = 0;
+		};
+/* End PBXSourcesBuildPhase section */
+
+/* Begin XCBuildConfiguration section */
+		4080A97020B029B00036BA46 /* Debug */ = {
+			isa = XCBuildConfiguration;
+			buildSettings = {
+				ALWAYS_SEARCH_USER_PATHS = NO;
+				CLANG_ANALYZER_NONNULL = YES;
+				CLANG_ANALYZER_NUMBER_OBJECT_CONVERSION = YES_AGGRESSIVE;
+				CLANG_CXX_LANGUAGE_STANDARD = "gnu++14";
+				CLANG_CXX_LIBRARY = "libc++";
+				CLANG_ENABLE_MODULES = YES;
+				CLANG_ENABLE_OBJC_ARC = YES;
+				CLANG_ENABLE_OBJC_WEAK = YES;
+				CLANG_WARN_BLOCK_CAPTURE_AUTORELEASING = YES;
+				CLANG_WARN_BOOL_CONVERSION = YES;
+				CLANG_WARN_COMMA = YES;
+				CLANG_WARN_CONSTANT_CONVERSION = YES;
+				CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
+				CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
+				CLANG_WARN_DOCUMENTATION_COMMENTS = YES;
+				CLANG_WARN_EMPTY_BODY = YES;
+				CLANG_WARN_ENUM_CONVERSION = YES;
+				CLANG_WARN_INFINITE_RECURSION = YES;
+				CLANG_WARN_INT_CONVERSION = YES;
+				CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
+				CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
+				CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
+				CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
+				CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
+				CLANG_WARN_STRICT_PROTOTYPES = YES;
+				CLANG_WARN_SUSPICIOUS_MOVE = YES;
+				CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
+				CLANG_WARN_UNREACHABLE_CODE = YES;
+				CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
+				CODE_SIGN_IDENTITY = "-";
+				COPY_PHASE_STRIP = NO;
+				DEBUG_INFORMATION_FORMAT = dwarf;
+				ENABLE_STRICT_OBJC_MSGSEND = YES;
+				ENABLE_TESTABILITY = YES;
+				GCC_C_LANGUAGE_STANDARD = gnu11;
+				GCC_DYNAMIC_NO_PIC = NO;
+				GCC_NO_COMMON_BLOCKS = YES;
+				GCC_OPTIMIZATION_LEVEL = 0;
+				GCC_PREPROCESSOR_DEFINITIONS = (
+					"DEBUG=1",
+					"$(inherited)",
+				);
+				GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
+				GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
+				GCC_WARN_UNDECLARED_SELECTOR = YES;
+				GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
+				GCC_WARN_UNUSED_FUNCTION = YES;
+				GCC_WARN_UNUSED_VARIABLE = YES;
+				MACOSX_DEPLOYMENT_TARGET = 10.13;
+				MTL_ENABLE_DEBUG_INFO = YES;
+				ONLY_ACTIVE_ARCH = YES;
+				SDKROOT = macosx;
+			};
+			name = Debug;
+		};
+		4080A97120B029B00036BA46 /* Release */ = {
+			isa = XCBuildConfiguration;
+			buildSettings = {
+				ALWAYS_SEARCH_USER_PATHS = NO;
+				CLANG_ANALYZER_NONNULL = YES;
+				CLANG_ANALYZER_NUMBER_OBJECT_CONVERSION = YES_AGGRESSIVE;
+				CLANG_CXX_LANGUAGE_STANDARD = "gnu++14";
+				CLANG_CXX_LIBRARY = "libc++";
+				CLANG_ENABLE_MODULES = YES;
+				CLANG_ENABLE_OBJC_ARC = YES;
+				CLANG_ENABLE_OBJC_WEAK = YES;
+				CLANG_WARN_BLOCK_CAPTURE_AUTORELEASING = YES;
+				CLANG_WARN_BOOL_CONVERSION = YES;
+				CLANG_WARN_COMMA = YES;
+				CLANG_WARN_CONSTANT_CONVERSION = YES;
+				CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
+				CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
+				CLANG_WARN_DOCUMENTATION_COMMENTS = YES;
+				CLANG_WARN_EMPTY_BODY = YES;
+				CLANG_WARN_ENUM_CONVERSION = YES;
+				CLANG_WARN_INFINITE_RECURSION = YES;
+				CLANG_WARN_INT_CONVERSION = YES;
+				CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
+				CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
+				CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
+				CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
+				CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
+				CLANG_WARN_STRICT_PROTOTYPES = YES;
+				CLANG_WARN_SUSPICIOUS_MOVE = YES;
+				CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
+				CLANG_WARN_UNREACHABLE_CODE = YES;
+				CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
+				CODE_SIGN_IDENTITY = "-";
+				COPY_PHASE_STRIP = NO;
+				DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
+				ENABLE_NS_ASSERTIONS = NO;
+				ENABLE_STRICT_OBJC_MSGSEND = YES;
+				GCC_C_LANGUAGE_STANDARD = gnu11;
+				GCC_NO_COMMON_BLOCKS = YES;
+				GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
+				GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
+				GCC_WARN_UNDECLARED_SELECTOR = YES;
+				GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
+				GCC_WARN_UNUSED_FUNCTION = YES;
+				GCC_WARN_UNUSED_VARIABLE = YES;
+				MACOSX_DEPLOYMENT_TARGET = 10.13;
+				MTL_ENABLE_DEBUG_INFO = NO;
+				SDKROOT = macosx;
+			};
+			name = Release;
+		};
+		4080A97320B029B00036BA46 /* Debug */ = {
+			isa = XCBuildConfiguration;
+			buildSettings = {
+				CODE_SIGN_STYLE = Automatic;
+				MACOSX_DEPLOYMENT_TARGET = 10.12;
+				PRODUCT_NAME = "$(TARGET_NAME)";
+				USER_HEADER_SEARCH_PATHS = ../..;
+			};
+			name = Debug;
+		};
+		4080A97420B029B00036BA46 /* Release */ = {
+			isa = XCBuildConfiguration;
+			buildSettings = {
+				CODE_SIGN_STYLE = Automatic;
+				MACOSX_DEPLOYMENT_TARGET = 10.12;
+				PRODUCT_NAME = "$(TARGET_NAME)";
+				USER_HEADER_SEARCH_PATHS = ../..;
+			};
+			name = Release;
+		};
+/* End XCBuildConfiguration section */
+
+/* Begin XCConfigurationList section */
+		4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */ = {
+			isa = XCConfigurationList;
+			buildConfigurations = (
+				4080A97020B029B00036BA46 /* Debug */,
+				4080A97120B029B00036BA46 /* Release */,
+			);
+			defaultConfigurationIsVisible = 0;
+			defaultConfigurationName = Release;
+		};
+		4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = {
+			isa = XCConfigurationList;
+			buildConfigurations = (
+				4080A97320B029B00036BA46 /* Debug */,
+				4080A97420B029B00036BA46 /* Release */,
+			);
+			defaultConfigurationIsVisible = 0;
+			defaultConfigurationName = Release;
+		};
+/* End XCConfigurationList section */
+	};
+	rootObject = 4080A96320B029B00036BA46 /* Project object */;
+}
diff --git a/third_party/imgui/examples/example_apple_opengl2/main.mm b/third_party/imgui/examples/example_apple_opengl2/main.mm
new file mode 100644
index 0000000000000000000000000000000000000000..815c0f72e14b19989a0f57e3dbd33cecca2ee9f5
--- /dev/null
+++ b/third_party/imgui/examples/example_apple_opengl2/main.mm
@@ -0,0 +1,256 @@
+// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#import <Cocoa/Cocoa.h>
+#import <OpenGL/gl.h>
+#import <OpenGL/glu.h>
+
+#include "imgui.h"
+#include "imgui_impl_opengl2.h"
+#include "imgui_impl_osx.h"
+
+//-----------------------------------------------------------------------------------
+// AppView
+//-----------------------------------------------------------------------------------
+
+@interface AppView : NSOpenGLView
+{
+    NSTimer*    animationTimer;
+}
+@end
+
+@implementation AppView
+
+-(void)prepareOpenGL
+{
+    [super prepareOpenGL];
+
+#ifndef DEBUG
+    GLint swapInterval = 1;
+    [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
+    if (swapInterval == 0)
+        NSLog(@"Error: Cannot set swap interval.");
+#endif
+}
+
+-(void)initialize
+{
+    // Setup Dear ImGui context
+    // FIXME: This example doesn't have proper cleanup...
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplOSX_Init(self);
+    ImGui_ImplOpenGL2_Init();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+}
+
+-(void)updateAndDrawDemoView
+{
+    // Start the Dear ImGui frame
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplOpenGL2_NewFrame();
+    ImGui_ImplOSX_NewFrame(self);
+    ImGui::NewFrame();
+
+    // Our state (make them static = more or less global) as a convenience to keep the example terse.
+    static bool show_demo_window = true;
+    static bool show_another_window = false;
+    static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+    if (show_demo_window)
+        ImGui::ShowDemoWindow(&show_demo_window);
+
+    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+    {
+        static float f = 0.0f;
+        static int counter = 0;
+
+        ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+        ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+        ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+        ImGui::Checkbox("Another Window", &show_another_window);
+
+        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+        ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+        if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+            counter++;
+        ImGui::SameLine();
+        ImGui::Text("counter = %d", counter);
+
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+        ImGui::End();
+    }
+
+    // 3. Show another simple window.
+    if (show_another_window)
+    {
+        ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+        ImGui::Text("Hello from another window!");
+        if (ImGui::Button("Close Me"))
+            show_another_window = false;
+        ImGui::End();
+    }
+
+    // Rendering
+    ImGui::Render();
+    ImDrawData* draw_data = ImGui::GetDrawData();
+
+    [[self openGLContext] makeCurrentContext];
+    GLsizei width  = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+    GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+    glViewport(0, 0, width, height);
+    glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    ImGui_ImplOpenGL2_RenderDrawData(draw_data);
+
+    // Present
+    [[self openGLContext] flushBuffer];
+
+    if (!animationTimer)
+        animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
+}
+
+-(void)reshape                              { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; }
+-(void)drawRect:(NSRect)bounds              { [self updateAndDrawDemoView]; }
+-(void)animationTimerFired:(NSTimer*)timer  { [self setNeedsDisplay:YES]; }
+-(void)dealloc                              { animationTimer = nil; }
+
+@end
+
+//-----------------------------------------------------------------------------------
+// AppDelegate
+//-----------------------------------------------------------------------------------
+
+@interface AppDelegate : NSObject <NSApplicationDelegate>
+@property (nonatomic, readonly) NSWindow* window;
+@end
+
+@implementation AppDelegate
+@synthesize window = _window;
+
+-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
+{
+    return YES;
+}
+
+-(NSWindow*)window
+{
+    if (_window != nil)
+        return (_window);
+
+    NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
+
+    _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
+    [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
+    [_window setAcceptsMouseMovedEvents:YES];
+    [_window setOpaque:YES];
+    [_window makeKeyAndOrderFront:NSApp];
+
+    return (_window);
+}
+
+-(void)setupMenu
+{
+    NSMenu* mainMenuBar = [[NSMenu alloc] init];
+    NSMenu* appMenu;
+    NSMenuItem* menuItem;
+
+    appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
+    menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
+    [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
+
+    menuItem = [[NSMenuItem alloc] init];
+    [menuItem setSubmenu:appMenu];
+
+    [mainMenuBar addItem:menuItem];
+
+    appMenu = nil;
+    [NSApp setMainMenu:mainMenuBar];
+}
+
+-(void)dealloc
+{
+    _window = nil;
+}
+
+-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
+{
+    // Make the application a foreground application (else it won't receive keyboard events)
+    ProcessSerialNumber psn = {0, kCurrentProcess};
+    TransformProcessType(&psn, kProcessTransformToForegroundApplication);
+
+    // Menu
+    [self setupMenu];
+
+    NSOpenGLPixelFormatAttribute attrs[] =
+    {
+        NSOpenGLPFADoubleBuffer,
+        NSOpenGLPFADepthSize, 32,
+        0
+    };
+
+    NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
+    AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
+    format = nil;
+#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+    if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+        [view setWantsBestResolutionOpenGLSurface:YES];
+#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+    [self.window setContentView:view];
+
+    if ([view openGLContext] == nil)
+        NSLog(@"No OpenGL Context!");
+
+    [view initialize];
+}
+
+@end
+
+//-----------------------------------------------------------------------------------
+// Application main() function
+//-----------------------------------------------------------------------------------
+
+int main(int argc, const char* argv[])
+{
+    @autoreleasepool
+    {
+        NSApp = [NSApplication sharedApplication];
+        AppDelegate* delegate = [[AppDelegate alloc] init];
+        [[NSApplication sharedApplication] setDelegate:delegate];
+        [NSApp run];
+    }
+    return NSApplicationMain(argc, argv);
+}
diff --git a/third_party/imgui/examples/example_glfw_metal/Makefile b/third_party/imgui/examples/example_glfw_metal/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..32a7aeca239597e1eefd754a0864045610296162
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_metal/Makefile
@@ -0,0 +1,46 @@
+#
+# You will need GLFW (http://www.glfw.org):
+#   brew install glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_metal
+IMGUI_DIR = ../..
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+
+LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
+LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib
+LIBS += -lglfw
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include
+CXXFLAGS += -Wall -Wformat
+CFLAGS = $(CXXFLAGS)
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:%.mm
+	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.mm
+	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_glfw_metal/main.mm b/third_party/imgui/examples/example_glfw_metal/main.mm
new file mode 100644
index 0000000000000000000000000000000000000000..e9bc63acb1c09a91ca363f804df6451fdb0948c2
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_metal/main.mm
@@ -0,0 +1,177 @@
+// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_metal.h"
+#include <stdio.h>
+
+#define GLFW_INCLUDE_NONE
+#define GLFW_EXPOSE_NATIVE_COCOA
+#include <GLFW/glfw3.h>
+#include <GLFW/glfw3native.h>
+
+#import <Metal/Metal.h>
+#import <QuartzCore/QuartzCore.h>
+
+static void glfw_error_callback(int error, const char* description)
+{
+    fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+}
+
+int main(int, char**)
+{
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Setup window
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+        return 1;
+
+    // Create window with graphics context
+    glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr);
+    if (window == nullptr)
+        return 1;
+
+    id <MTLDevice> device = MTLCreateSystemDefaultDevice();
+    id <MTLCommandQueue> commandQueue = [device newCommandQueue];
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplGlfw_InitForOpenGL(window, true);
+    ImGui_ImplMetal_Init(device);
+
+    NSWindow *nswin = glfwGetCocoaWindow(window);
+    CAMetalLayer *layer = [CAMetalLayer layer];
+    layer.device = device;
+    layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
+    nswin.contentView.layer = layer;
+    nswin.contentView.wantsLayer = YES;
+
+    MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
+
+    // Main loop
+    while (!glfwWindowShouldClose(window))
+    {
+        @autoreleasepool
+        {
+            // Poll and handle events (inputs, window resize, etc.)
+            // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+            // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+            // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+            // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+            glfwPollEvents();
+
+            int width, height;
+            glfwGetFramebufferSize(window, &width, &height);
+            layer.drawableSize = CGSizeMake(width, height);
+            id<CAMetalDrawable> drawable = [layer nextDrawable];
+
+            id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
+            renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
+            renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
+            renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
+            renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
+            id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+            [renderEncoder pushDebugGroup:@"ImGui demo"];
+
+            // Start the Dear ImGui frame
+            ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+            ImGui_ImplGlfw_NewFrame();
+            ImGui::NewFrame();
+
+            // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+            if (show_demo_window)
+                ImGui::ShowDemoWindow(&show_demo_window);
+
+            // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+            {
+                static float f = 0.0f;
+                static int counter = 0;
+
+                ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+                ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+                ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+                ImGui::Checkbox("Another Window", &show_another_window);
+
+                ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+                ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+                if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                    counter++;
+                ImGui::SameLine();
+                ImGui::Text("counter = %d", counter);
+
+                ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+                ImGui::End();
+            }
+
+            // 3. Show another simple window.
+            if (show_another_window)
+            {
+                ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+                ImGui::Text("Hello from another window!");
+                if (ImGui::Button("Close Me"))
+                    show_another_window = false;
+                ImGui::End();
+            }
+
+            // Rendering
+            ImGui::Render();
+            ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
+
+            [renderEncoder popDebugGroup];
+            [renderEncoder endEncoding];
+
+            [commandBuffer presentDrawable:drawable];
+            [commandBuffer commit];
+        }
+    }
+
+    // Cleanup
+    ImGui_ImplMetal_Shutdown();
+    ImGui_ImplGlfw_Shutdown();
+    ImGui::DestroyContext();
+
+    glfwDestroyWindow(window);
+    glfwTerminate();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_glfw_opengl2/Makefile b/third_party/imgui/examples/example_glfw_opengl2/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..1f15c15c06837ba3239d3fcfdc0c798d3562af91
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl2/Makefile
@@ -0,0 +1,81 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need GLFW (http://www.glfw.org):
+# Linux:
+#   apt-get install libglfw-dev
+# Mac OS X:
+#   brew install glfw
+# MSYS2:
+#   pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_opengl2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += -lGL `pkg-config --static --libs glfw3`
+
+	CXXFLAGS += `pkg-config --cflags glfw3`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+	LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
+	#LIBS += -lglfw3
+	LIBS += -lglfw
+
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+	ECHO_MESSAGE = "MinGW"
+	LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
+
+	CXXFLAGS += `pkg-config --cflags glfw3`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
+
diff --git a/third_party/imgui/examples/example_glfw_opengl2/build_win32.bat b/third_party/imgui/examples/example_glfw_opengl2/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..24c0e08fda73fb303394bc539e53fa591f06e6a6
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl2/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_glfw_opengl2
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/third_party/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/third_party/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..2aa25506e2f349d85c87265d8187b1bf7ebaa5a7
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
+    <RootNamespace>example_glfw_opengl2</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters b/third_party/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..049b0b1a312229dee3b66f2130ea02482d2d6a7d
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_glfw.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_glfw_opengl2/main.cpp b/third_party/imgui/examples/example_glfw_opengl2/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..1fcec2b2a7bbdfb8a40ee3ba05bafe463555de4c
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl2/main.cpp
@@ -0,0 +1,171 @@
+// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the example_glfw_opengl2/ folder**
+// See imgui_impl_glfw.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl2.h"
+#include <stdio.h>
+#ifdef __APPLE__
+#define GL_SILENCE_DEPRECATION
+#endif
+#include <GLFW/glfw3.h>
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
+static void glfw_error_callback(int error, const char* description)
+{
+    fprintf(stderr, "GLFW Error %d: %s\n", error, description);
+}
+
+// Main code
+int main(int, char**)
+{
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+        return 1;
+
+    // Create window with graphics context
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
+    if (window == nullptr)
+        return 1;
+    glfwMakeContextCurrent(window);
+    glfwSwapInterval(1); // Enable vsync
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplGlfw_InitForOpenGL(window, true);
+    ImGui_ImplOpenGL2_Init();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    while (!glfwWindowShouldClose(window))
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        glfwPollEvents();
+        if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
+        {
+            ImGui_ImplGlfw_Sleep(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplOpenGL2_NewFrame();
+        ImGui_ImplGlfw_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        int display_w, display_h;
+        glfwGetFramebufferSize(window, &display_w, &display_h);
+        glViewport(0, 0, display_w, display_h);
+        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+
+        // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+        // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
+        //GLint last_program;
+        //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+        //glUseProgram(0);
+        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+        //glUseProgram(last_program);
+
+        glfwMakeContextCurrent(window);
+        glfwSwapBuffers(window);
+    }
+
+    // Cleanup
+    ImGui_ImplOpenGL2_Shutdown();
+    ImGui_ImplGlfw_Shutdown();
+    ImGui::DestroyContext();
+
+    glfwDestroyWindow(window);
+    glfwTerminate();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_glfw_opengl3/Makefile b/third_party/imgui/examples/example_glfw_opengl3/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..252ce571442129db088550f9ebfb5d156baba69c
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl3/Makefile
@@ -0,0 +1,89 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need GLFW (http://www.glfw.org):
+# Linux:
+#   apt-get install libglfw-dev
+# Mac OS X:
+#   brew install glfw
+# MSYS2:
+#   pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_opengl3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## OPENGL ES
+##---------------------------------------------------------------------
+
+## This assumes a GL ES library available in the system, e.g. libGLESv2.so
+# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
+# LINUX_GL_LIBS = -lGLESv2
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
+
+	CXXFLAGS += `pkg-config --cflags glfw3`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+	LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
+	#LIBS += -lglfw3
+	LIBS += -lglfw
+
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+	ECHO_MESSAGE = "MinGW"
+	LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
+
+	CXXFLAGS += `pkg-config --cflags glfw3`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_glfw_opengl3/Makefile.emscripten b/third_party/imgui/examples/example_glfw_opengl3/Makefile.emscripten
new file mode 100644
index 0000000000000000000000000000000000000000..bd972abffc854c9d6d17a593e6f171316aa58ff6
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl3/Makefile.emscripten
@@ -0,0 +1,91 @@
+#
+# Makefile to use with GLFW+emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+#  - web/index.html
+#  - web/index.js
+#  - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
+#EMS += -s BINARYEN_TRAP_MODE=clamp
+#EMS += -s SAFE_HEAP=1    ## Adds overhead
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(EXE)
+
+$(WEB_DIR):
+	mkdir $@
+
+serve: all
+	python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+	$(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+	rm -rf $(OBJS) $(WEB_DIR)
diff --git a/third_party/imgui/examples/example_glfw_opengl3/build_win32.bat b/third_party/imgui/examples/example_glfw_opengl3/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..b5979ad493918816e6506d13b60d21a3e6793681
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_glfw_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/third_party/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj b/third_party/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..4bd503afe3356b893e243cf24afc90dc6b6c14a8
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
+    <RootNamespace>example_glfw_opengl3</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters b/third_party/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..bc79bb197d4245a9037a4df5f670074382f359f0
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters
@@ -0,0 +1,67 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_glfw.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_glfw_opengl3/main.cpp b/third_party/imgui/examples/example_glfw_opengl3/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..3afe251e37504dfec5470e771b6db1d72e5051e4
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_opengl3/main.cpp
@@ -0,0 +1,202 @@
+// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#define GL_SILENCE_DEPRECATION
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <GLES2/gl2.h>
+#endif
+#include <GLFW/glfw3.h> // Will drag system OpenGL headers
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+static void glfw_error_callback(int error, const char* description)
+{
+    fprintf(stderr, "GLFW Error %d: %s\n", error, description);
+}
+
+// Main code
+int main(int, char**)
+{
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+        return 1;
+
+    // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+    // GL ES 2.0 + GLSL 100
+    const char* glsl_version = "#version 100";
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+#elif defined(__APPLE__)
+    // GL 3.2 + GLSL 150
+    const char* glsl_version = "#version 150";
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
+    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac
+#else
+    // GL 3.0 + GLSL 130
+    const char* glsl_version = "#version 130";
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+    //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
+    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // 3.0+ only
+#endif
+
+    // Create window with graphics context
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
+    if (window == nullptr)
+        return 1;
+    glfwMakeContextCurrent(window);
+    glfwSwapInterval(1); // Enable vsync
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplGlfw_InitForOpenGL(window, true);
+#ifdef __EMSCRIPTEN__
+    ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
+#endif
+    ImGui_ImplOpenGL3_Init(glsl_version);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+#ifdef __EMSCRIPTEN__
+    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+    io.IniFilename = nullptr;
+    EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+    while (!glfwWindowShouldClose(window))
+#endif
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        glfwPollEvents();
+        if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
+        {
+            ImGui_ImplGlfw_Sleep(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplOpenGL3_NewFrame();
+        ImGui_ImplGlfw_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        int display_w, display_h;
+        glfwGetFramebufferSize(window, &display_w, &display_h);
+        glViewport(0, 0, display_w, display_h);
+        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+        glfwSwapBuffers(window);
+    }
+#ifdef __EMSCRIPTEN__
+    EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+    // Cleanup
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplGlfw_Shutdown();
+    ImGui::DestroyContext();
+
+    glfwDestroyWindow(window);
+    glfwTerminate();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_glfw_vulkan/CMakeLists.txt b/third_party/imgui/examples/example_glfw_vulkan/CMakeLists.txt
new file mode 100644
index 0000000000000000000000000000000000000000..b3a7bc8f2d08c5f7c39c73dc5c2dcd1cd24d91e3
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_vulkan/CMakeLists.txt
@@ -0,0 +1,45 @@
+# Example usage:
+#  mkdir build
+#  cd build
+#  cmake -g "Visual Studio 14 2015" ..
+
+cmake_minimum_required(VERSION 2.8)
+project(imgui_example_glfw_vulkan C CXX)
+
+if(NOT CMAKE_BUILD_TYPE)
+  set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
+endif()
+
+set(CMAKE_CXX_STANDARD 11)
+set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
+set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
+
+# GLFW
+set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
+option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
+option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
+option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
+option(GLFW_INSTALL "Generate installation target" OFF)
+option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
+add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
+include_directories(${GLFW_DIR}/include)
+
+# Dear ImGui
+set(IMGUI_DIR ../..)
+include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..)
+
+# Libraries
+find_package(Vulkan REQUIRED)
+#find_library(VULKAN_LIBRARY
+  #NAMES vulkan vulkan-1)
+#set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
+set(LIBRARIES "glfw;Vulkan::Vulkan")
+
+# Use vulkan headers from glfw:
+include_directories(${GLFW_DIR}/deps)
+
+file(GLOB sources *.cpp)
+
+add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
+target_link_libraries(example_glfw_vulkan ${LIBRARIES})
+target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64)
diff --git a/third_party/imgui/examples/example_glfw_vulkan/build_win32.bat b/third_party/imgui/examples/example_glfw_vulkan/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..be92398162e1ca66b01e6930371881b414a0ea65
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_vulkan/build_win32.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_glfw_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
+
+@set OUT_DIR=Release
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/third_party/imgui/examples/example_glfw_vulkan/build_win64.bat b/third_party/imgui/examples/example_glfw_vulkan/build_win64.bat
new file mode 100644
index 0000000000000000000000000000000000000000..c60b027893b6317608b5a8fa1cbcea80299c1a24
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_vulkan/build_win64.bat
@@ -0,0 +1,13 @@
+@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
+
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
+
+@set OUT_DIR=Release
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..d0d1c5f88df427e9ec19a5d9de68f8d3a104ab5e
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
@@ -0,0 +1,190 @@
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\ No newline at end of file
diff --git a/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters b/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..510fc8547a3075373ff67f6704335dfb1bcd5931
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters
@@ -0,0 +1,64 @@
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+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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diff --git a/third_party/imgui/examples/example_glfw_vulkan/main.cpp b/third_party/imgui/examples/example_glfw_vulkan/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..901b46c4cfd78b35af62e1363845df982d9dac42
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_vulkan/main.cpp
@@ -0,0 +1,574 @@
+// Dear ImGui: standalone example application for Glfw + Vulkan
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+//   You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h>          // printf, fprintf
+#include <stdlib.h>         // abort
+#define GLFW_INCLUDE_NONE
+#define GLFW_INCLUDE_VULKAN
+#include <GLFW/glfw3.h>
+
+// Volk headers
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#define VOLK_IMPLEMENTATION
+#include <volk.h>
+#endif
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
+//#define APP_USE_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define APP_USE_VULKAN_DEBUG_REPORT
+#endif
+
+// Data
+static VkAllocationCallbacks*   g_Allocator = nullptr;
+static VkInstance               g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice         g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice                 g_Device = VK_NULL_HANDLE;
+static uint32_t                 g_QueueFamily = (uint32_t)-1;
+static VkQueue                  g_Queue = VK_NULL_HANDLE;
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+static VkPipelineCache          g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool         g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static int                      g_MinImageCount = 2;
+static bool                     g_SwapChainRebuild = false;
+
+static void glfw_error_callback(int error, const char* description)
+{
+    fprintf(stderr, "GLFW Error %d: %s\n", error, description);
+}
+static void check_vk_result(VkResult err)
+{
+    if (err == 0)
+        return;
+    fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+    if (err < 0)
+        abort();
+}
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+    (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+    fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+    return VK_FALSE;
+}
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
+{
+    for (const VkExtensionProperties& p : properties)
+        if (strcmp(p.extensionName, extension) == 0)
+            return true;
+    return false;
+}
+
+static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
+{
+    uint32_t gpu_count;
+    VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
+    check_vk_result(err);
+    IM_ASSERT(gpu_count > 0);
+
+    ImVector<VkPhysicalDevice> gpus;
+    gpus.resize(gpu_count);
+    err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
+    check_vk_result(err);
+
+    // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
+    // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
+    // dedicated GPUs) is out of scope of this sample.
+    for (VkPhysicalDevice& device : gpus)
+    {
+        VkPhysicalDeviceProperties properties;
+        vkGetPhysicalDeviceProperties(device, &properties);
+        if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
+            return device;
+    }
+
+    // Use first GPU (Integrated) is a Discrete one is not available.
+    if (gpu_count > 0)
+        return gpus[0];
+    return VK_NULL_HANDLE;
+}
+
+static void SetupVulkan(ImVector<const char*> instance_extensions)
+{
+    VkResult err;
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+    volkInitialize();
+#endif
+
+    // Create Vulkan Instance
+    {
+        VkInstanceCreateInfo create_info = {};
+        create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+        // Enumerate available extensions
+        uint32_t properties_count;
+        ImVector<VkExtensionProperties> properties;
+        vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+        properties.resize(properties_count);
+        err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+        check_vk_result(err);
+
+        // Enable required extensions
+        if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+            instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+        if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+        {
+            instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+            create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+        }
+#endif
+
+        // Enabling validation layers
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+        const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+        create_info.enabledLayerCount = 1;
+        create_info.ppEnabledLayerNames = layers;
+        instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+        // Create Vulkan Instance
+        create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+        create_info.ppEnabledExtensionNames = instance_extensions.Data;
+        err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+        check_vk_result(err);
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+        volkLoadInstance(g_Instance);
+#endif
+
+        // Setup the debug report callback
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+        auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+        IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
+        VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+        debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+        debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+        debug_report_ci.pfnCallback = debug_report;
+        debug_report_ci.pUserData = nullptr;
+        err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+        check_vk_result(err);
+#endif
+    }
+
+    // Select Physical Device (GPU)
+    g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
+
+    // Select graphics queue family
+    {
+        uint32_t count;
+        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
+        VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
+        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
+        for (uint32_t i = 0; i < count; i++)
+            if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
+            {
+                g_QueueFamily = i;
+                break;
+            }
+        free(queues);
+        IM_ASSERT(g_QueueFamily != (uint32_t)-1);
+    }
+
+    // Create Logical Device (with 1 queue)
+    {
+        ImVector<const char*> device_extensions;
+        device_extensions.push_back("VK_KHR_swapchain");
+
+        // Enumerate physical device extension
+        uint32_t properties_count;
+        ImVector<VkExtensionProperties> properties;
+        vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+        properties.resize(properties_count);
+        vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+        if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+            device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+        const float queue_priority[] = { 1.0f };
+        VkDeviceQueueCreateInfo queue_info[1] = {};
+        queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+        queue_info[0].queueFamilyIndex = g_QueueFamily;
+        queue_info[0].queueCount = 1;
+        queue_info[0].pQueuePriorities = queue_priority;
+        VkDeviceCreateInfo create_info = {};
+        create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+        create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+        create_info.pQueueCreateInfos = queue_info;
+        create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
+        create_info.ppEnabledExtensionNames = device_extensions.Data;
+        err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+        check_vk_result(err);
+        vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+    }
+
+    // Create Descriptor Pool
+    // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
+    // If you wish to load e.g. additional textures you may need to alter pools sizes.
+    {
+        VkDescriptorPoolSize pool_sizes[] =
+        {
+            { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
+        };
+        VkDescriptorPoolCreateInfo pool_info = {};
+        pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+        pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+        pool_info.maxSets = 1;
+        pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
+        pool_info.pPoolSizes = pool_sizes;
+        err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+        check_vk_result(err);
+    }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+    wd->Surface = surface;
+
+    // Check for WSI support
+    VkBool32 res;
+    vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
+    if (res != VK_TRUE)
+    {
+        fprintf(stderr, "Error no WSI support on physical device 0\n");
+        exit(-1);
+    }
+
+    // Select Surface Format
+    const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+    const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+    wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+    // Select Present Mode
+#ifdef APP_USE_UNLIMITED_FRAME_RATE
+    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+    wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
+    //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+    // Create SwapChain, RenderPass, Framebuffer, etc.
+    IM_ASSERT(g_MinImageCount >= 2);
+    ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
+}
+
+static void CleanupVulkan()
+{
+    vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+    // Remove the debug report callback
+    auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+    f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+    vkDestroyDevice(g_Device, g_Allocator);
+    vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void CleanupVulkanWindow()
+{
+    ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+    VkResult err;
+
+    VkSemaphore image_acquired_semaphore  = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+    err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+    {
+        g_SwapChainRebuild = true;
+        return;
+    }
+    check_vk_result(err);
+
+    ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+    {
+        err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX);    // wait indefinitely instead of periodically checking
+        check_vk_result(err);
+
+        err = vkResetFences(g_Device, 1, &fd->Fence);
+        check_vk_result(err);
+    }
+    {
+        err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+        check_vk_result(err);
+        VkCommandBufferBeginInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+        info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+        err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+        check_vk_result(err);
+    }
+    {
+        VkRenderPassBeginInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+        info.renderPass = wd->RenderPass;
+        info.framebuffer = fd->Framebuffer;
+        info.renderArea.extent.width = wd->Width;
+        info.renderArea.extent.height = wd->Height;
+        info.clearValueCount = 1;
+        info.pClearValues = &wd->ClearValue;
+        vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+    }
+
+    // Record dear imgui primitives into command buffer
+    ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+    // Submit command buffer
+    vkCmdEndRenderPass(fd->CommandBuffer);
+    {
+        VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+        VkSubmitInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+        info.waitSemaphoreCount = 1;
+        info.pWaitSemaphores = &image_acquired_semaphore;
+        info.pWaitDstStageMask = &wait_stage;
+        info.commandBufferCount = 1;
+        info.pCommandBuffers = &fd->CommandBuffer;
+        info.signalSemaphoreCount = 1;
+        info.pSignalSemaphores = &render_complete_semaphore;
+
+        err = vkEndCommandBuffer(fd->CommandBuffer);
+        check_vk_result(err);
+        err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+        check_vk_result(err);
+    }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+    if (g_SwapChainRebuild)
+        return;
+    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+    VkPresentInfoKHR info = {};
+    info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+    info.waitSemaphoreCount = 1;
+    info.pWaitSemaphores = &render_complete_semaphore;
+    info.swapchainCount = 1;
+    info.pSwapchains = &wd->Swapchain;
+    info.pImageIndices = &wd->FrameIndex;
+    VkResult err = vkQueuePresentKHR(g_Queue, &info);
+    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+    {
+        g_SwapChainRebuild = true;
+        return;
+    }
+    check_vk_result(err);
+    wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
+}
+
+// Main code
+int main(int, char**)
+{
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+        return 1;
+
+    // Create window with Vulkan context
+    glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
+    if (!glfwVulkanSupported())
+    {
+        printf("GLFW: Vulkan Not Supported\n");
+        return 1;
+    }
+
+    ImVector<const char*> extensions;
+    uint32_t extensions_count = 0;
+    const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
+    for (uint32_t i = 0; i < extensions_count; i++)
+        extensions.push_back(glfw_extensions[i]);
+    SetupVulkan(extensions);
+
+    // Create Window Surface
+    VkSurfaceKHR surface;
+    VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
+    check_vk_result(err);
+
+    // Create Framebuffers
+    int w, h;
+    glfwGetFramebufferSize(window, &w, &h);
+    ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+    SetupVulkanWindow(wd, surface, w, h);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplGlfw_InitForVulkan(window, true);
+    ImGui_ImplVulkan_InitInfo init_info = {};
+    init_info.Instance = g_Instance;
+    init_info.PhysicalDevice = g_PhysicalDevice;
+    init_info.Device = g_Device;
+    init_info.QueueFamily = g_QueueFamily;
+    init_info.Queue = g_Queue;
+    init_info.PipelineCache = g_PipelineCache;
+    init_info.DescriptorPool = g_DescriptorPool;
+    init_info.RenderPass = wd->RenderPass;
+    init_info.Subpass = 0;
+    init_info.MinImageCount = g_MinImageCount;
+    init_info.ImageCount = wd->ImageCount;
+    init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+    init_info.Allocator = g_Allocator;
+    init_info.CheckVkResultFn = check_vk_result;
+    ImGui_ImplVulkan_Init(&init_info);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    while (!glfwWindowShouldClose(window))
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        glfwPollEvents();
+
+        // Resize swap chain?
+        int fb_width, fb_height;
+        glfwGetFramebufferSize(window, &fb_width, &fb_height);
+        if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
+        {
+            ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+            ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
+            g_MainWindowData.FrameIndex = 0;
+            g_SwapChainRebuild = false;
+        }
+        if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
+        {
+            ImGui_ImplGlfw_Sleep(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplVulkan_NewFrame();
+        ImGui_ImplGlfw_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        ImDrawData* draw_data = ImGui::GetDrawData();
+        const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+        if (!is_minimized)
+        {
+            wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+            wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+            wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+            wd->ClearValue.color.float32[3] = clear_color.w;
+            FrameRender(wd, draw_data);
+            FramePresent(wd);
+        }
+    }
+
+    // Cleanup
+    err = vkDeviceWaitIdle(g_Device);
+    check_vk_result(err);
+    ImGui_ImplVulkan_Shutdown();
+    ImGui_ImplGlfw_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupVulkanWindow();
+    CleanupVulkan();
+
+    glfwDestroyWindow(window);
+    glfwTerminate();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_glfw_wgpu/CMakeLists.txt b/third_party/imgui/examples/example_glfw_wgpu/CMakeLists.txt
new file mode 100644
index 0000000000000000000000000000000000000000..9a1d7b6817c754b3e2a0d30752a4ebd5e3b456da
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_wgpu/CMakeLists.txt
@@ -0,0 +1,117 @@
+# Building for desktop (WebGPU-native) with Dawn:
+#  1. git clone https://github.com/google/dawn dawn
+#  2. cmake -B build -DIMGUI_DAWN_DIR=dawn
+#  3. cmake --build build
+# The resulting binary will be found at one of the following locations:
+#   * build/Debug/example_glfw_wgpu[.exe]
+#   * build/example_glfw_wgpu[.exe]
+
+# Building for Emscripten:
+#  1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
+#  2. Install Ninja build system
+#  3. emcmake cmake -G Ninja -B build
+#  3. cmake --build build
+#  4. emrun build/index.html
+
+cmake_minimum_required(VERSION 3.10.2)
+project(imgui_example_glfw_wgpu C CXX)
+
+if(NOT CMAKE_BUILD_TYPE)
+  set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
+endif()
+
+set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
+
+# Dear ImGui
+set(IMGUI_DIR ../..)
+
+# Libraries
+if(EMSCRIPTEN)
+  if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
+    set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
+  else()
+    # cannot use contrib.glfw3 prior to 3.1.57
+    set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
+  endif()
+  set(LIBRARIES glfw)
+  add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
+else()
+  # Dawn wgpu desktop
+  set(DAWN_FETCH_DEPENDENCIES ON)
+  set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
+  if (NOT IMGUI_DAWN_DIR)
+    message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
+  endif()
+
+  option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
+
+  # Dawn builds many things by default - disable things we don't need
+  option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
+  option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
+  option(TINT_BUILD_DOCS "Build documentation" OFF)
+  option(TINT_BUILD_TESTS "Build tests" OFF)
+  if (NOT APPLE)
+    option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
+  endif()
+  if(WIN32)
+    option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
+    option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
+    option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
+    option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
+    option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF)
+    option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
+  endif()
+
+  add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
+
+  set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw)
+endif()
+
+add_executable(example_glfw_wgpu
+        main.cpp
+  # backend files
+  ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
+  ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
+  # Dear ImGui files
+  ${IMGUI_DIR}/imgui.cpp
+  ${IMGUI_DIR}/imgui_draw.cpp
+  ${IMGUI_DIR}/imgui_demo.cpp
+  ${IMGUI_DIR}/imgui_tables.cpp
+  ${IMGUI_DIR}/imgui_widgets.cpp
+)
+IF(NOT EMSCRIPTEN)
+  target_compile_definitions(example_glfw_wgpu PUBLIC
+    "IMGUI_IMPL_WEBGPU_BACKEND_DAWN"
+  )
+endif()
+target_include_directories(example_glfw_wgpu PUBLIC
+  ${IMGUI_DIR}
+  ${IMGUI_DIR}/backends
+)
+
+target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
+
+# Emscripten settings
+if(EMSCRIPTEN)
+  if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
+    target_compile_options(example_glfw_wgpu PUBLIC
+        "${IMGUI_EMSCRIPTEN_GLFW3}"
+    )
+  endif()
+  message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
+  target_link_options(example_glfw_wgpu PRIVATE
+    "-sUSE_WEBGPU=1"
+    "${IMGUI_EMSCRIPTEN_GLFW3}"
+    "-sWASM=1"
+    "-sALLOW_MEMORY_GROWTH=1"
+    "-sNO_EXIT_RUNTIME=0"
+    "-sASSERTIONS=1"
+    "-sDISABLE_EXCEPTION_CATCHING=1"
+    "-sNO_FILESYSTEM=1"
+  )
+  set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index")
+  # copy our custom index.html to build directory
+  add_custom_command(TARGET example_glfw_wgpu POST_BUILD
+    COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $<TARGET_FILE_DIR:example_glfw_wgpu>
+  )
+endif()
diff --git a/third_party/imgui/examples/example_glfw_wgpu/Makefile.emscripten b/third_party/imgui/examples/example_glfw_wgpu/Makefile.emscripten
new file mode 100644
index 0000000000000000000000000000000000000000..5c79f0c77dbba0a384a2ec0311ca48c77fbea3bb
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_wgpu/Makefile.emscripten
@@ -0,0 +1,88 @@
+#
+# Makefile to use with emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make` will produce three files:
+#  - web/index.html (current stored in the repository)
+#  - web/index.js
+#  - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.js
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+#LDFLAGS += --shell-file shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(EXE)
+
+$(WEB_DIR):
+	mkdir $@
+
+serve: all
+	python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+	$(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+	rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
diff --git a/third_party/imgui/examples/example_glfw_wgpu/README.md b/third_party/imgui/examples/example_glfw_wgpu/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..399d431ffaa1dfa3d0c0e6d68925bbf054d2411c
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_wgpu/README.md
@@ -0,0 +1,24 @@
+## How to Build
+
+- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+
+- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
+
+- Requires recent Emscripten as WGPU is still a work-in-progress API.
+
+## How to Run
+
+To run on a local machine:
+- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
+- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver:
+  - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+  - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+  - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+  - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+  - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
diff --git a/third_party/imgui/examples/example_glfw_wgpu/main.cpp b/third_party/imgui/examples/example_glfw_wgpu/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..f510987ed82984946548469547b81f4d00444b69
--- /dev/null
+++ b/third_party/imgui/examples/example_glfw_wgpu/main.cpp
@@ -0,0 +1,350 @@
+// Dear ImGui: standalone example application for using GLFW + WebGPU
+// - Emscripten is supported for publishing on web. See https://emscripten.org.
+// - Dawn is used as a WebGPU implementation on desktop.
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_wgpu.h"
+#include <stdio.h>
+
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#include <emscripten/html5_webgpu.h>
+#else
+#include <webgpu/webgpu_glfw.h>
+#endif
+
+#include <GLFW/glfw3.h>
+#include <webgpu/webgpu.h>
+#include <webgpu/webgpu_cpp.h>
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Global WebGPU required states
+static WGPUInstance      wgpu_instance = nullptr;
+static WGPUDevice        wgpu_device = nullptr;
+static WGPUSurface       wgpu_surface = nullptr;
+static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
+static WGPUSwapChain     wgpu_swap_chain = nullptr;
+static int               wgpu_swap_chain_width = 1280;
+static int               wgpu_swap_chain_height = 720;
+
+// Forward declarations
+static bool InitWGPU(GLFWwindow* window);
+static void CreateSwapChain(int width, int height);
+
+static void glfw_error_callback(int error, const char* description)
+{
+    printf("GLFW Error %d: %s\n", error, description);
+}
+
+static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
+{
+    const char* error_type_lbl = "";
+    switch (error_type)
+    {
+    case WGPUErrorType_Validation:  error_type_lbl = "Validation"; break;
+    case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
+    case WGPUErrorType_Unknown:     error_type_lbl = "Unknown"; break;
+    case WGPUErrorType_DeviceLost:  error_type_lbl = "Device lost"; break;
+    default:                        error_type_lbl = "Unknown";
+    }
+    printf("%s error: %s\n", error_type_lbl, message);
+}
+
+// Main code
+int main(int, char**)
+{
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+        return 1;
+
+    // Make sure GLFW does not initialize any graphics context.
+    // This needs to be done explicitly later.
+    glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+    GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
+    if (window == nullptr)
+        return 1;
+
+    // Initialize the WebGPU environment
+    if (!InitWGPU(window))
+    {
+        if (window)
+            glfwDestroyWindow(window);
+        glfwTerminate();
+        return 1;
+    }
+    CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
+    glfwShowWindow(window);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplGlfw_InitForOther(window, true);
+#ifdef __EMSCRIPTEN__
+    ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
+#endif
+    ImGui_ImplWGPU_InitInfo init_info;
+    init_info.Device = wgpu_device;
+    init_info.NumFramesInFlight = 3;
+    init_info.RenderTargetFormat = wgpu_preferred_fmt;
+    init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
+    ImGui_ImplWGPU_Init(&init_info);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
+    //io.Fonts->AddFontDefault();
+#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
+    //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+#endif
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+#ifdef __EMSCRIPTEN__
+    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+    io.IniFilename = nullptr;
+    EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+    while (!glfwWindowShouldClose(window))
+#endif
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        glfwPollEvents();
+        if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
+        {
+            ImGui_ImplGlfw_Sleep(10);
+            continue;
+        }
+
+        // React to changes in screen size
+        int width, height;
+        glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
+        if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height)
+        {
+            ImGui_ImplWGPU_InvalidateDeviceObjects();
+            CreateSwapChain(width, height);
+            ImGui_ImplWGPU_CreateDeviceObjects();
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplWGPU_NewFrame();
+        ImGui_ImplGlfw_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                                // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");                     // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);            // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);                  // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color);       // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                                  // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);         // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+
+#ifndef __EMSCRIPTEN__
+        // Tick needs to be called in Dawn to display validation errors
+        wgpuDeviceTick(wgpu_device);
+#endif
+
+        WGPURenderPassColorAttachment color_attachments = {};
+        color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+        color_attachments.loadOp = WGPULoadOp_Clear;
+        color_attachments.storeOp = WGPUStoreOp_Store;
+        color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+        color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
+
+        WGPURenderPassDescriptor render_pass_desc = {};
+        render_pass_desc.colorAttachmentCount = 1;
+        render_pass_desc.colorAttachments = &color_attachments;
+        render_pass_desc.depthStencilAttachment = nullptr;
+
+        WGPUCommandEncoderDescriptor enc_desc = {};
+        WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
+
+        WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
+        ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
+        wgpuRenderPassEncoderEnd(pass);
+
+        WGPUCommandBufferDescriptor cmd_buffer_desc = {};
+        WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
+        WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
+        wgpuQueueSubmit(queue, 1, &cmd_buffer);
+
+#ifndef __EMSCRIPTEN__
+        wgpuSwapChainPresent(wgpu_swap_chain);
+#endif
+
+        wgpuTextureViewRelease(color_attachments.view);
+        wgpuRenderPassEncoderRelease(pass);
+        wgpuCommandEncoderRelease(encoder);
+        wgpuCommandBufferRelease(cmd_buffer);
+    }
+#ifdef __EMSCRIPTEN__
+    EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+    // Cleanup
+    ImGui_ImplWGPU_Shutdown();
+    ImGui_ImplGlfw_Shutdown();
+    ImGui::DestroyContext();
+
+    glfwDestroyWindow(window);
+    glfwTerminate();
+
+    return 0;
+}
+
+#ifndef __EMSCRIPTEN__
+static WGPUAdapter RequestAdapter(WGPUInstance instance)
+{
+    auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData)
+    {
+        if (status == WGPURequestAdapterStatus_Success)
+            *(WGPUAdapter*)(pUserData) = adapter;
+        else
+            printf("Could not get WebGPU adapter: %s\n", message);
+};
+    WGPUAdapter adapter;
+    wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
+    return adapter;
+}
+
+static WGPUDevice RequestDevice(WGPUAdapter& adapter)
+{
+    auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData)
+    {
+        if (status == WGPURequestDeviceStatus_Success)
+            *(WGPUDevice*)(pUserData) = device;
+        else
+            printf("Could not get WebGPU device: %s\n", message);
+    };
+    WGPUDevice device;
+    wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device);
+    return device;
+}
+#endif
+
+static bool InitWGPU(GLFWwindow* window)
+{
+    wgpu::Instance instance = wgpuCreateInstance(nullptr);
+
+#ifdef __EMSCRIPTEN__
+    wgpu_device = emscripten_webgpu_get_device();
+    if (!wgpu_device)
+        return false;
+#else
+    WGPUAdapter adapter = RequestAdapter(instance.Get());
+    if (!adapter)
+        return false;
+    wgpu_device = RequestDevice(adapter);
+#endif
+
+#ifdef __EMSCRIPTEN__
+    wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
+    html_surface_desc.selector = "#canvas";
+    wgpu::SurfaceDescriptor surface_desc = {};
+    surface_desc.nextInChain = &html_surface_desc;
+    wgpu::Surface surface = instance.CreateSurface(&surface_desc);
+
+    wgpu::Adapter adapter = {};
+    wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
+#else
+    wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window);
+    if (!surface)
+        return false;
+    wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
+#endif
+
+    wgpu_instance = instance.MoveToCHandle();
+    wgpu_surface = surface.MoveToCHandle();
+
+    wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
+
+    return true;
+}
+
+static void CreateSwapChain(int width, int height)
+{
+    if (wgpu_swap_chain)
+        wgpuSwapChainRelease(wgpu_swap_chain);
+    wgpu_swap_chain_width = width;
+    wgpu_swap_chain_height = height;
+    WGPUSwapChainDescriptor swap_chain_desc = {};
+    swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
+    swap_chain_desc.format = wgpu_preferred_fmt;
+    swap_chain_desc.width = width;
+    swap_chain_desc.height = height;
+    swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
+    wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
+}
diff --git a/third_party/imgui/examples/example_glut_opengl2/Makefile b/third_party/imgui/examples/example_glut_opengl2/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..7af289dc492d6aa877aacf920f79876f06561131
--- /dev/null
+++ b/third_party/imgui/examples/example_glut_opengl2/Makefile
@@ -0,0 +1,75 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# Linux:
+#   apt-get install freeglut3-dev
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glut_opengl2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += -lGL -lglut
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework GLUT
+	LIBS += -L/usr/local/lib -L/opt/local/lib
+
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+	ECHO_MESSAGE = "MinGW"
+	LIBS += -lgdi32 -lopengl32 -limm32
+ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes)
+	CXXFLAGS += $(shell pkg-config freeglut --cflags)
+	LIBS += $(shell pkg-config freeglut --libs)
+else
+	LIBS += -lglut
+endif
+	CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_glut_opengl2/example_glut_opengl2.vcxproj b/third_party/imgui/examples/example_glut_opengl2/example_glut_opengl2.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..c56452b26c5a26abf1cab8e753fed393aeaddb1b
--- /dev/null
+++ b/third_party/imgui/examples/example_glut_opengl2/example_glut_opengl2.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{F90D0333-5FB1-440D-918D-DD39A1B5187E}</ProjectGuid>
+    <RootNamespace>example_glut_opengl2</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
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+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
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+    <IncludePath>$(IncludePath)</IncludePath>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
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+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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+  </ItemDefinitionGroup>
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+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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+    <Link>
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+      <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_glut.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_glut.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters b/third_party/imgui/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..0ac4a0b2ed0e7f3b0420a2140be42f3953387d63
--- /dev/null
+++ b/third_party/imgui/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_glut.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_glut.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_glut_opengl2/main.cpp b/third_party/imgui/examples/example_glut_opengl2/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..58539ca5f91dbb7def16f0bc5240b4fe2c2d6166
--- /dev/null
+++ b/third_party/imgui/examples/example_glut_opengl2/main.cpp
@@ -0,0 +1,164 @@
+// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
+// !!! Nowadays, prefer using GLFW or SDL instead!
+
+// On Windows, you can install Freeglut using vcpkg:
+//   git clone https://github.com/Microsoft/vcpkg
+//   cd vcpkg
+//   bootstrap - vcpkg.bat
+//   vcpkg install freeglut --triplet=x86-windows   ; for win32
+//   vcpkg install freeglut --triplet=x64-windows   ; for win64
+//   vcpkg integrate install                        ; register include and libs in Visual Studio
+
+#include "imgui.h"
+#include "imgui_impl_glut.h"
+#include "imgui_impl_opengl2.h"
+#define GL_SILENCE_DEPRECATION
+#ifdef __APPLE__
+#include <GLUT/glut.h>
+#else
+#include <GL/freeglut.h>
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed
+#endif
+
+// Forward declarations of helper functions
+void MainLoopStep();
+
+// Our state
+static bool show_demo_window = true;
+static bool show_another_window = false;
+static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+int main(int argc, char** argv)
+{
+    // Create GLUT window
+    glutInit(&argc, argv);
+#ifdef __FREEGLUT_EXT_H__
+    glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
+#endif
+    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
+    glutInitWindowSize(1280, 720);
+    glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
+
+    // Setup GLUT display function
+    // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
+    // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
+    glutDisplayFunc(MainLoopStep);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
+    ImGui_ImplGLUT_Init();
+    ImGui_ImplOpenGL2_Init();
+
+    // Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.)
+    // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+    // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+    // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+    ImGui_ImplGLUT_InstallFuncs();
+
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Main loop
+    glutMainLoop();
+
+    // Cleanup
+    ImGui_ImplOpenGL2_Shutdown();
+    ImGui_ImplGLUT_Shutdown();
+    ImGui::DestroyContext();
+
+    return 0;
+}
+
+void MainLoopStep()
+{
+    // Start the Dear ImGui frame
+    ImGui_ImplOpenGL2_NewFrame();
+    ImGui_ImplGLUT_NewFrame();
+    ImGui::NewFrame();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+    if (show_demo_window)
+        ImGui::ShowDemoWindow(&show_demo_window);
+
+    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+    {
+        static float f = 0.0f;
+        static int counter = 0;
+
+        ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+        ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+        ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+        ImGui::Checkbox("Another Window", &show_another_window);
+
+        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+        ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+        if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+            counter++;
+        ImGui::SameLine();
+        ImGui::Text("counter = %d", counter);
+
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+        ImGui::End();
+    }
+
+    // 3. Show another simple window.
+    if (show_another_window)
+    {
+        ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+        ImGui::Text("Hello from another window!");
+        if (ImGui::Button("Close Me"))
+            show_another_window = false;
+        ImGui::End();
+    }
+
+    // Rendering
+    ImGui::Render();
+    glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
+    glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+    glClear(GL_COLOR_BUFFER_BIT);
+    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
+    ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+    glutSwapBuffers();
+    glutPostRedisplay();
+}
diff --git a/third_party/imgui/examples/example_null/Makefile b/third_party/imgui/examples/example_null/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..4a67cecd85fcf3686b9422f393b9a29209ae8f96
--- /dev/null
+++ b/third_party/imgui/examples/example_null/Makefile
@@ -0,0 +1,92 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1+ and Mac OS X
+#
+# Important: This is a "null backend" application, with no visible output or interaction!
+# This is used for testing purpose and continuous integration, and has little use for end-user.
+#
+
+# Options
+WITH_EXTRA_WARNINGS ?= 0
+WITH_FREETYPE ?= 0
+
+EXE = example_null
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS += -std=c++11 -I$(IMGUI_DIR)
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+# We use the WITH_EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
+ifeq ($(WITH_EXTRA_WARNINGS), 1)
+	CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
+endif
+
+# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp
+# (only supported on Linux, and note that the imgui_freetype code currently won't be executed)
+ifeq ($(WITH_FREETYPE), 1)
+	SOURCES += $(IMGUI_DIR)/misc/freetype/imgui_freetype.cpp
+	CXXFLAGS += $(shell pkg-config --cflags freetype2)
+	LIBS += $(shell pkg-config --libs freetype2)
+endif
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	ifeq ($(WITH_EXTRA_WARNINGS), 1)
+		CXXFLAGS += -Wextra -Wpedantic
+		ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
+			CXXFLAGS += -Wshadow -Wsign-conversion
+		endif
+	endif
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	ifeq ($(WITH_EXTRA_WARNINGS), 1)
+		CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-poison-system-directories
+	endif
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+	ECHO_MESSAGE = "MinGW"
+	ifeq ($(WITH_EXTRA_WARNINGS), 1)
+		CXXFLAGS += -Wextra -Wpedantic
+	endif
+	LIBS += -limm32
+	CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/misc/freetype/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_null/build_win32.bat b/third_party/imgui/examples/example_null/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..be81d80936fbec705c733936f783acda8e181086
--- /dev/null
+++ b/third_party/imgui/examples/example_null/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib
diff --git a/third_party/imgui/examples/example_null/main.cpp b/third_party/imgui/examples/example_null/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..f7153cc48889a2a4afbeab08f4b7766115006f4b
--- /dev/null
+++ b/third_party/imgui/examples/example_null/main.cpp
@@ -0,0 +1,37 @@
+// dear imgui: "null" example application
+// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT)
+// This is useful to test building, but you cannot interact with anything here!
+#include "imgui.h"
+#include <stdio.h>
+
+int main(int, char**)
+{
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Build atlas
+    unsigned char* tex_pixels = nullptr;
+    int tex_w, tex_h;
+    io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
+
+    for (int n = 0; n < 20; n++)
+    {
+        printf("NewFrame() %d\n", n);
+        io.DisplaySize = ImVec2(1920, 1080);
+        io.DeltaTime = 1.0f / 60.0f;
+        ImGui::NewFrame();
+
+        static float f = 0.0f;
+        ImGui::Text("Hello, world!");
+        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+        ImGui::ShowDemoWindow(nullptr);
+
+        ImGui::Render();
+    }
+
+    printf("DestroyContext()\n");
+    ImGui::DestroyContext();
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_sdl2_directx11/build_win32.bat b/third_party/imgui/examples/example_sdl2_directx11/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..f0b485ca68b2be40c37492064fefd7a6f31c6ced
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_directx11/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl2_directx11
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/third_party/imgui/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj b/third_party/imgui/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..c23800c9e4a4be4dd14f380623b12d4eec227322
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
+    <RootNamespace>example_sdl2_directx11</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+    <ProjectName>example_sdl2_directx11</ProjectName>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters b/third_party/imgui/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..92d11f88e91e79055c1b791ec4e97802d19655d6
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters
@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_dx11.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl2_directx11/main.cpp b/third_party/imgui/examples/example_sdl2_directx11/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..47c852d273a28204521c7f84d3aa34f03da2c4a9
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_directx11/main.cpp
@@ -0,0 +1,250 @@
+// Dear ImGui: standalone example application for SDL2 + DirectX 11
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <stdio.h>
+#include <SDL.h>
+#include <SDL_syswm.h>
+
+// Data
+static ID3D11Device*            g_pd3dDevice = nullptr;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = nullptr;
+static IDXGISwapChain*          g_pSwapChain = nullptr;
+static ID3D11RenderTargetView*  g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
+    // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+    // Setup window
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    SDL_SysWMinfo wmInfo;
+    SDL_VERSION(&wmInfo.version);
+    SDL_GetWindowWMInfo(window, &wmInfo);
+    HWND hwnd = (HWND)wmInfo.info.win.window;
+
+    // Initialize Direct3D
+    if (!CreateDeviceD3D(hwnd))
+    {
+        CleanupDeviceD3D();
+        return 1;
+    }
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL2_InitForD3D(window);
+    ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL2_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
+            {
+                // Release all outstanding references to the swap chain's buffers before resizing.
+                CleanupRenderTarget();
+                g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
+                CreateRenderTarget();
+            }
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplDX11_NewFrame();
+        ImGui_ImplSDL2_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
+        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+        g_pSwapChain->Present(1, 0); // Present with vsync
+        //g_pSwapChain->Present(0, 0); // Present without vsync
+    }
+
+    // Cleanup
+    ImGui_ImplDX11_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
+
+// Helper functions to use DirectX11
+bool CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    ZeroMemory(&sd, sizeof(sd));
+    sd.BufferCount = 2;
+    sd.BufferDesc.Width = 0;
+    sd.BufferDesc.Height = 0;
+    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    sd.BufferDesc.RefreshRate.Numerator = 60;
+    sd.BufferDesc.RefreshRate.Denominator = 1;
+    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd.OutputWindow = hWnd;
+    sd.SampleDesc.Count = 1;
+    sd.SampleDesc.Quality = 0;
+    sd.Windowed = TRUE;
+    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+    UINT createDeviceFlags = 0;
+    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+    D3D_FEATURE_LEVEL featureLevel;
+    const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+    if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
+        return false;
+
+    CreateRenderTarget();
+    return true;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+    if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+}
+
+void CreateRenderTarget()
+{
+    ID3D11Texture2D* pBackBuffer;
+    g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
+    pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
+}
diff --git a/third_party/imgui/examples/example_sdl2_metal/Makefile b/third_party/imgui/examples/example_sdl2_metal/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..53c5f75db376ba8716383484a8a12d2dc2281fc7
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_metal/Makefile
@@ -0,0 +1,47 @@
+#
+# You will need SDL2 (http://www.libsdl.org):
+#   brew install sdl2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_metal
+IMGUI_DIR = ../..
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+
+LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
+LIBS += `sdl2-config --libs`
+LIBS += -L/usr/local/lib
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
+CXXFLAGS += `sdl2-config --cflags`
+CXXFLAGS += -Wall -Wformat
+CFLAGS = $(CXXFLAGS)
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:%.mm
+	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.mm
+	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_sdl2_metal/main.mm b/third_party/imgui/examples/example_sdl2_metal/main.mm
new file mode 100644
index 0000000000000000000000000000000000000000..d54812710c552db0f86257eb0778954a0763dcf2
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_metal/main.mm
@@ -0,0 +1,189 @@
+// Dear ImGui: standalone example application for SDL2 + Metal
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_metal.h"
+#include <stdio.h>
+#include <SDL.h>
+
+#import <Metal/Metal.h>
+#import <QuartzCore/QuartzCore.h>
+
+int main(int, char**)
+{
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Setup SDL
+    // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
+    // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
+    SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
+
+    // Enable native IME.
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    if (window == nullptr)
+    {
+        printf("Error creating window: %s\n", SDL_GetError());
+        return -2;
+    }
+
+    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
+    if (renderer == nullptr)
+    {
+        printf("Error creating renderer: %s\n", SDL_GetError());
+        return -3;
+    }
+
+    // Setup Platform/Renderer backends
+    CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
+    layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
+    ImGui_ImplMetal_Init(layer.device);
+    ImGui_ImplSDL2_InitForMetal(window);
+
+    id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
+    MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        @autoreleasepool
+        {
+            // Poll and handle events (inputs, window resize, etc.)
+            // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+            // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+            // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+            // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+            SDL_Event event;
+            while (SDL_PollEvent(&event))
+            {
+                ImGui_ImplSDL2_ProcessEvent(&event);
+                if (event.type == SDL_QUIT)
+                    done = true;
+                if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+                    done = true;
+            }
+
+            int width, height;
+            SDL_GetRendererOutputSize(renderer, &width, &height);
+            layer.drawableSize = CGSizeMake(width, height);
+            id<CAMetalDrawable> drawable = [layer nextDrawable];
+
+            id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
+            renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
+            renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
+            renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
+            renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
+            id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+            [renderEncoder pushDebugGroup:@"ImGui demo"];
+
+            // Start the Dear ImGui frame
+            ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+            ImGui_ImplSDL2_NewFrame();
+            ImGui::NewFrame();
+
+            // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+            if (show_demo_window)
+                ImGui::ShowDemoWindow(&show_demo_window);
+
+            // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+            {
+                static float f = 0.0f;
+                static int counter = 0;
+
+                ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+                ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+                ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+                ImGui::Checkbox("Another Window", &show_another_window);
+
+                ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+                ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+                if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                    counter++;
+                ImGui::SameLine();
+                ImGui::Text("counter = %d", counter);
+
+                ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+                ImGui::End();
+            }
+
+            // 3. Show another simple window.
+            if (show_another_window)
+            {
+                ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+                ImGui::Text("Hello from another window!");
+                if (ImGui::Button("Close Me"))
+                    show_another_window = false;
+                ImGui::End();
+            }
+
+            // Rendering
+            ImGui::Render();
+            ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
+
+            [renderEncoder popDebugGroup];
+            [renderEncoder endEncoding];
+
+            [commandBuffer presentDrawable:drawable];
+            [commandBuffer commit];
+        }
+    }
+
+    // Cleanup
+    ImGui_ImplMetal_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_DestroyRenderer(renderer);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_sdl2_opengl2/Makefile b/third_party/imgui/examples/example_sdl2_opengl2/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..a85ced0232aef217d226f03343cbcfbaa2623806
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl2/Makefile
@@ -0,0 +1,79 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL2 (http://www.libsdl.org):
+# Linux:
+#   apt-get install libsdl2-dev
+# Mac OS X:
+#   brew install sdl2
+# MSYS2:
+#   pacman -S mingw-w64-i686-SDL2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_opengl2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += -lGL -ldl `sdl2-config --libs`
+
+	CXXFLAGS += `sdl2-config --cflags`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
+	LIBS += -L/usr/local/lib -L/opt/local/lib
+
+	CXXFLAGS += `sdl2-config --cflags`
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+	ECHO_MESSAGE = "MinGW"
+	LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
+
+	CXXFLAGS += `pkg-config --cflags sdl2`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_sdl2_opengl2/README.md b/third_party/imgui/examples/example_sdl2_opengl2/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..40a49e691bb0b953448a0973324fa6e88f3b26f3
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl2/README.md
@@ -0,0 +1,29 @@
+
+# How to Build
+
+- On Windows with Visual Studio's IDE
+
+Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
+
+- On Windows with Visual Studio's CLI
+
+```
+set SDL2_DIR=path_to_your_sdl2_folder
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+#          ^^ include paths                  ^^ source files                                                            ^^ output exe                    ^^ output dir   ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+```
+
+- On Linux and similar Unixes
+
+```
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
+```
+
+- On Mac OS X
+
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
+```
diff --git a/third_party/imgui/examples/example_sdl2_opengl2/build_win32.bat b/third_party/imgui/examples/example_sdl2_opengl2/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..7543edafc3de4d7aa5f0a0a562a4d85798a1f39a
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl2/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl2_opengl2
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/third_party/imgui/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj b/third_party/imgui/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..036463f96bf13cae6ad2ee09db32895aff30578c
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
+    <RootNamespace>example_sdl2_opengl2</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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+      <Optimization>Disabled</Optimization>
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+    <Link>
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+      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
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+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters b/third_party/imgui/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..752a1965d9fe4ca6da11eccd1554c75dda16f1dc
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl2_opengl2/main.cpp b/third_party/imgui/examples/example_sdl2_opengl2/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..a70edd2258fad13cb5e5b699c387d1cd1236089c
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl2/main.cpp
@@ -0,0 +1,176 @@
+// Dear ImGui: standalone example application for SDL2 + OpenGL
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the example_sdl2_opengl3/ folder**
+// See imgui_impl_sdl2.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_opengl2.h"
+#include <stdio.h>
+#include <SDL.h>
+#include <SDL_opengl.h>
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+    // Setup window
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+    SDL_GL_MakeCurrent(window, gl_context);
+    SDL_GL_SetSwapInterval(1); // Enable vsync
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
+    ImGui_ImplOpenGL2_Init();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL2_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplOpenGL2_NewFrame();
+        ImGui_ImplSDL2_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+        SDL_GL_SwapWindow(window);
+    }
+
+    // Cleanup
+    ImGui_ImplOpenGL2_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_GL_DeleteContext(gl_context);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_sdl2_opengl3/Makefile b/third_party/imgui/examples/example_sdl2_opengl3/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..5b4f9419c08cace50b267ba2a3ccb3d7215ee17f
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl3/Makefile
@@ -0,0 +1,91 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL2 (http://www.libsdl.org):
+# Linux:
+#   apt-get install libsdl2-dev
+# Mac OS X:
+#   brew install sdl2
+# MSYS2:
+#   pacman -S mingw-w64-i686-SDL2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_opengl3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## OPENGL ES
+##---------------------------------------------------------------------
+
+## This assumes a GL ES library available in the system, e.g. libGLESv2.so
+# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
+# LINUX_GL_LIBS = -lGLESv2
+## If you're on a Raspberry Pi and want to use the legacy drivers,
+## use the following instead:
+# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += $(LINUX_GL_LIBS) -ldl `sdl2-config --libs`
+
+	CXXFLAGS += `sdl2-config --cflags`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
+	LIBS += -L/usr/local/lib -L/opt/local/lib
+
+	CXXFLAGS += `sdl2-config --cflags`
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+    ECHO_MESSAGE = "MinGW"
+    LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
+
+    CXXFLAGS += `pkg-config --cflags sdl2`
+    CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten b/third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten
new file mode 100644
index 0000000000000000000000000000000000000000..da0348435d030ac8b8a090a605c78aefb25a6c5f
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten
@@ -0,0 +1,92 @@
+#
+# Makefile to use with SDL+emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+#  - web/index.html
+#  - web/index.js
+#  - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s USE_SDL=2
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
+#EMS += -s BINARYEN_TRAP_MODE=clamp
+#EMS += -s SAFE_HEAP=1    ## Adds overhead
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(EXE)
+
+$(WEB_DIR):
+	mkdir $@
+
+serve: all
+	python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+	$(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+	rm -rf $(OBJS) $(WEB_DIR)
diff --git a/third_party/imgui/examples/example_sdl2_opengl3/README.md b/third_party/imgui/examples/example_sdl2_opengl3/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..81fd9fe7b7d6dbf7325af01ff7f732f83cee3321
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl3/README.md
@@ -0,0 +1,57 @@
+
+# How to Build
+
+## Windows with Visual Studio's IDE
+
+Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
+
+## Windows with Visual Studio's CLI
+
+Use build_win32.bat or directly:
+```
+set SDL2_DIR=path_to_your_sdl2_folder
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+#                 ^^ include paths                  ^^ source files                                                                                    ^^ output exe                    ^^ output dir   ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+```
+
+## Linux and similar Unixes
+
+Use our Makefile or directly:
+```
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
+  main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+  `sdl2-config --libs` -lGL -ldl
+```
+
+## macOS
+
+Use our Makefile or directly:
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
+  main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+  `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
+```
+
+## Emscripten
+
+**Building**
+
+You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+- Then build using `make -f Makefile.emscripten` while in the current directory.
+
+**Running an Emscripten project**
+
+To run on a local machine:
+- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
diff --git a/third_party/imgui/examples/example_sdl2_opengl3/build_win32.bat b/third_party/imgui/examples/example_sdl2_opengl3/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..7b2fac9223f1181f669747597a831d519c072f6c
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl2_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/third_party/imgui/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj b/third_party/imgui/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..6a81c67704bc95300f99ea9138d6d18980c78be1
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
+    <RootNamespace>example_sdl2_opengl3</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters b/third_party/imgui/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..846d5575957dc5cb2a9d09a445fb340689d3d61d
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters
@@ -0,0 +1,67 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl2_opengl3/main.cpp b/third_party/imgui/examples/example_sdl2_opengl3/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..2a4d7b9e7d9a33dc91abf285eebdc98842b9940a
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_opengl3/main.cpp
@@ -0,0 +1,213 @@
+// Dear ImGui: standalone example application for SDL2 + OpenGL
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <SDL.h>
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <SDL_opengles2.h>
+#else
+#include <SDL_opengl.h>
+#endif
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+    // GL ES 2.0 + GLSL 100
+    const char* glsl_version = "#version 100";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(__APPLE__)
+    // GL 3.2 Core + GLSL 150
+    const char* glsl_version = "#version 150";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#else
+    // GL 3.0 + GLSL 130
+    const char* glsl_version = "#version 130";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#endif
+
+    // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+    // Create window with graphics context
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+    SDL_GL_MakeCurrent(window, gl_context);
+    SDL_GL_SetSwapInterval(1); // Enable vsync
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
+    ImGui_ImplOpenGL3_Init(glsl_version);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+#ifdef __EMSCRIPTEN__
+    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+    io.IniFilename = nullptr;
+    EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+    while (!done)
+#endif
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL2_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplOpenGL3_NewFrame();
+        ImGui_ImplSDL2_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+        SDL_GL_SwapWindow(window);
+    }
+#ifdef __EMSCRIPTEN__
+    EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+    // Cleanup
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_GL_DeleteContext(gl_context);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_sdl2_sdlrenderer2/Makefile b/third_party/imgui/examples/example_sdl2_sdlrenderer2/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..5820d9bc718ca1d3ae42a791546b10cda4843d4f
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_sdlrenderer2/Makefile
@@ -0,0 +1,79 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL2 (http://www.libsdl.org):
+# Linux:
+#   apt-get install libsdl2-dev
+# Mac OS X:
+#   brew install sdl2
+# MSYS2:
+#   pacman -S mingw-w64-i686-SDL2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_sdlrenderer2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += -lGL -ldl `sdl2-config --libs`
+
+	CXXFLAGS += `sdl2-config --cflags`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
+	LIBS += -L/usr/local/lib -L/opt/local/lib
+
+	CXXFLAGS += `sdl2-config --cflags`
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+	ECHO_MESSAGE = "MinGW"
+	LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
+
+	CXXFLAGS += `pkg-config --cflags sdl2`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_sdl2_sdlrenderer2/README.md b/third_party/imgui/examples/example_sdl2_sdlrenderer2/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..ef6fe85a53bdc1e5de9a156554ce2c2b55b3651e
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_sdlrenderer2/README.md
@@ -0,0 +1,25 @@
+
+# How to Build
+
+- On Windows with Visual Studio's CLI
+
+```
+set SDL2_DIR=path_to_your_sdl2_folder
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
+#                 ^^ include paths                  ^^ source files                                                                                         ^^ output exe                         ^^ output dir  ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
+```
+
+- On Linux and similar Unixes
+
+```
+c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
+```
+
+- On Mac OS X
+
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
+```
diff --git a/third_party/imgui/examples/example_sdl2_sdlrenderer2/build_win32.bat b/third_party/imgui/examples/example_sdl2_sdlrenderer2/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..e311bfcd0fa9d31431d5677d5fee7d3fa7323047
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_sdlrenderer2/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl2_sdlrenderer_
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj b/third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..cf2c890bba17d985971233f1bf10ecde294f7f75
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid>
+    <RootNamespace>example_sdl2_sdlrenderer2</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+    <ProjectName>example_sdl2_sdlrenderer2</ProjectName>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
diff --git a/third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters b/third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..5c6da42e3373b02c0a116cdd2b26e199f2b006e5
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
diff --git a/third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp b/third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..31fa3f9bf7b6bd04d8acf548108a77713aa2ff81
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp
@@ -0,0 +1,177 @@
+// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_sdlrenderer2.h"
+#include <stdio.h>
+#include <SDL.h>
+
+#if !SDL_VERSION_ATLEAST(2,0,17)
+#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
+#endif
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+    // Create window with SDL_Renderer graphics context
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
+    if (renderer == nullptr)
+    {
+        SDL_Log("Error creating SDL_Renderer!");
+        return -1;
+    }
+    //SDL_RendererInfo info;
+    //SDL_GetRendererInfo(renderer, &info);
+    //SDL_Log("Current SDL_Renderer: %s", info.name);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
+    ImGui_ImplSDLRenderer2_Init(renderer);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL2_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplSDLRenderer2_NewFrame();
+        ImGui_ImplSDL2_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+        SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
+        SDL_RenderClear(renderer);
+        ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
+        SDL_RenderPresent(renderer);
+    }
+
+    // Cleanup
+    ImGui_ImplSDLRenderer2_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_DestroyRenderer(renderer);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat b/third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..8a4aefc223bb77645a9ee58cfb86deac13cd0a7d
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat
@@ -0,0 +1,10 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl2_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj b/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..ba6afaf72b70ac0094b0791a5d8c772f67d433e1
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj
@@ -0,0 +1,190 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
+    <RootNamespace>example_sdl2_vulkan</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters b/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..ab4248515400e36de00cb8ad58c6b91745c12b04
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl2_vulkan/main.cpp b/third_party/imgui/examples/example_sdl2_vulkan/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..cb116b76eb294c9bf8eae6046f1c8b843aafa180
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl2_vulkan/main.cpp
@@ -0,0 +1,583 @@
+// Dear ImGui: standalone example application for SDL2 + Vulkan
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+//   You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h>          // printf, fprintf
+#include <stdlib.h>         // abort
+#include <SDL.h>
+#include <SDL_vulkan.h>
+
+// Volk headers
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#define VOLK_IMPLEMENTATION
+#include <volk.h>
+#endif
+
+//#define APP_USE_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define APP_USE_VULKAN_DEBUG_REPORT
+#endif
+
+// Data
+static VkAllocationCallbacks*   g_Allocator = nullptr;
+static VkInstance               g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice         g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice                 g_Device = VK_NULL_HANDLE;
+static uint32_t                 g_QueueFamily = (uint32_t)-1;
+static VkQueue                  g_Queue = VK_NULL_HANDLE;
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+static VkPipelineCache          g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool         g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static uint32_t                 g_MinImageCount = 2;
+static bool                     g_SwapChainRebuild = false;
+
+static void check_vk_result(VkResult err)
+{
+    if (err == 0)
+        return;
+    fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+    if (err < 0)
+        abort();
+}
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+    (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+    fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+    return VK_FALSE;
+}
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
+{
+    for (const VkExtensionProperties& p : properties)
+        if (strcmp(p.extensionName, extension) == 0)
+            return true;
+    return false;
+}
+
+static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
+{
+    uint32_t gpu_count;
+    VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
+    check_vk_result(err);
+    IM_ASSERT(gpu_count > 0);
+
+    ImVector<VkPhysicalDevice> gpus;
+    gpus.resize(gpu_count);
+    err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
+    check_vk_result(err);
+
+    // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
+    // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
+    // dedicated GPUs) is out of scope of this sample.
+    for (VkPhysicalDevice& device : gpus)
+    {
+        VkPhysicalDeviceProperties properties;
+        vkGetPhysicalDeviceProperties(device, &properties);
+        if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
+            return device;
+    }
+
+    // Use first GPU (Integrated) is a Discrete one is not available.
+    if (gpu_count > 0)
+        return gpus[0];
+    return VK_NULL_HANDLE;
+}
+
+static void SetupVulkan(ImVector<const char*> instance_extensions)
+{
+    VkResult err;
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+    volkInitialize();
+#endif
+
+    // Create Vulkan Instance
+    {
+        VkInstanceCreateInfo create_info = {};
+        create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+        // Enumerate available extensions
+        uint32_t properties_count;
+        ImVector<VkExtensionProperties> properties;
+        vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+        properties.resize(properties_count);
+        err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+        check_vk_result(err);
+
+        // Enable required extensions
+        if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+            instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+        if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+        {
+            instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+            create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+        }
+#endif
+
+        // Enabling validation layers
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+        const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+        create_info.enabledLayerCount = 1;
+        create_info.ppEnabledLayerNames = layers;
+        instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+        // Create Vulkan Instance
+        create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+        create_info.ppEnabledExtensionNames = instance_extensions.Data;
+        err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+        check_vk_result(err);
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+        volkLoadInstance(g_Instance);
+#endif
+
+        // Setup the debug report callback
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+        auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+        IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
+        VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+        debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+        debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+        debug_report_ci.pfnCallback = debug_report;
+        debug_report_ci.pUserData = nullptr;
+        err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+        check_vk_result(err);
+#endif
+    }
+
+    // Select Physical Device (GPU)
+    g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
+
+    // Select graphics queue family
+    {
+        uint32_t count;
+        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
+        VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
+        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
+        for (uint32_t i = 0; i < count; i++)
+            if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
+            {
+                g_QueueFamily = i;
+                break;
+            }
+        free(queues);
+        IM_ASSERT(g_QueueFamily != (uint32_t)-1);
+    }
+
+    // Create Logical Device (with 1 queue)
+    {
+        ImVector<const char*> device_extensions;
+        device_extensions.push_back("VK_KHR_swapchain");
+
+        // Enumerate physical device extension
+        uint32_t properties_count;
+        ImVector<VkExtensionProperties> properties;
+        vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+        properties.resize(properties_count);
+        vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+        if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+            device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+        const float queue_priority[] = { 1.0f };
+        VkDeviceQueueCreateInfo queue_info[1] = {};
+        queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+        queue_info[0].queueFamilyIndex = g_QueueFamily;
+        queue_info[0].queueCount = 1;
+        queue_info[0].pQueuePriorities = queue_priority;
+        VkDeviceCreateInfo create_info = {};
+        create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+        create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+        create_info.pQueueCreateInfos = queue_info;
+        create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
+        create_info.ppEnabledExtensionNames = device_extensions.Data;
+        err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+        check_vk_result(err);
+        vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+    }
+
+    // Create Descriptor Pool
+    // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
+    // If you wish to load e.g. additional textures you may need to alter pools sizes.
+    {
+        VkDescriptorPoolSize pool_sizes[] =
+        {
+            { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
+        };
+        VkDescriptorPoolCreateInfo pool_info = {};
+        pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+        pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+        pool_info.maxSets = 1;
+        pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
+        pool_info.pPoolSizes = pool_sizes;
+        err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+        check_vk_result(err);
+    }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+    wd->Surface = surface;
+
+    // Check for WSI support
+    VkBool32 res;
+    vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
+    if (res != VK_TRUE)
+    {
+        fprintf(stderr, "Error no WSI support on physical device 0\n");
+        exit(-1);
+    }
+
+    // Select Surface Format
+    const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+    const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+    wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+    // Select Present Mode
+#ifdef APP_UNLIMITED_FRAME_RATE
+    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+    wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
+    //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+    // Create SwapChain, RenderPass, Framebuffer, etc.
+    IM_ASSERT(g_MinImageCount >= 2);
+    ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
+}
+
+static void CleanupVulkan()
+{
+    vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+    // Remove the debug report callback
+    auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+    f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+    vkDestroyDevice(g_Device, g_Allocator);
+    vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void CleanupVulkanWindow()
+{
+    ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+    VkResult err;
+
+    VkSemaphore image_acquired_semaphore  = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+    err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+    {
+        g_SwapChainRebuild = true;
+        return;
+    }
+    check_vk_result(err);
+
+    ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+    {
+        err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX);    // wait indefinitely instead of periodically checking
+        check_vk_result(err);
+
+        err = vkResetFences(g_Device, 1, &fd->Fence);
+        check_vk_result(err);
+    }
+    {
+        err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+        check_vk_result(err);
+        VkCommandBufferBeginInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+        info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+        err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+        check_vk_result(err);
+    }
+    {
+        VkRenderPassBeginInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+        info.renderPass = wd->RenderPass;
+        info.framebuffer = fd->Framebuffer;
+        info.renderArea.extent.width = wd->Width;
+        info.renderArea.extent.height = wd->Height;
+        info.clearValueCount = 1;
+        info.pClearValues = &wd->ClearValue;
+        vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+    }
+
+    // Record dear imgui primitives into command buffer
+    ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+    // Submit command buffer
+    vkCmdEndRenderPass(fd->CommandBuffer);
+    {
+        VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+        VkSubmitInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+        info.waitSemaphoreCount = 1;
+        info.pWaitSemaphores = &image_acquired_semaphore;
+        info.pWaitDstStageMask = &wait_stage;
+        info.commandBufferCount = 1;
+        info.pCommandBuffers = &fd->CommandBuffer;
+        info.signalSemaphoreCount = 1;
+        info.pSignalSemaphores = &render_complete_semaphore;
+
+        err = vkEndCommandBuffer(fd->CommandBuffer);
+        check_vk_result(err);
+        err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+        check_vk_result(err);
+    }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+    if (g_SwapChainRebuild)
+        return;
+    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+    VkPresentInfoKHR info = {};
+    info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+    info.waitSemaphoreCount = 1;
+    info.pWaitSemaphores = &render_complete_semaphore;
+    info.swapchainCount = 1;
+    info.pSwapchains = &wd->Swapchain;
+    info.pImageIndices = &wd->FrameIndex;
+    VkResult err = vkQueuePresentKHR(g_Queue, &info);
+    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+    {
+        g_SwapChainRebuild = true;
+        return;
+    }
+    check_vk_result(err);
+    wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
+}
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+    // Create window with Vulkan graphics context
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    ImVector<const char*> extensions;
+    uint32_t extensions_count = 0;
+    SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
+    extensions.resize(extensions_count);
+    SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
+    SetupVulkan(extensions);
+
+    // Create Window Surface
+    VkSurfaceKHR surface;
+    VkResult err;
+    if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
+    {
+        printf("Failed to create Vulkan surface.\n");
+        return 1;
+    }
+
+    // Create Framebuffers
+    int w, h;
+    SDL_GetWindowSize(window, &w, &h);
+    ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+    SetupVulkanWindow(wd, surface, w, h);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL2_InitForVulkan(window);
+    ImGui_ImplVulkan_InitInfo init_info = {};
+    init_info.Instance = g_Instance;
+    init_info.PhysicalDevice = g_PhysicalDevice;
+    init_info.Device = g_Device;
+    init_info.QueueFamily = g_QueueFamily;
+    init_info.Queue = g_Queue;
+    init_info.PipelineCache = g_PipelineCache;
+    init_info.DescriptorPool = g_DescriptorPool;
+    init_info.RenderPass = wd->RenderPass;
+    init_info.Subpass = 0;
+    init_info.MinImageCount = g_MinImageCount;
+    init_info.ImageCount = wd->ImageCount;
+    init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+    init_info.Allocator = g_Allocator;
+    init_info.CheckVkResultFn = check_vk_result;
+    ImGui_ImplVulkan_Init(&init_info);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL2_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Resize swap chain?
+        int fb_width, fb_height;
+        SDL_GetWindowSize(window, &fb_width, &fb_height);
+        if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
+        {
+            ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+            ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
+            g_MainWindowData.FrameIndex = 0;
+            g_SwapChainRebuild = false;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplVulkan_NewFrame();
+        ImGui_ImplSDL2_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        ImDrawData* draw_data = ImGui::GetDrawData();
+        const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+        if (!is_minimized)
+        {
+            wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+            wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+            wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+            wd->ClearValue.color.float32[3] = clear_color.w;
+            FrameRender(wd, draw_data);
+            FramePresent(wd);
+        }
+    }
+
+    // Cleanup
+    err = vkDeviceWaitIdle(g_Device);
+    check_vk_result(err);
+    ImGui_ImplVulkan_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupVulkanWindow();
+    CleanupVulkan();
+
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_sdl3_opengl3/Makefile b/third_party/imgui/examples/example_sdl3_opengl3/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..741e97d0c270a5e2037d23e82e761b105e0df33a
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_opengl3/Makefile
@@ -0,0 +1,84 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_opengl3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## OPENGL ES
+##---------------------------------------------------------------------
+
+## This assumes a GL ES library available in the system, e.g. libGLESv2.so
+# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
+# LINUX_GL_LIBS = -lGLESv2
+## If you're on a Raspberry Pi and want to use the legacy drivers,
+## use the following instead:
+# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += $(LINUX_GL_LIBS) -ldl `pkg-config sdl3 --libs`
+
+	CXXFLAGS += `pkg-config sdl3 --cflags`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
+	LIBS += -L/usr/local/lib -L/opt/local/lib
+
+	CXXFLAGS += `pkg-config sdl3 --cflags`
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+    ECHO_MESSAGE = "MinGW"
+    LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
+
+    CXXFLAGS += `pkg-config --cflags sdl3`
+    CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten b/third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten
new file mode 100644
index 0000000000000000000000000000000000000000..9e9ffd6034f7abe5d7b97fcfe11dd81afcaac6bf
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten
@@ -0,0 +1,96 @@
+
+# IMPORTANT: SDL3 IS IN DEVELOPMENT, AS OF 2023-05-30, EMSCRIPTEN DOESN'T SUPPORT SDL3 YET.
+# WE ARE LEAVING THIS MAKEFILE AROUND FOR THE DAY IT WILL SUPPORT IT.
+
+#
+# Makefile to use with SDL+emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+#  - web/index.html
+#  - web/index.js
+#  - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s USE_SDL=2
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
+#EMS += -s BINARYEN_TRAP_MODE=clamp
+#EMS += -s SAFE_HEAP=1    ## Adds overhead
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(EXE)
+
+$(WEB_DIR):
+	mkdir $@
+
+serve: all
+	python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+	$(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+	rm -rf $(OBJS) $(WEB_DIR)
diff --git a/third_party/imgui/examples/example_sdl3_opengl3/README.md b/third_party/imgui/examples/example_sdl3_opengl3/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..a032f875213b4c7881d096b0fe47df173326eeb4
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_opengl3/README.md
@@ -0,0 +1,40 @@
+
+# How to Build
+
+## Windows with Visual Studio's IDE
+
+Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
+
+## Windows with Visual Studio's CLI
+
+Use build_win32.bat or directly:
+```
+set SDL3_DIR=path_to_your_sdl3_folder
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
+#                 ^^ include paths     ^^ source files                                                                                    ^^ output exe                    ^^ output dir   ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
+```
+
+## Linux and similar Unixes
+
+Use our Makefile or directly:
+```
+c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
+  main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+  `sdl3-config --libs` -lGL -ldl
+```
+
+## macOS
+
+Use our Makefile or directly:
+```
+brew install sdl3
+c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
+  main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+  `sdl3-config --libs` -framework OpenGl -framework CoreFoundation
+```
+
+## Emscripten
+
+As of 2023-05-30 Emscripten doesn't support SDL3 yet.
diff --git a/third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat b/third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..5b8d5f87136b27186a7b2925577e984033fb886c
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj b/third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..051f87d764fcf18b3104f22d387ec31d4e9afb08
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{84AAA301-84FE-428B-9E3E-817BC8123C0C}</ProjectGuid>
+    <RootNamespace>example_sdl3_opengl3</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters b/third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..f365473c4a63e4a33b0558bafdbd6dec76c70f09
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters
@@ -0,0 +1,67 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl3_opengl3/main.cpp b/third_party/imgui/examples/example_sdl3_opengl3/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..0ba09dc937cc87b3d522897a307bc82c9ca3ad4d
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_opengl3/main.cpp
@@ -0,0 +1,209 @@
+// Dear ImGui: standalone example application for SDL3 + OpenGL
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <SDL3/SDL.h>
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <SDL3/SDL_opengles2.h>
+#else
+#include <SDL3/SDL_opengl.h>
+#endif
+
+// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD))
+    {
+        printf("Error: SDL_Init(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+    // GL ES 2.0 + GLSL 100
+    const char* glsl_version = "#version 100";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(__APPLE__)
+    // GL 3.2 Core + GLSL 150
+    const char* glsl_version = "#version 150";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#else
+    // GL 3.0 + GLSL 130
+    const char* glsl_version = "#version 130";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#endif
+
+    // Create window with graphics context
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+    SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+    SDL_GL_MakeCurrent(window, gl_context);
+    SDL_GL_SetSwapInterval(1); // Enable vsync
+    SDL_ShowWindow(window);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
+    ImGui_ImplOpenGL3_Init(glsl_version);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+#ifdef __EMSCRIPTEN__
+    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+    io.IniFilename = nullptr;
+    EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+    while (!done)
+#endif
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL3_ProcessEvent(&event);
+            if (event.type == SDL_EVENT_QUIT)
+                done = true;
+            if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplOpenGL3_NewFrame();
+        ImGui_ImplSDL3_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+        SDL_GL_SwapWindow(window);
+    }
+#ifdef __EMSCRIPTEN__
+    EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+    // Cleanup
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplSDL3_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_GL_DestroyContext(gl_context);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile b/third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile
new file mode 100644
index 0000000000000000000000000000000000000000..238576c7c341880a428950d95f5bb95d061b5f5c
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile
@@ -0,0 +1,73 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_sdlrenderer3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += -ldl `pkg-config sdl3  --libs`
+
+	CXXFLAGS += `pkg-config sdl3 --cflags`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
+	LIBS += -L/usr/local/lib -L/opt/local/lib
+
+	CXXFLAGS += `pkg-config sdl3 --cflags`
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+    ECHO_MESSAGE = "MinGW"
+    LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
+
+    CXXFLAGS += `pkg-config --cflags sdl3`
+    CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)
diff --git a/third_party/imgui/examples/example_sdl3_sdlrenderer3/build_win32.bat b/third_party/imgui/examples/example_sdl3_sdlrenderer3/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..7bc131a6af4007e81d9d2efdb1e410d15badb9a7
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_sdlrenderer3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_sdlrenderer3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj b/third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..8b71324cc750b69f30cd92f2deab9e4e97b2d021
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}</ProjectGuid>
+    <RootNamespace>example_sdl3_opengl3</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp" />
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h" />
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters b/third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..c41210d677a8dc880013222c79f31ce4ba1429c6
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp b/third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..ef98d752d5e9a4b5f2c85c6ac54be7af0a6b6c2d
--- /dev/null
+++ b/third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp
@@ -0,0 +1,184 @@
+// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_sdlrenderer3.h"
+#include <stdio.h>
+#include <SDL3/SDL.h>
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <SDL3/SDL_opengles2.h>
+#else
+#include <SDL3/SDL_opengl.h>
+#endif
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD))
+    {
+        printf("Error: SDL_Init(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Create window with SDL_Renderer graphics context
+    Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+    SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
+    SDL_SetRenderVSync(renderer, 1);
+    if (renderer == nullptr)
+    {
+        SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
+        return -1;
+    }
+    SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+    SDL_ShowWindow(window);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
+    ImGui_ImplSDLRenderer3_Init(renderer);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+#ifdef __EMSCRIPTEN__
+    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+    io.IniFilename = nullptr;
+    EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+    while (!done)
+#endif
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL3_ProcessEvent(&event);
+            if (event.type == SDL_EVENT_QUIT)
+                done = true;
+            if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplSDLRenderer3_NewFrame();
+        ImGui_ImplSDL3_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+        SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        SDL_RenderClear(renderer);
+        ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
+        SDL_RenderPresent(renderer);
+    }
+#ifdef __EMSCRIPTEN__
+    EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+    // Cleanup
+    ImGui_ImplSDLRenderer3_Shutdown();
+    ImGui_ImplSDL3_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_DestroyRenderer(renderer);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/third_party/imgui/examples/example_win32_directx10/build_win32.bat b/third_party/imgui/examples/example_win32_directx10/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..78a6e374d5709c5fb6911839650b87d01cea3c08
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx10/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_directx10
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/third_party/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj b/third_party/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..d11aed88387a59888aa24196b84ceb44045a254b
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj
@@ -0,0 +1,176 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
+    <RootNamespace>example_win32_directx10</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_dx10.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_dx10.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters b/third_party/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..33ab99b5189b7784454066f97c41e9f7d3cb01f8
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters
@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_dx10.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_dx10.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_directx10/main.cpp b/third_party/imgui/examples/example_win32_directx10/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..21198da9ae5b3d550aec432b6cf77ccaf498d939
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx10/main.cpp
@@ -0,0 +1,271 @@
+// Dear ImGui: standalone example application for DirectX 10
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx10.h"
+#include <d3d10_1.h>
+#include <d3d10.h>
+#include <tchar.h>
+
+// Data
+static ID3D10Device*            g_pd3dDevice = nullptr;
+static IDXGISwapChain*          g_pSwapChain = nullptr;
+static bool                     g_SwapChainOccluded = false;
+static UINT                     g_ResizeWidth = 0, g_ResizeHeight = 0;
+static ID3D10RenderTargetView*  g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+    // Create application window
+    //ImGui_ImplWin32_EnableDpiAwareness();
+    WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+    ::RegisterClassExW(&wc);
+    HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+
+    // Initialize Direct3D
+    if (!CreateDeviceD3D(hwnd))
+    {
+        CleanupDeviceD3D();
+        ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+    ::UpdateWindow(hwnd);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplWin32_Init(hwnd);
+    ImGui_ImplDX10_Init(g_pd3dDevice);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle messages (inputs, window resize, etc.)
+        // See the WndProc() function below for our to dispatch events to the Win32 backend.
+        MSG msg;
+        while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+        {
+            ::TranslateMessage(&msg);
+            ::DispatchMessage(&msg);
+            if (msg.message == WM_QUIT)
+                done = true;
+        }
+        if (done)
+            break;
+
+        // Handle window being minimized or screen locked
+        if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
+        {
+            ::Sleep(10);
+            continue;
+        }
+        g_SwapChainOccluded = false;
+
+        // Handle window resize (we don't resize directly in the WM_SIZE handler)
+        if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
+        {
+            CleanupRenderTarget();
+            g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
+            g_ResizeWidth = g_ResizeHeight = 0;
+            CreateRenderTarget();
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplDX10_NewFrame();
+        ImGui_ImplWin32_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+        g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
+        g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+        ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
+
+        // Present
+        HRESULT hr = g_pSwapChain->Present(1, 0);   // Present with vsync
+        //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
+        g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
+    }
+
+    // Cleanup
+    ImGui_ImplDX10_Shutdown();
+    ImGui_ImplWin32_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    ::DestroyWindow(hwnd);
+    ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+    return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    ZeroMemory(&sd, sizeof(sd));
+    sd.BufferCount = 2;
+    sd.BufferDesc.Width = 0;
+    sd.BufferDesc.Height = 0;
+    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    sd.BufferDesc.RefreshRate.Numerator = 60;
+    sd.BufferDesc.RefreshRate.Denominator = 1;
+    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd.OutputWindow = hWnd;
+    sd.SampleDesc.Count = 1;
+    sd.SampleDesc.Quality = 0;
+    sd.Windowed = TRUE;
+    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+    UINT createDeviceFlags = 0;
+    //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
+    HRESULT res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
+    if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
+        res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
+    if (res != S_OK)
+        return false;
+
+    CreateRenderTarget();
+    return true;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+}
+
+void CreateRenderTarget()
+{
+    ID3D10Texture2D* pBackBuffer;
+    g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
+    pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (wParam == SIZE_MINIMIZED)
+            return 0;
+        g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
+        g_ResizeHeight = (UINT)HIWORD(lParam);
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        ::PostQuitMessage(0);
+        return 0;
+    }
+    return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/third_party/imgui/examples/example_win32_directx11/build_win32.bat b/third_party/imgui/examples/example_win32_directx11/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..c9a717c60a61ca161266b959397dc75bcf12f2a4
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx11/build_win32.bat
@@ -0,0 +1,9 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_directx11
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
+
diff --git a/third_party/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj b/third_party/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..bace6a2c836168ca153de95632de63ed2ce597a7
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj
@@ -0,0 +1,175 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
+    <RootNamespace>example_win32_directx11</RootNamespace>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters b/third_party/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..63032a6aa5855094023fdc5aff9c9b2149d28e7b
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters
@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_dx11.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_directx11/main.cpp b/third_party/imgui/examples/example_win32_directx11/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..5285df10225f52c647605742290884148bd22859
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx11/main.cpp
@@ -0,0 +1,274 @@
+// Dear ImGui: standalone example application for DirectX 11
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <tchar.h>
+
+// Data
+static ID3D11Device*            g_pd3dDevice = nullptr;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = nullptr;
+static IDXGISwapChain*          g_pSwapChain = nullptr;
+static bool                     g_SwapChainOccluded = false;
+static UINT                     g_ResizeWidth = 0, g_ResizeHeight = 0;
+static ID3D11RenderTargetView*  g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+    // Create application window
+    //ImGui_ImplWin32_EnableDpiAwareness();
+    WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+    ::RegisterClassExW(&wc);
+    HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+
+    // Initialize Direct3D
+    if (!CreateDeviceD3D(hwnd))
+    {
+        CleanupDeviceD3D();
+        ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+    ::UpdateWindow(hwnd);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplWin32_Init(hwnd);
+    ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle messages (inputs, window resize, etc.)
+        // See the WndProc() function below for our to dispatch events to the Win32 backend.
+        MSG msg;
+        while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+        {
+            ::TranslateMessage(&msg);
+            ::DispatchMessage(&msg);
+            if (msg.message == WM_QUIT)
+                done = true;
+        }
+        if (done)
+            break;
+
+        // Handle window being minimized or screen locked
+        if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
+        {
+            ::Sleep(10);
+            continue;
+        }
+        g_SwapChainOccluded = false;
+
+        // Handle window resize (we don't resize directly in the WM_SIZE handler)
+        if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
+        {
+            CleanupRenderTarget();
+            g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
+            g_ResizeWidth = g_ResizeHeight = 0;
+            CreateRenderTarget();
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplDX11_NewFrame();
+        ImGui_ImplWin32_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
+        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+        // Present
+        HRESULT hr = g_pSwapChain->Present(1, 0);   // Present with vsync
+        //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
+        g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
+    }
+
+    // Cleanup
+    ImGui_ImplDX11_Shutdown();
+    ImGui_ImplWin32_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    ::DestroyWindow(hwnd);
+    ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+    return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    ZeroMemory(&sd, sizeof(sd));
+    sd.BufferCount = 2;
+    sd.BufferDesc.Width = 0;
+    sd.BufferDesc.Height = 0;
+    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    sd.BufferDesc.RefreshRate.Numerator = 60;
+    sd.BufferDesc.RefreshRate.Denominator = 1;
+    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd.OutputWindow = hWnd;
+    sd.SampleDesc.Count = 1;
+    sd.SampleDesc.Quality = 0;
+    sd.Windowed = TRUE;
+    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+    UINT createDeviceFlags = 0;
+    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+    D3D_FEATURE_LEVEL featureLevel;
+    const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+    HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
+    if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
+        res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
+    if (res != S_OK)
+        return false;
+
+    CreateRenderTarget();
+    return true;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+    if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+}
+
+void CreateRenderTarget()
+{
+    ID3D11Texture2D* pBackBuffer;
+    g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
+    pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (wParam == SIZE_MINIMIZED)
+            return 0;
+        g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
+        g_ResizeHeight = (UINT)HIWORD(lParam);
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        ::PostQuitMessage(0);
+        return 0;
+    }
+    return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/third_party/imgui/examples/example_win32_directx12/build_win32.bat b/third_party/imgui/examples/example_win32_directx12/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..68e3c921e399c7a0b940ed851238e015f5823de7
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx12/build_win32.bat
@@ -0,0 +1,9 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@REM Important: to build on 32-bit systems, the DX12 backends needs '#define ImTextureID ImU64', so we pass it here.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_directx12
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib
+mkdir Debug
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj b/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..7b64371eff84aca93f7eccd75827e38e2886bded
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj
@@ -0,0 +1,180 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
+    <RootNamespace>example_win32_directx12</RootNamespace>
+    <WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
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+    <ClCompile Include="..\..\imgui_draw.cpp" />
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+    <None Include="..\README.txt" />
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\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters b/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..23a99526f7d0398270434684c75b9222374aab1f
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters
@@ -0,0 +1,65 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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+      <Filter>imgui</Filter>
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+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
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+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
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+      <Filter>sources</Filter>
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+      <Filter>imgui</Filter>
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+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_dx12.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
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+      <Filter>sources</Filter>
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+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
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+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
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+      <Filter>imgui</Filter>
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+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_directx12/main.cpp b/third_party/imgui/examples/example_win32_directx12/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..57a481c710fca8d2df9673eb1b91f3b0e207fc7b
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx12/main.cpp
@@ -0,0 +1,483 @@
+// Dear ImGui: standalone example application for DirectX 12
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx12.h"
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <tchar.h>
+
+#ifdef _DEBUG
+#define DX12_ENABLE_DEBUG_LAYER
+#endif
+
+#ifdef DX12_ENABLE_DEBUG_LAYER
+#include <dxgidebug.h>
+#pragma comment(lib, "dxguid.lib")
+#endif
+
+#include "imgui_internal.h"
+
+struct FrameContext
+{
+    ID3D12CommandAllocator* CommandAllocator;
+    UINT64                  FenceValue;
+};
+
+// Data
+static int const                    NUM_FRAMES_IN_FLIGHT = 3;
+static FrameContext                 g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
+static UINT                         g_frameIndex = 0;
+
+static int const                    NUM_BACK_BUFFERS = 3;
+static ID3D12Device*                g_pd3dDevice = nullptr;
+static ID3D12DescriptorHeap*        g_pd3dRtvDescHeap = nullptr;
+static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = nullptr;
+static ID3D12CommandQueue*          g_pd3dCommandQueue = nullptr;
+static ID3D12GraphicsCommandList*   g_pd3dCommandList = nullptr;
+static ID3D12Fence*                 g_fence = nullptr;
+static HANDLE                       g_fenceEvent = nullptr;
+static UINT64                       g_fenceLastSignaledValue = 0;
+static IDXGISwapChain3*             g_pSwapChain = nullptr;
+static bool                         g_SwapChainOccluded = false;
+static HANDLE                       g_hSwapChainWaitableObject = nullptr;
+static ID3D12Resource*              g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE  g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+void WaitForLastSubmittedFrame();
+FrameContext* WaitForNextFrameResources();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+    // Create application window
+    //ImGui_ImplWin32_EnableDpiAwareness();
+    WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+    ::RegisterClassExW(&wc);
+    HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+
+    // Initialize Direct3D
+    if (!CreateDeviceD3D(hwnd))
+    {
+        CleanupDeviceD3D();
+        ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+    ::UpdateWindow(hwnd);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplWin32_Init(hwnd);
+    ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
+        DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
+        g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
+        g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle messages (inputs, window resize, etc.)
+        // See the WndProc() function below for our to dispatch events to the Win32 backend.
+        MSG msg;
+        while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+        {
+            ::TranslateMessage(&msg);
+            ::DispatchMessage(&msg);
+            if (msg.message == WM_QUIT)
+                done = true;
+        }
+        if (done)
+            break;
+
+        // Handle window screen locked
+        if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
+        {
+            ::Sleep(10);
+            continue;
+        }
+        g_SwapChainOccluded = false;
+
+        // Start the Dear ImGui frame
+        ImGui_ImplDX12_NewFrame();
+        ImGui_ImplWin32_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+
+        FrameContext* frameCtx = WaitForNextFrameResources();
+        UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+        frameCtx->CommandAllocator->Reset();
+
+        D3D12_RESOURCE_BARRIER barrier = {};
+        barrier.Type                   = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+        barrier.Flags                  = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+        barrier.Transition.pResource   = g_mainRenderTargetResource[backBufferIdx];
+        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_RENDER_TARGET;
+        g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr);
+        g_pd3dCommandList->ResourceBarrier(1, &barrier);
+
+        // Render Dear ImGui graphics
+        const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+        g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, nullptr);
+        g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr);
+        g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+        ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
+        g_pd3dCommandList->ResourceBarrier(1, &barrier);
+        g_pd3dCommandList->Close();
+
+        g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+
+        // Present
+        HRESULT hr = g_pSwapChain->Present(1, 0);   // Present with vsync
+        //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
+        g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
+
+        UINT64 fenceValue = g_fenceLastSignaledValue + 1;
+        g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+        g_fenceLastSignaledValue = fenceValue;
+        frameCtx->FenceValue = fenceValue;
+    }
+
+    WaitForLastSubmittedFrame();
+
+    // Cleanup
+    ImGui_ImplDX12_Shutdown();
+    ImGui_ImplWin32_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    ::DestroyWindow(hwnd);
+    ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+    return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC1 sd;
+    {
+        ZeroMemory(&sd, sizeof(sd));
+        sd.BufferCount = NUM_BACK_BUFFERS;
+        sd.Width = 0;
+        sd.Height = 0;
+        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+        sd.SampleDesc.Count = 1;
+        sd.SampleDesc.Quality = 0;
+        sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+        sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+        sd.Scaling = DXGI_SCALING_STRETCH;
+        sd.Stereo = FALSE;
+    }
+
+    // [DEBUG] Enable debug interface
+#ifdef DX12_ENABLE_DEBUG_LAYER
+    ID3D12Debug* pdx12Debug = nullptr;
+    if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
+        pdx12Debug->EnableDebugLayer();
+#endif
+
+    // Create device
+    D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
+    if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
+        return false;
+
+    // [DEBUG] Setup debug interface to break on any warnings/errors
+#ifdef DX12_ENABLE_DEBUG_LAYER
+    if (pdx12Debug != nullptr)
+    {
+        ID3D12InfoQueue* pInfoQueue = nullptr;
+        g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
+        pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
+        pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
+        pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
+        pInfoQueue->Release();
+        pdx12Debug->Release();
+    }
+#endif
+
+    {
+        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+        desc.NumDescriptors = NUM_BACK_BUFFERS;
+        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+        desc.NodeMask = 1;
+        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
+            return false;
+
+        SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+        D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+        for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+        {
+            g_mainRenderTargetDescriptor[i] = rtvHandle;
+            rtvHandle.ptr += rtvDescriptorSize;
+        }
+    }
+
+    {
+        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+        desc.NumDescriptors = 1;
+        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
+            return false;
+    }
+
+    {
+        D3D12_COMMAND_QUEUE_DESC desc = {};
+        desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+        desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+        desc.NodeMask = 1;
+        if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
+            return false;
+    }
+
+    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+        if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
+            return false;
+
+    if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
+        g_pd3dCommandList->Close() != S_OK)
+        return false;
+
+    if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
+        return false;
+
+    g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
+    if (g_fenceEvent == nullptr)
+        return false;
+
+    {
+        IDXGIFactory4* dxgiFactory = nullptr;
+        IDXGISwapChain1* swapChain1 = nullptr;
+        if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
+            return false;
+        if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
+            return false;
+        if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
+            return false;
+        swapChain1->Release();
+        dxgiFactory->Release();
+        g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+        g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+    }
+
+    CreateRenderTarget();
+    return true;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+    if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
+    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+        if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; }
+    if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }
+    if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }
+    if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = nullptr; }
+    if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = nullptr; }
+    if (g_fence) { g_fence->Release(); g_fence = nullptr; }
+    if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = nullptr; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+
+#ifdef DX12_ENABLE_DEBUG_LAYER
+    IDXGIDebug1* pDebug = nullptr;
+    if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
+    {
+        pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
+        pDebug->Release();
+    }
+#endif
+}
+
+void CreateRenderTarget()
+{
+    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+    {
+        ID3D12Resource* pBackBuffer = nullptr;
+        g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
+        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]);
+        g_mainRenderTargetResource[i] = pBackBuffer;
+    }
+}
+
+void CleanupRenderTarget()
+{
+    WaitForLastSubmittedFrame();
+
+    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+        if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
+}
+
+void WaitForLastSubmittedFrame()
+{
+    FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
+
+    UINT64 fenceValue = frameCtx->FenceValue;
+    if (fenceValue == 0)
+        return; // No fence was signaled
+
+    frameCtx->FenceValue = 0;
+    if (g_fence->GetCompletedValue() >= fenceValue)
+        return;
+
+    g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+    WaitForSingleObject(g_fenceEvent, INFINITE);
+}
+
+FrameContext* WaitForNextFrameResources()
+{
+    UINT nextFrameIndex = g_frameIndex + 1;
+    g_frameIndex = nextFrameIndex;
+
+    HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
+    DWORD numWaitableObjects = 1;
+
+    FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
+    UINT64 fenceValue = frameCtx->FenceValue;
+    if (fenceValue != 0) // means no fence was signaled
+    {
+        frameCtx->FenceValue = 0;
+        g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+        waitableObjects[1] = g_fenceEvent;
+        numWaitableObjects = 2;
+    }
+
+    WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
+
+    return frameCtx;
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
+        {
+            WaitForLastSubmittedFrame();
+            CleanupRenderTarget();
+            HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
+            assert(SUCCEEDED(result) && "Failed to resize swapchain.");
+            CreateRenderTarget();
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        ::PostQuitMessage(0);
+        return 0;
+    }
+    return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/third_party/imgui/examples/example_win32_directx9/build_win32.bat b/third_party/imgui/examples/example_win32_directx9/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..ece5ea1ba0aa327c58b4e2bda655ec5c1cb90ebf
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx9/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_directx9
+@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/third_party/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj b/third_party/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..8c3f99589bb091a18f6d2145368371bcc52eb121
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj
@@ -0,0 +1,176 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{4165A294-21F2-44CA-9B38-E3F935ABADF5}</ProjectGuid>
+    <RootNamespace>example_win32_directx9</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_dx9.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_dx9.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters b/third_party/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..5ed89d6fde4880c192994bc4e47c37740d6d6707
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="sources">
+      <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{a82cba23-9de0-45c2-b1e3-2eb1666702de}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_dx9.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_dx9.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_directx9/main.cpp b/third_party/imgui/examples/example_win32_directx9/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..422248bcbf637051ff26224cb77613fa6fecfb0c
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_directx9/main.cpp
@@ -0,0 +1,264 @@
+// Dear ImGui: standalone example application for DirectX 9
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+#include "imgui_impl_win32.h"
+#include <d3d9.h>
+#include <tchar.h>
+
+// Data
+static LPDIRECT3D9              g_pD3D = nullptr;
+static LPDIRECT3DDEVICE9        g_pd3dDevice = nullptr;
+static bool                     g_DeviceLost = false;
+static UINT                     g_ResizeWidth = 0, g_ResizeHeight = 0;
+static D3DPRESENT_PARAMETERS    g_d3dpp = {};
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void ResetDevice();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+    // Create application window
+    //ImGui_ImplWin32_EnableDpiAwareness();
+    WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+    ::RegisterClassExW(&wc);
+    HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+
+    // Initialize Direct3D
+    if (!CreateDeviceD3D(hwnd))
+    {
+        CleanupDeviceD3D();
+        ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+    ::UpdateWindow(hwnd);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplWin32_Init(hwnd);
+    ImGui_ImplDX9_Init(g_pd3dDevice);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle messages (inputs, window resize, etc.)
+        // See the WndProc() function below for our to dispatch events to the Win32 backend.
+        MSG msg;
+        while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+        {
+            ::TranslateMessage(&msg);
+            ::DispatchMessage(&msg);
+            if (msg.message == WM_QUIT)
+                done = true;
+        }
+        if (done)
+            break;
+
+        // Handle lost D3D9 device
+        if (g_DeviceLost)
+        {
+            HRESULT hr = g_pd3dDevice->TestCooperativeLevel();
+            if (hr == D3DERR_DEVICELOST)
+            {
+                ::Sleep(10);
+                continue;
+            }
+            if (hr == D3DERR_DEVICENOTRESET)
+                ResetDevice();
+            g_DeviceLost = false;
+        }
+
+        // Handle window resize (we don't resize directly in the WM_SIZE handler)
+        if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
+        {
+            g_d3dpp.BackBufferWidth = g_ResizeWidth;
+            g_d3dpp.BackBufferHeight = g_ResizeHeight;
+            g_ResizeWidth = g_ResizeHeight = 0;
+            ResetDevice();
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplDX9_NewFrame();
+        ImGui_ImplWin32_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::EndFrame();
+        g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+        g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+        g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+        D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
+        g_pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
+        if (g_pd3dDevice->BeginScene() >= 0)
+        {
+            ImGui::Render();
+            ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
+            g_pd3dDevice->EndScene();
+        }
+        HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
+        if (result == D3DERR_DEVICELOST)
+            g_DeviceLost = true;
+    }
+
+    // Cleanup
+    ImGui_ImplDX9_Shutdown();
+    ImGui_ImplWin32_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    ::DestroyWindow(hwnd);
+    ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+    return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+    if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
+        return false;
+
+    // Create the D3DDevice
+    ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
+    g_d3dpp.Windowed = TRUE;
+    g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+    g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
+    g_d3dpp.EnableAutoDepthStencil = TRUE;
+    g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
+    g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;           // Present with vsync
+    //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync, maximum unthrottled framerate
+    if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
+        return false;
+
+    return true;
+}
+
+void CleanupDeviceD3D()
+{
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+    if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
+}
+
+void ResetDevice()
+{
+    ImGui_ImplDX9_InvalidateDeviceObjects();
+    HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
+    if (hr == D3DERR_INVALIDCALL)
+        IM_ASSERT(0);
+    ImGui_ImplDX9_CreateDeviceObjects();
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (wParam == SIZE_MINIMIZED)
+            return 0;
+        g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
+        g_ResizeHeight = (UINT)HIWORD(lParam);
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        ::PostQuitMessage(0);
+        return 0;
+    }
+    return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/third_party/imgui/examples/example_win32_opengl3/build_mingw.bat b/third_party/imgui/examples/example_win32_opengl3/build_mingw.bat
new file mode 100644
index 0000000000000000000000000000000000000000..7672185858d2fdce38f8531f8c496a283a57958c
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_opengl3/build_mingw.bat
@@ -0,0 +1,8 @@
+@REM Build for MINGW64 or 32 from MSYS2. 
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_opengl3
+@set INCLUDES=-I../.. -I../../backends
+@set SOURCES=main.cpp ../../backends/imgui_impl_opengl3.cpp ../../backends/imgui_impl_win32.cpp ../../imgui*.cpp
+@set LIBS=-lopengl32 -lgdi32 -ldwmapi
+mkdir %OUT_DIR%
+g++ -DUNICODE %INCLUDES% %SOURCES% -o %OUT_DIR%/%OUT_EXE%.exe --static -mwindows %LIBS% %LIBS%
diff --git a/third_party/imgui/examples/example_win32_opengl3/build_win32.bat b/third_party/imgui/examples/example_win32_opengl3/build_win32.bat
new file mode 100644
index 0000000000000000000000000000000000000000..48df08087082c1982ba11da005998a7ecbdc926f
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_opengl3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=opengl32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/third_party/imgui/examples/example_win32_opengl3/example_win32_opengl3.vcxproj b/third_party/imgui/examples/example_win32_opengl3/example_win32_opengl3.vcxproj
new file mode 100644
index 0000000000000000000000000000000000000000..98fc38fd34d9b4bbb0797042836adda5b34357bd
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_opengl3/example_win32_opengl3.vcxproj
@@ -0,0 +1,176 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{C624E5FF-D4FE-4D35-9164-B8A91864F98E}</ProjectGuid>
+    <RootNamespace>example_win32_opengl2</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\natvis\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters b/third_party/imgui/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters
new file mode 100644
index 0000000000000000000000000000000000000000..47ed299bc7050f485f22c82094da9b00676c6345
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="sources">
+      <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{a82cba23-9de0-45c2-b1e3-2eb1666702de}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\natvis\imgui.natvis">
+      <Filter>sources</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/third_party/imgui/examples/example_win32_opengl3/main.cpp b/third_party/imgui/examples/example_win32_opengl3/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..8ecd27a2064295d6bc4df79bd79b99f1a51ff984
--- /dev/null
+++ b/third_party/imgui/examples/example_win32_opengl3/main.cpp
@@ -0,0 +1,243 @@
+// Dear ImGui: standalone example application for Win32 + OpenGL 3
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW.
+
+#include "imgui.h"
+#include "imgui_impl_opengl3.h"
+#include "imgui_impl_win32.h"
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#include <GL/GL.h>
+#include <tchar.h>
+
+// Data stored per platform window
+struct WGL_WindowData { HDC hDC; };
+
+// Data
+static HGLRC            g_hRC;
+static WGL_WindowData   g_MainWindow;
+static int              g_Width;
+static int              g_Height;
+
+// Forward declarations of helper functions
+bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data);
+void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
+void ResetDeviceWGL();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+    // Create application window
+    //ImGui_ImplWin32_EnableDpiAwareness();
+    WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+    ::RegisterClassExW(&wc);
+    HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+
+    // Initialize OpenGL
+    if (!CreateDeviceWGL(hwnd, &g_MainWindow))
+    {
+        CleanupDeviceWGL(hwnd, &g_MainWindow);
+        ::DestroyWindow(hwnd);
+        ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+        return 1;
+    }
+    wglMakeCurrent(g_MainWindow.hDC, g_hRC);
+
+    // Show the window
+    ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+    ::UpdateWindow(hwnd);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;   // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;    // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplWin32_InitForOpenGL(hwnd);
+    ImGui_ImplOpenGL3_Init();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle messages (inputs, window resize, etc.)
+        // See the WndProc() function below for our to dispatch events to the Win32 backend.
+        MSG msg;
+        while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+        {
+            ::TranslateMessage(&msg);
+            ::DispatchMessage(&msg);
+            if (msg.message == WM_QUIT)
+                done = true;
+        }
+        if (done)
+            break;
+        if (::IsIconic(hwnd))
+        {
+            ::Sleep(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplOpenGL3_NewFrame();
+        ImGui_ImplWin32_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        glViewport(0, 0, g_Width, g_Height);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+        // Present
+        ::SwapBuffers(g_MainWindow.hDC);
+    }
+
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplWin32_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceWGL(hwnd, &g_MainWindow);
+    wglDeleteContext(g_hRC);
+    ::DestroyWindow(hwnd);
+    ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+    return 0;
+}
+
+// Helper functions
+bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
+{
+    HDC hDc = ::GetDC(hWnd);
+    PIXELFORMATDESCRIPTOR pfd = { 0 };
+    pfd.nSize = sizeof(pfd);
+    pfd.nVersion = 1;
+    pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
+    pfd.iPixelType = PFD_TYPE_RGBA;
+    pfd.cColorBits = 32;
+
+    const int pf = ::ChoosePixelFormat(hDc, &pfd);
+    if (pf == 0)
+        return false;
+    if (::SetPixelFormat(hDc, pf, &pfd) == FALSE)
+        return false;
+    ::ReleaseDC(hWnd, hDc);
+
+    data->hDC = ::GetDC(hWnd);
+    if (!g_hRC)
+        g_hRC = wglCreateContext(data->hDC);
+    return true;
+}
+
+void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
+{
+    wglMakeCurrent(nullptr, nullptr);
+    ::ReleaseDC(hWnd, data->hDC);
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (wParam != SIZE_MINIMIZED)
+        {
+            g_Width = LOWORD(lParam);
+            g_Height = HIWORD(lParam);
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        ::PostQuitMessage(0);
+        return 0;
+    }
+    return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/third_party/imgui/examples/imgui_examples.sln b/third_party/imgui/examples/imgui_examples.sln
new file mode 100644
index 0000000000000000000000000000000000000000..9aee4a99e093a80d4a2efb40006ed5aa456d2504
--- /dev/null
+++ b/third_party/imgui/examples/imgui_examples.sln
@@ -0,0 +1,171 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 17
+VisualStudioVersion = 17.2.32616.157
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx9", "example_win32_directx9\example_win32_directx9.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx10", "example_win32_directx10\example_win32_directx10.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "example_glfw_opengl2\example_glfw_opengl2.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_vulkan", "example_glfw_vulkan\example_glfw_vulkan.vcxproj", "{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_directx11", "example_sdl2_directx11\example_sdl2_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl2", "example_sdl2_opengl2\example_sdl2_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl3", "example_sdl2_opengl3\example_sdl2_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Debug|Win32 = Debug|Win32
+		Debug|x64 = Debug|x64
+		Release|Win32 = Release|Win32
+		Release|x64 = Release|x64
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
+		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.Build.0 = Debug|x64
+		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
+		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.Build.0 = Debug|x64
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.ActiveCfg = Release|Win32
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.Build.0 = Release|Win32
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.ActiveCfg = Release|x64
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.ActiveCfg = Debug|Win32
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.Build.0 = Debug|Win32
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.ActiveCfg = Debug|x64
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.Build.0 = Debug|x64
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.ActiveCfg = Release|Win32
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.Build.0 = Release|Win32
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.ActiveCfg = Release|x64
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.Build.0 = Release|x64
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|Win32.ActiveCfg = Debug|Win32
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|Win32.Build.0 = Debug|Win32
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|x64.ActiveCfg = Debug|x64
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|x64.Build.0 = Debug|x64
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Release|Win32.ActiveCfg = Release|Win32
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Release|Win32.Build.0 = Release|Win32
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Release|x64.ActiveCfg = Release|x64
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Release|x64.Build.0 = Release|x64
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Debug|Win32.Build.0 = Debug|Win32
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+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+	GlobalSection(ExtensibilityGlobals) = postSolution
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+	EndGlobalSection
+EndGlobal
diff --git a/third_party/imgui/examples/libs/emscripten/emscripten_mainloop_stub.h b/third_party/imgui/examples/libs/emscripten/emscripten_mainloop_stub.h
new file mode 100644
index 0000000000000000000000000000000000000000..8c4c48ecf0a9373cfd77ce8924865542348bc83f
--- /dev/null
+++ b/third_party/imgui/examples/libs/emscripten/emscripten_mainloop_stub.h
@@ -0,0 +1,38 @@
+// What does this file solves?
+// - Since Dear ImGui 1.00 we took pride that most of our examples applications had their entire
+//   main-loop inside the main() function. That's because:
+//   - It makes the examples easier to read, keeping the code sequential.
+//   - It permit the use of local variables, making it easier to try things and perform quick
+//     changes when someone needs to quickly test something (vs having to structure the example
+//     in order to pass data around). This is very important because people use those examples
+//     to craft easy-to-past repro when they want to discuss features or report issues.
+//   - It conveys at a glance that this is a no-BS framework, it won't take your main loop away from you.
+//   - It is generally nice and elegant.
+// - However, comes Emscripten... it is a wonderful and magical tech but it requires a "main loop" function.
+// - Only some of our examples would run on Emscripten. Typically the ones rendering with GL or WGPU ones.
+// - I tried to refactor those examples but felt it was problematic that other examples didn't follow the
+//   same layout. Why would the SDL+GL example be structured one way and the SGL+DX11 be structured differently?
+//   Especially as we are trying hard to convey that using a Dear ImGui backend in an *existing application*
+//   should requires only a few dozens lines of code, and this should be consistent and symmetrical for all backends.
+// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function.
+//   This worked, but it made us lose all the nice things we had...
+
+// Since only about 4 examples really need to run with Emscripten, here's our solution:
+// - Use some weird macros and capturing lambda to turn a loop in main() into a function.
+// - Hide all that crap in this file so it doesn't make our examples unusually ugly.
+//   As a stance and principle of Dear ImGui development we don't use C++ headers and we don't
+//   want to suggest to the newcomer that we would ever use C++ headers as this would affect
+//   the initial judgment of many of our target audience.
+// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/
+// - The do { } while (0) is to allow our code calling continue in the main loop.
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <functional>
+static std::function<void()>            MainLoopForEmscriptenP;
+static void MainLoopForEmscripten()     { MainLoopForEmscriptenP(); }
+#define EMSCRIPTEN_MAINLOOP_BEGIN       MainLoopForEmscriptenP = [&]() { do
+#define EMSCRIPTEN_MAINLOOP_END         while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
+#else
+#define EMSCRIPTEN_MAINLOOP_BEGIN
+#define EMSCRIPTEN_MAINLOOP_END
+#endif
diff --git a/third_party/imgui/examples/libs/emscripten/shell_minimal.html b/third_party/imgui/examples/libs/emscripten/shell_minimal.html
new file mode 100644
index 0000000000000000000000000000000000000000..bcf626261f52cc00b47c616b672e82c797c2ff4f
--- /dev/null
+++ b/third_party/imgui/examples/libs/emscripten/shell_minimal.html
@@ -0,0 +1,65 @@
+<!doctype html>
+<html lang="en-us">
+  <head>
+    <meta charset="utf-8">
+    <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
+    <title>Dear ImGui Emscripten example</title>
+    <style>
+        body { margin: 0; background-color: black }
+        /* FIXME: with our GLFW example this block seems to break resizing and io.DisplaySize gets stuck */
+        .emscripten {
+            position: absolute;
+            top: 0px;
+            left: 0px;
+            margin: 0px;
+            border: 0;
+            width: 100%;
+            height: 100%;
+            overflow: hidden;
+            display: block;
+            image-rendering: optimizeSpeed;
+            image-rendering: -moz-crisp-edges;
+            image-rendering: -o-crisp-edges;
+            image-rendering: -webkit-optimize-contrast;
+            image-rendering: optimize-contrast;
+            image-rendering: crisp-edges;
+            image-rendering: pixelated;
+            -ms-interpolation-mode: nearest-neighbor;
+        }
+    </style>
+  </head>
+  <body>
+    <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
+    <script type='text/javascript'>
+      var Module = {
+        preRun: [],
+        postRun: [],
+        print: (function() {
+            return function(text) {
+                text = Array.prototype.slice.call(arguments).join(' ');
+                console.log(text);
+            };
+        })(),
+        printErr: function(text) {
+            text = Array.prototype.slice.call(arguments).join(' ');
+            console.error(text);
+        },
+        canvas: (function() {
+            var canvas = document.getElementById('canvas');
+            //canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
+            return canvas;
+        })(),
+        setStatus: function(text) {
+            console.log("status: " + text);
+        },
+        monitorRunDependencies: function(left) {
+            // no run dependencies to log
+        }
+      };
+      window.onerror = function() {
+        console.log("onerror: " + event);
+      };
+    </script>
+    {{{ SCRIPT }}}
+  </body>
+</html>
diff --git a/third_party/imgui/examples/libs/glfw/COPYING.txt b/third_party/imgui/examples/libs/glfw/COPYING.txt
new file mode 100644
index 0000000000000000000000000000000000000000..b30c701580eba08dfd4470568ac360810a7c21c6
--- /dev/null
+++ b/third_party/imgui/examples/libs/glfw/COPYING.txt
@@ -0,0 +1,22 @@
+Copyright (c) 2002-2006 Marcus Geelnard
+Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not
+   claim that you wrote the original software. If you use this software
+   in a product, an acknowledgment in the product documentation would
+   be appreciated but is not required.
+
+2. Altered source versions must be plainly marked as such, and must not
+   be misrepresented as being the original software.
+
+3. This notice may not be removed or altered from any source
+   distribution.
+
diff --git a/third_party/imgui/examples/libs/glfw/include/GLFW/glfw3.h b/third_party/imgui/examples/libs/glfw/include/GLFW/glfw3.h
new file mode 100644
index 0000000000000000000000000000000000000000..f8ca3d61a2865f766f8db6ecc100b1377097eddb
--- /dev/null
+++ b/third_party/imgui/examples/libs/glfw/include/GLFW/glfw3.h
@@ -0,0 +1,4227 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would
+ *    be appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ *    be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ *    distribution.
+ *
+ *************************************************************************/
+
+#ifndef _glfw3_h_
+#define _glfw3_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3.h
+ *  @brief The header of the GLFW 3 API.
+ *
+ *  This is the header file of the GLFW 3 API.  It defines all its types and
+ *  declares all its functions.
+ *
+ *  For more information about how to use this file, see @ref build_include.
+ */
+/*! @defgroup context Context reference
+ *
+ *  This is the reference documentation for OpenGL and OpenGL ES context related
+ *  functions.  For more task-oriented information, see the @ref context_guide.
+ */
+/*! @defgroup vulkan Vulkan reference
+ *
+ *  This is the reference documentation for Vulkan related functions and types.
+ *  For more task-oriented information, see the @ref vulkan_guide.
+ */
+/*! @defgroup init Initialization, version and error reference
+ *
+ *  This is the reference documentation for initialization and termination of
+ *  the library, version management and error handling.  For more task-oriented
+ *  information, see the @ref intro_guide.
+ */
+/*! @defgroup input Input reference
+ *
+ *  This is the reference documentation for input related functions and types.
+ *  For more task-oriented information, see the @ref input_guide.
+ */
+/*! @defgroup monitor Monitor reference
+ *
+ *  This is the reference documentation for monitor related functions and types.
+ *  For more task-oriented information, see the @ref monitor_guide.
+ */
+/*! @defgroup window Window reference
+ *
+ *  This is the reference documentation for window related functions and types,
+ *  including creation, deletion and event polling.  For more task-oriented
+ *  information, see the @ref window_guide.
+ */
+
+
+/*************************************************************************
+ * Compiler- and platform-specific preprocessor work
+ *************************************************************************/
+
+/* If we are we on Windows, we want a single define for it.
+ */
+#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))
+ #define _WIN32
+#endif /* _WIN32 */
+
+/* It is customary to use APIENTRY for OpenGL function pointer declarations on
+ * all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
+ */
+#ifndef APIENTRY
+ #ifdef _WIN32
+  #define APIENTRY __stdcall
+ #else
+  #define APIENTRY
+ #endif
+#endif /* APIENTRY */
+
+/* Some Windows OpenGL headers need this.
+ */
+#if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #define GLFW_WINGDIAPI_DEFINED
+#endif /* WINGDIAPI */
+
+/* Some Windows GLU headers need this.
+ */
+#if !defined(CALLBACK) && defined(_WIN32)
+ #define CALLBACK __stdcall
+ #define GLFW_CALLBACK_DEFINED
+#endif /* CALLBACK */
+
+/* Most Windows GLU headers need wchar_t.
+ * The OS X OpenGL header blocks the definition of ptrdiff_t by glext.h.
+ * Include it unconditionally to avoid surprising side-effects.
+ */
+#include <stddef.h>
+#include <stdint.h>
+
+/* Include the chosen client API headers.
+ */
+#if defined(__APPLE__)
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+  #include <OpenGL/gl3.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <OpenGL/gl3ext.h>
+  #endif
+ #elif !defined(GLFW_INCLUDE_NONE)
+  #if !defined(GLFW_INCLUDE_GLEXT)
+   #define GL_GLEXT_LEGACY
+  #endif
+  #include <OpenGL/gl.h>
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+  #include <OpenGL/glu.h>
+ #endif
+#else
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+  #include <GL/glcorearb.h>
+ #elif defined(GLFW_INCLUDE_ES1)
+  #include <GLES/gl.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES/glext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES2)
+  #include <GLES2/gl2.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES3)
+  #include <GLES3/gl3.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES31)
+  #include <GLES3/gl31.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_VULKAN)
+  #include <vulkan/vulkan.h>
+ #elif !defined(GLFW_INCLUDE_NONE)
+  #include <GL/gl.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GL/glext.h>
+  #endif
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+  #include <GL/glu.h>
+ #endif
+#endif
+
+#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)
+ /* GLFW_DLL must be defined by applications that are linking against the DLL
+  * version of the GLFW library.  _GLFW_BUILD_DLL is defined by the GLFW
+  * configuration header when compiling the DLL version of the library.
+  */
+ #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined"
+#endif
+
+/* GLFWAPI is used to declare public API functions for export
+ * from the DLL / shared library / dynamic library.
+ */
+#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllexport)
+#elif defined(_WIN32) && defined(GLFW_DLL)
+ /* We are calling GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllimport)
+#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a shared / dynamic library */
+ #define GLFWAPI __attribute__((visibility("default")))
+#else
+ /* We are building or calling GLFW as a static library */
+ #define GLFWAPI
+#endif
+
+
+/*************************************************************************
+ * GLFW API tokens
+ *************************************************************************/
+
+/*! @name GLFW version macros
+ *  @{ */
+/*! @brief The major version number of the GLFW library.
+ *
+ *  This is incremented when the API is changed in non-compatible ways.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_MAJOR          3
+/*! @brief The minor version number of the GLFW library.
+ *
+ *  This is incremented when features are added to the API but it remains
+ *  backward-compatible.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_MINOR          2
+/*! @brief The revision number of the GLFW library.
+ *
+ *  This is incremented when a bug fix release is made that does not contain any
+ *  API changes.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_REVISION       0
+/*! @} */
+
+/*! @name Boolean values
+ *  @{ */
+/*! @brief One.
+ *
+ *  One.  Seriously.  You don't _need_ to use this symbol in your code.  It's
+ *  just semantic sugar for the number 1.  You can use `1` or `true` or `_True`
+ *  or `GL_TRUE` or whatever you want.
+ */
+#define GLFW_TRUE                   1
+/*! @brief Zero.
+ *
+ *  Zero.  Seriously.  You don't _need_ to use this symbol in your code.  It's
+ *  just just semantic sugar for the number 0.  You can use `0` or `false` or
+ *  `_False` or `GL_FALSE` or whatever you want.
+ */
+#define GLFW_FALSE                  0
+/*! @} */
+
+/*! @name Key and button actions
+ *  @{ */
+/*! @brief The key or mouse button was released.
+ *
+ *  The key or mouse button was released.
+ *
+ *  @ingroup input
+ */
+#define GLFW_RELEASE                0
+/*! @brief The key or mouse button was pressed.
+ *
+ *  The key or mouse button was pressed.
+ *
+ *  @ingroup input
+ */
+#define GLFW_PRESS                  1
+/*! @brief The key was held down until it repeated.
+ *
+ *  The key was held down until it repeated.
+ *
+ *  @ingroup input
+ */
+#define GLFW_REPEAT                 2
+/*! @} */
+
+/*! @defgroup keys Keyboard keys
+ *
+ *  See [key input](@ref input_key) for how these are used.
+ *
+ *  These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),
+ *  but re-arranged to map to 7-bit ASCII for printable keys (function keys are
+ *  put in the 256+ range).
+ *
+ *  The naming of the key codes follow these rules:
+ *   - The US keyboard layout is used
+ *   - Names of printable alpha-numeric characters are used (e.g. "A", "R",
+ *     "3", etc.)
+ *   - For non-alphanumeric characters, Unicode:ish names are used (e.g.
+ *     "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not
+ *     correspond to the Unicode standard (usually for brevity)
+ *   - Keys that lack a clear US mapping are named "WORLD_x"
+ *   - For non-printable keys, custom names are used (e.g. "F4",
+ *     "BACKSPACE", etc.)
+ *
+ *  @ingroup input
+ *  @{
+ */
+
+/* The unknown key */
+#define GLFW_KEY_UNKNOWN            -1
+
+/* Printable keys */
+#define GLFW_KEY_SPACE              32
+#define GLFW_KEY_APOSTROPHE         39  /* ' */
+#define GLFW_KEY_COMMA              44  /* , */
+#define GLFW_KEY_MINUS              45  /* - */
+#define GLFW_KEY_PERIOD             46  /* . */
+#define GLFW_KEY_SLASH              47  /* / */
+#define GLFW_KEY_0                  48
+#define GLFW_KEY_1                  49
+#define GLFW_KEY_2                  50
+#define GLFW_KEY_3                  51
+#define GLFW_KEY_4                  52
+#define GLFW_KEY_5                  53
+#define GLFW_KEY_6                  54
+#define GLFW_KEY_7                  55
+#define GLFW_KEY_8                  56
+#define GLFW_KEY_9                  57
+#define GLFW_KEY_SEMICOLON          59  /* ; */
+#define GLFW_KEY_EQUAL              61  /* = */
+#define GLFW_KEY_A                  65
+#define GLFW_KEY_B                  66
+#define GLFW_KEY_C                  67
+#define GLFW_KEY_D                  68
+#define GLFW_KEY_E                  69
+#define GLFW_KEY_F                  70
+#define GLFW_KEY_G                  71
+#define GLFW_KEY_H                  72
+#define GLFW_KEY_I                  73
+#define GLFW_KEY_J                  74
+#define GLFW_KEY_K                  75
+#define GLFW_KEY_L                  76
+#define GLFW_KEY_M                  77
+#define GLFW_KEY_N                  78
+#define GLFW_KEY_O                  79
+#define GLFW_KEY_P                  80
+#define GLFW_KEY_Q                  81
+#define GLFW_KEY_R                  82
+#define GLFW_KEY_S                  83
+#define GLFW_KEY_T                  84
+#define GLFW_KEY_U                  85
+#define GLFW_KEY_V                  86
+#define GLFW_KEY_W                  87
+#define GLFW_KEY_X                  88
+#define GLFW_KEY_Y                  89
+#define GLFW_KEY_Z                  90
+#define GLFW_KEY_LEFT_BRACKET       91  /* [ */
+#define GLFW_KEY_BACKSLASH          92  /* \ */
+#define GLFW_KEY_RIGHT_BRACKET      93  /* ] */
+#define GLFW_KEY_GRAVE_ACCENT       96  /* ` */
+#define GLFW_KEY_WORLD_1            161 /* non-US #1 */
+#define GLFW_KEY_WORLD_2            162 /* non-US #2 */
+
+/* Function keys */
+#define GLFW_KEY_ESCAPE             256
+#define GLFW_KEY_ENTER              257
+#define GLFW_KEY_TAB                258
+#define GLFW_KEY_BACKSPACE          259
+#define GLFW_KEY_INSERT             260
+#define GLFW_KEY_DELETE             261
+#define GLFW_KEY_RIGHT              262
+#define GLFW_KEY_LEFT               263
+#define GLFW_KEY_DOWN               264
+#define GLFW_KEY_UP                 265
+#define GLFW_KEY_PAGE_UP            266
+#define GLFW_KEY_PAGE_DOWN          267
+#define GLFW_KEY_HOME               268
+#define GLFW_KEY_END                269
+#define GLFW_KEY_CAPS_LOCK          280
+#define GLFW_KEY_SCROLL_LOCK        281
+#define GLFW_KEY_NUM_LOCK           282
+#define GLFW_KEY_PRINT_SCREEN       283
+#define GLFW_KEY_PAUSE              284
+#define GLFW_KEY_F1                 290
+#define GLFW_KEY_F2                 291
+#define GLFW_KEY_F3                 292
+#define GLFW_KEY_F4                 293
+#define GLFW_KEY_F5                 294
+#define GLFW_KEY_F6                 295
+#define GLFW_KEY_F7                 296
+#define GLFW_KEY_F8                 297
+#define GLFW_KEY_F9                 298
+#define GLFW_KEY_F10                299
+#define GLFW_KEY_F11                300
+#define GLFW_KEY_F12                301
+#define GLFW_KEY_F13                302
+#define GLFW_KEY_F14                303
+#define GLFW_KEY_F15                304
+#define GLFW_KEY_F16                305
+#define GLFW_KEY_F17                306
+#define GLFW_KEY_F18                307
+#define GLFW_KEY_F19                308
+#define GLFW_KEY_F20                309
+#define GLFW_KEY_F21                310
+#define GLFW_KEY_F22                311
+#define GLFW_KEY_F23                312
+#define GLFW_KEY_F24                313
+#define GLFW_KEY_F25                314
+#define GLFW_KEY_KP_0               320
+#define GLFW_KEY_KP_1               321
+#define GLFW_KEY_KP_2               322
+#define GLFW_KEY_KP_3               323
+#define GLFW_KEY_KP_4               324
+#define GLFW_KEY_KP_5               325
+#define GLFW_KEY_KP_6               326
+#define GLFW_KEY_KP_7               327
+#define GLFW_KEY_KP_8               328
+#define GLFW_KEY_KP_9               329
+#define GLFW_KEY_KP_DECIMAL         330
+#define GLFW_KEY_KP_DIVIDE          331
+#define GLFW_KEY_KP_MULTIPLY        332
+#define GLFW_KEY_KP_SUBTRACT        333
+#define GLFW_KEY_KP_ADD             334
+#define GLFW_KEY_KP_ENTER           335
+#define GLFW_KEY_KP_EQUAL           336
+#define GLFW_KEY_LEFT_SHIFT         340
+#define GLFW_KEY_LEFT_CONTROL       341
+#define GLFW_KEY_LEFT_ALT           342
+#define GLFW_KEY_LEFT_SUPER         343
+#define GLFW_KEY_RIGHT_SHIFT        344
+#define GLFW_KEY_RIGHT_CONTROL      345
+#define GLFW_KEY_RIGHT_ALT          346
+#define GLFW_KEY_RIGHT_SUPER        347
+#define GLFW_KEY_MENU               348
+
+#define GLFW_KEY_LAST               GLFW_KEY_MENU
+
+/*! @} */
+
+/*! @defgroup mods Modifier key flags
+ *
+ *  See [key input](@ref input_key) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+
+/*! @brief If this bit is set one or more Shift keys were held down.
+ */
+#define GLFW_MOD_SHIFT           0x0001
+/*! @brief If this bit is set one or more Control keys were held down.
+ */
+#define GLFW_MOD_CONTROL         0x0002
+/*! @brief If this bit is set one or more Alt keys were held down.
+ */
+#define GLFW_MOD_ALT             0x0004
+/*! @brief If this bit is set one or more Super keys were held down.
+ */
+#define GLFW_MOD_SUPER           0x0008
+
+/*! @} */
+
+/*! @defgroup buttons Mouse buttons
+ *
+ *  See [mouse button input](@ref input_mouse_button) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+#define GLFW_MOUSE_BUTTON_1         0
+#define GLFW_MOUSE_BUTTON_2         1
+#define GLFW_MOUSE_BUTTON_3         2
+#define GLFW_MOUSE_BUTTON_4         3
+#define GLFW_MOUSE_BUTTON_5         4
+#define GLFW_MOUSE_BUTTON_6         5
+#define GLFW_MOUSE_BUTTON_7         6
+#define GLFW_MOUSE_BUTTON_8         7
+#define GLFW_MOUSE_BUTTON_LAST      GLFW_MOUSE_BUTTON_8
+#define GLFW_MOUSE_BUTTON_LEFT      GLFW_MOUSE_BUTTON_1
+#define GLFW_MOUSE_BUTTON_RIGHT     GLFW_MOUSE_BUTTON_2
+#define GLFW_MOUSE_BUTTON_MIDDLE    GLFW_MOUSE_BUTTON_3
+/*! @} */
+
+/*! @defgroup joysticks Joysticks
+ *
+ *  See [joystick input](@ref joystick) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+#define GLFW_JOYSTICK_1             0
+#define GLFW_JOYSTICK_2             1
+#define GLFW_JOYSTICK_3             2
+#define GLFW_JOYSTICK_4             3
+#define GLFW_JOYSTICK_5             4
+#define GLFW_JOYSTICK_6             5
+#define GLFW_JOYSTICK_7             6
+#define GLFW_JOYSTICK_8             7
+#define GLFW_JOYSTICK_9             8
+#define GLFW_JOYSTICK_10            9
+#define GLFW_JOYSTICK_11            10
+#define GLFW_JOYSTICK_12            11
+#define GLFW_JOYSTICK_13            12
+#define GLFW_JOYSTICK_14            13
+#define GLFW_JOYSTICK_15            14
+#define GLFW_JOYSTICK_16            15
+#define GLFW_JOYSTICK_LAST          GLFW_JOYSTICK_16
+/*! @} */
+
+/*! @defgroup errors Error codes
+ *
+ *  See [error handling](@ref error_handling) for how these are used.
+ *
+ *  @ingroup init
+ *  @{ */
+/*! @brief GLFW has not been initialized.
+ *
+ *  This occurs if a GLFW function was called that must not be called unless the
+ *  library is [initialized](@ref intro_init).
+ *
+ *  @analysis Application programmer error.  Initialize GLFW before calling any
+ *  function that requires initialization.
+ */
+#define GLFW_NOT_INITIALIZED        0x00010001
+/*! @brief No context is current for this thread.
+ *
+ *  This occurs if a GLFW function was called that needs and operates on the
+ *  current OpenGL or OpenGL ES context but no context is current on the calling
+ *  thread.  One such function is @ref glfwSwapInterval.
+ *
+ *  @analysis Application programmer error.  Ensure a context is current before
+ *  calling functions that require a current context.
+ */
+#define GLFW_NO_CURRENT_CONTEXT     0x00010002
+/*! @brief One of the arguments to the function was an invalid enum value.
+ *
+ *  One of the arguments to the function was an invalid enum value, for example
+ *  requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref
+ *  glfwGetWindowAttrib.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_INVALID_ENUM           0x00010003
+/*! @brief One of the arguments to the function was an invalid value.
+ *
+ *  One of the arguments to the function was an invalid value, for example
+ *  requesting a non-existent OpenGL or OpenGL ES version like 2.7.
+ *
+ *  Requesting a valid but unavailable OpenGL or OpenGL ES version will instead
+ *  result in a @ref GLFW_VERSION_UNAVAILABLE error.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_INVALID_VALUE          0x00010004
+/*! @brief A memory allocation failed.
+ *
+ *  A memory allocation failed.
+ *
+ *  @analysis A bug in GLFW or the underlying operating system.  Report the bug
+ *  to our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_OUT_OF_MEMORY          0x00010005
+/*! @brief GLFW could not find support for the requested API on the system.
+ *
+ *  GLFW could not find support for the requested API on the system.
+ *
+ *  @analysis The installed graphics driver does not support the requested
+ *  API, or does not support it via the chosen context creation backend.
+ *  Below are a few examples.
+ *
+ *  @par
+ *  Some pre-installed Windows graphics drivers do not support OpenGL.  AMD only
+ *  supports OpenGL ES via EGL, while Nvidia and Intel only support it via
+ *  a WGL or GLX extension.  OS X does not provide OpenGL ES at all.  The Mesa
+ *  EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
+ *  driver.  Older graphics drivers do not support Vulkan.
+ */
+#define GLFW_API_UNAVAILABLE        0x00010006
+/*! @brief The requested OpenGL or OpenGL ES version is not available.
+ *
+ *  The requested OpenGL or OpenGL ES version (including any requested context
+ *  or framebuffer hints) is not available on this machine.
+ *
+ *  @analysis The machine does not support your requirements.  If your
+ *  application is sufficiently flexible, downgrade your requirements and try
+ *  again.  Otherwise, inform the user that their machine does not match your
+ *  requirements.
+ *
+ *  @par
+ *  Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0
+ *  comes out before the 4.x series gets that far, also fail with this error and
+ *  not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions
+ *  will exist.
+ */
+#define GLFW_VERSION_UNAVAILABLE    0x00010007
+/*! @brief A platform-specific error occurred that does not match any of the
+ *  more specific categories.
+ *
+ *  A platform-specific error occurred that does not match any of the more
+ *  specific categories.
+ *
+ *  @analysis A bug or configuration error in GLFW, the underlying operating
+ *  system or its drivers, or a lack of required resources.  Report the issue to
+ *  our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_PLATFORM_ERROR         0x00010008
+/*! @brief The requested format is not supported or available.
+ *
+ *  If emitted during window creation, the requested pixel format is not
+ *  supported.
+ *
+ *  If emitted when querying the clipboard, the contents of the clipboard could
+ *  not be converted to the requested format.
+ *
+ *  @analysis If emitted during window creation, one or more
+ *  [hard constraints](@ref window_hints_hard) did not match any of the
+ *  available pixel formats.  If your application is sufficiently flexible,
+ *  downgrade your requirements and try again.  Otherwise, inform the user that
+ *  their machine does not match your requirements.
+ *
+ *  @par
+ *  If emitted when querying the clipboard, ignore the error or report it to
+ *  the user, as appropriate.
+ */
+#define GLFW_FORMAT_UNAVAILABLE     0x00010009
+/*! @brief The specified window does not have an OpenGL or OpenGL ES context.
+ *
+ *  A window that does not have an OpenGL or OpenGL ES context was passed to
+ *  a function that requires it to have one.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_NO_WINDOW_CONTEXT      0x0001000A
+/*! @} */
+
+#define GLFW_FOCUSED                0x00020001
+#define GLFW_ICONIFIED              0x00020002
+#define GLFW_RESIZABLE              0x00020003
+#define GLFW_VISIBLE                0x00020004
+#define GLFW_DECORATED              0x00020005
+#define GLFW_AUTO_ICONIFY           0x00020006
+#define GLFW_FLOATING               0x00020007
+#define GLFW_MAXIMIZED              0x00020008
+
+#define GLFW_RED_BITS               0x00021001
+#define GLFW_GREEN_BITS             0x00021002
+#define GLFW_BLUE_BITS              0x00021003
+#define GLFW_ALPHA_BITS             0x00021004
+#define GLFW_DEPTH_BITS             0x00021005
+#define GLFW_STENCIL_BITS           0x00021006
+#define GLFW_ACCUM_RED_BITS         0x00021007
+#define GLFW_ACCUM_GREEN_BITS       0x00021008
+#define GLFW_ACCUM_BLUE_BITS        0x00021009
+#define GLFW_ACCUM_ALPHA_BITS       0x0002100A
+#define GLFW_AUX_BUFFERS            0x0002100B
+#define GLFW_STEREO                 0x0002100C
+#define GLFW_SAMPLES                0x0002100D
+#define GLFW_SRGB_CAPABLE           0x0002100E
+#define GLFW_REFRESH_RATE           0x0002100F
+#define GLFW_DOUBLEBUFFER           0x00021010
+
+#define GLFW_CLIENT_API             0x00022001
+#define GLFW_CONTEXT_VERSION_MAJOR  0x00022002
+#define GLFW_CONTEXT_VERSION_MINOR  0x00022003
+#define GLFW_CONTEXT_REVISION       0x00022004
+#define GLFW_CONTEXT_ROBUSTNESS     0x00022005
+#define GLFW_OPENGL_FORWARD_COMPAT  0x00022006
+#define GLFW_OPENGL_DEBUG_CONTEXT   0x00022007
+#define GLFW_OPENGL_PROFILE         0x00022008
+#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009
+#define GLFW_CONTEXT_NO_ERROR       0x0002200A
+
+#define GLFW_NO_API                          0
+#define GLFW_OPENGL_API             0x00030001
+#define GLFW_OPENGL_ES_API          0x00030002
+
+#define GLFW_NO_ROBUSTNESS                   0
+#define GLFW_NO_RESET_NOTIFICATION  0x00031001
+#define GLFW_LOSE_CONTEXT_ON_RESET  0x00031002
+
+#define GLFW_OPENGL_ANY_PROFILE              0
+#define GLFW_OPENGL_CORE_PROFILE    0x00032001
+#define GLFW_OPENGL_COMPAT_PROFILE  0x00032002
+
+#define GLFW_CURSOR                 0x00033001
+#define GLFW_STICKY_KEYS            0x00033002
+#define GLFW_STICKY_MOUSE_BUTTONS   0x00033003
+
+#define GLFW_CURSOR_NORMAL          0x00034001
+#define GLFW_CURSOR_HIDDEN          0x00034002
+#define GLFW_CURSOR_DISABLED        0x00034003
+
+#define GLFW_ANY_RELEASE_BEHAVIOR            0
+#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001
+#define GLFW_RELEASE_BEHAVIOR_NONE  0x00035002
+
+/*! @defgroup shapes Standard cursor shapes
+ *
+ *  See [standard cursor creation](@ref cursor_standard) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+
+/*! @brief The regular arrow cursor shape.
+ *
+ *  The regular arrow cursor.
+ */
+#define GLFW_ARROW_CURSOR           0x00036001
+/*! @brief The text input I-beam cursor shape.
+ *
+ *  The text input I-beam cursor shape.
+ */
+#define GLFW_IBEAM_CURSOR           0x00036002
+/*! @brief The crosshair shape.
+ *
+ *  The crosshair shape.
+ */
+#define GLFW_CROSSHAIR_CURSOR       0x00036003
+/*! @brief The hand shape.
+ *
+ *  The hand shape.
+ */
+#define GLFW_HAND_CURSOR            0x00036004
+/*! @brief The horizontal resize arrow shape.
+ *
+ *  The horizontal resize arrow shape.
+ */
+#define GLFW_HRESIZE_CURSOR         0x00036005
+/*! @brief The vertical resize arrow shape.
+ *
+ *  The vertical resize arrow shape.
+ */
+#define GLFW_VRESIZE_CURSOR         0x00036006
+/*! @} */
+
+#define GLFW_CONNECTED              0x00040001
+#define GLFW_DISCONNECTED           0x00040002
+
+#define GLFW_DONT_CARE              -1
+
+
+/*************************************************************************
+ * GLFW API types
+ *************************************************************************/
+
+/*! @brief Client API function pointer type.
+ *
+ *  Generic function pointer used for returning client API function pointers
+ *  without forcing a cast from a regular pointer.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwGetProcAddress
+ *
+ *  @since Added in version 3.0.
+ 
+ *  @ingroup context
+ */
+typedef void (*GLFWglproc)(void);
+
+/*! @brief Vulkan API function pointer type.
+ *
+ *  Generic function pointer used for returning Vulkan API function pointers
+ *  without forcing a cast from a regular pointer.
+ *
+ *  @sa @ref vulkan_proc
+ *  @sa glfwGetInstanceProcAddress
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+typedef void (*GLFWvkproc)(void);
+
+/*! @brief Opaque monitor object.
+ *
+ *  Opaque monitor object.
+ *
+ *  @see @ref monitor_object
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWmonitor GLFWmonitor;
+
+/*! @brief Opaque window object.
+ *
+ *  Opaque window object.
+ *
+ *  @see @ref window_object
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef struct GLFWwindow GLFWwindow;
+
+/*! @brief Opaque cursor object.
+ *
+ *  Opaque cursor object.
+ *
+ *  @see @ref cursor_object
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup cursor
+ */
+typedef struct GLFWcursor GLFWcursor;
+
+/*! @brief The function signature for error callbacks.
+ *
+ *  This is the function signature for error callback functions.
+ *
+ *  @param[in] error An [error code](@ref errors).
+ *  @param[in] description A UTF-8 encoded string describing the error.
+ *
+ *  @sa @ref error_handling
+ *  @sa glfwSetErrorCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+typedef void (* GLFWerrorfun)(int,const char*);
+
+/*! @brief The function signature for window position callbacks.
+ *
+ *  This is the function signature for window position callback functions.
+ *
+ *  @param[in] window The window that was moved.
+ *  @param[in] xpos The new x-coordinate, in screen coordinates, of the
+ *  upper-left corner of the client area of the window.
+ *  @param[in] ypos The new y-coordinate, in screen coordinates, of the
+ *  upper-left corner of the client area of the window.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwSetWindowPosCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window resize callbacks.
+ *
+ *  This is the function signature for window size callback functions.
+ *
+ *  @param[in] window The window that was resized.
+ *  @param[in] width The new width, in screen coordinates, of the window.
+ *  @param[in] height The new height, in screen coordinates, of the window.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwSetWindowSizeCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window close callbacks.
+ *
+ *  This is the function signature for window close callback functions.
+ *
+ *  @param[in] window The window that the user attempted to close.
+ *
+ *  @sa @ref window_close
+ *  @sa glfwSetWindowCloseCallback
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowclosefun)(GLFWwindow*);
+
+/*! @brief The function signature for window content refresh callbacks.
+ *
+ *  This is the function signature for window refresh callback functions.
+ *
+ *  @param[in] window The window whose content needs to be refreshed.
+ *
+ *  @sa @ref window_refresh
+ *  @sa glfwSetWindowRefreshCallback
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowrefreshfun)(GLFWwindow*);
+
+/*! @brief The function signature for window focus/defocus callbacks.
+ *
+ *  This is the function signature for window focus callback functions.
+ *
+ *  @param[in] window The window that gained or lost input focus.
+ *  @param[in] focused `GLFW_TRUE` if the window was given input focus, or
+ *  `GLFW_FALSE` if it lost it.
+ *
+ *  @sa @ref window_focus
+ *  @sa glfwSetWindowFocusCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for window iconify/restore callbacks.
+ *
+ *  This is the function signature for window iconify/restore callback
+ *  functions.
+ *
+ *  @param[in] window The window that was iconified or restored.
+ *  @param[in] iconified `GLFW_TRUE` if the window was iconified, or
+ *  `GLFW_FALSE` if it was restored.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwSetWindowIconifyCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for framebuffer resize callbacks.
+ *
+ *  This is the function signature for framebuffer resize callback
+ *  functions.
+ *
+ *  @param[in] window The window whose framebuffer was resized.
+ *  @param[in] width The new width, in pixels, of the framebuffer.
+ *  @param[in] height The new height, in pixels, of the framebuffer.
+ *
+ *  @sa @ref window_fbsize
+ *  @sa glfwSetFramebufferSizeCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for mouse button callbacks.
+ *
+ *  This is the function signature for mouse button callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] button The [mouse button](@ref buttons) that was pressed or
+ *  released.
+ *  @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_mouse_button
+ *  @sa glfwSetMouseButtonCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle and modifier mask parameters.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
+
+/*! @brief The function signature for cursor position callbacks.
+ *
+ *  This is the function signature for cursor position callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] xpos The new cursor x-coordinate, relative to the left edge of
+ *  the client area.
+ *  @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
+ *  client area.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwSetCursorPosCallback
+ *
+ *  @since Added in version 3.0.  Replaces `GLFWmouseposfun`.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for cursor enter/leave callbacks.
+ *
+ *  This is the function signature for cursor enter/leave callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] entered `GLFW_TRUE` if the cursor entered the window's client
+ *  area, or `GLFW_FALSE` if it left it.
+ *
+ *  @sa @ref cursor_enter
+ *  @sa glfwSetCursorEnterCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcursorenterfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for scroll callbacks.
+ *
+ *  This is the function signature for scroll callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] xoffset The scroll offset along the x-axis.
+ *  @param[in] yoffset The scroll offset along the y-axis.
+ *
+ *  @sa @ref scrolling
+ *  @sa glfwSetScrollCallback
+ *
+ *  @since Added in version 3.0.  Replaces `GLFWmousewheelfun`.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for keyboard key callbacks.
+ *
+ *  This is the function signature for keyboard key callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] key The [keyboard key](@ref keys) that was pressed or released.
+ *  @param[in] scancode The system-specific scancode of the key.
+ *  @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_key
+ *  @sa glfwSetKeyCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle, scancode and modifier mask parameters.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
+
+/*! @brief The function signature for Unicode character callbacks.
+ *
+ *  This is the function signature for Unicode character callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] codepoint The Unicode code point of the character.
+ *
+ *  @sa @ref input_char
+ *  @sa glfwSetCharCallback
+ *
+ *  @since Added in version 2.4.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
+
+/*! @brief The function signature for Unicode character with modifiers
+ *  callbacks.
+ *
+ *  This is the function signature for Unicode character with modifiers callback
+ *  functions.  It is called for each input character, regardless of what
+ *  modifier keys are held down.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] codepoint The Unicode code point of the character.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_char
+ *  @sa glfwSetCharModsCallback
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int);
+
+/*! @brief The function signature for file drop callbacks.
+ *
+ *  This is the function signature for file drop callbacks.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] count The number of dropped files.
+ *  @param[in] paths The UTF-8 encoded file and/or directory path names.
+ *
+ *  @sa @ref path_drop
+ *  @sa glfwSetDropCallback
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**);
+
+/*! @brief The function signature for monitor configuration callbacks.
+ *
+ *  This is the function signature for monitor configuration callback functions.
+ *
+ *  @param[in] monitor The monitor that was connected or disconnected.
+ *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ *  @sa @ref monitor_event
+ *  @sa glfwSetMonitorCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef void (* GLFWmonitorfun)(GLFWmonitor*,int);
+
+/*! @brief The function signature for joystick configuration callbacks.
+ *
+ *  This is the function signature for joystick configuration callback
+ *  functions.
+ *
+ *  @param[in] joy The joystick that was connected or disconnected.
+ *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ *  @sa @ref joystick_event
+ *  @sa glfwSetJoystickCallback
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWjoystickfun)(int,int);
+
+/*! @brief Video mode type.
+ *
+ *  This describes a single video mode.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoMode glfwGetVideoModes
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added refresh rate member.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWvidmode
+{
+    /*! The width, in screen coordinates, of the video mode.
+     */
+    int width;
+    /*! The height, in screen coordinates, of the video mode.
+     */
+    int height;
+    /*! The bit depth of the red channel of the video mode.
+     */
+    int redBits;
+    /*! The bit depth of the green channel of the video mode.
+     */
+    int greenBits;
+    /*! The bit depth of the blue channel of the video mode.
+     */
+    int blueBits;
+    /*! The refresh rate, in Hz, of the video mode.
+     */
+    int refreshRate;
+} GLFWvidmode;
+
+/*! @brief Gamma ramp.
+ *
+ *  This describes the gamma ramp for a monitor.
+ *
+ *  @sa @ref monitor_gamma
+ *  @sa glfwGetGammaRamp glfwSetGammaRamp
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWgammaramp
+{
+    /*! An array of value describing the response of the red channel.
+     */
+    unsigned short* red;
+    /*! An array of value describing the response of the green channel.
+     */
+    unsigned short* green;
+    /*! An array of value describing the response of the blue channel.
+     */
+    unsigned short* blue;
+    /*! The number of elements in each array.
+     */
+    unsigned int size;
+} GLFWgammaramp;
+
+/*! @brief Image data.
+ *
+ *  @sa @ref cursor_custom
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Removed format and bytes-per-pixel members.
+ */
+typedef struct GLFWimage
+{
+    /*! The width, in pixels, of this image.
+     */
+    int width;
+    /*! The height, in pixels, of this image.
+     */
+    int height;
+    /*! The pixel data of this image, arranged left-to-right, top-to-bottom.
+     */
+    unsigned char* pixels;
+} GLFWimage;
+
+
+/*************************************************************************
+ * GLFW API functions
+ *************************************************************************/
+
+/*! @brief Initializes the GLFW library.
+ *
+ *  This function initializes the GLFW library.  Before most GLFW functions can
+ *  be used, GLFW must be initialized, and before an application terminates GLFW
+ *  should be terminated in order to free any resources allocated during or
+ *  after initialization.
+ *
+ *  If this function fails, it calls @ref glfwTerminate before returning.  If it
+ *  succeeds, you should call @ref glfwTerminate before the application exits.
+ *
+ *  Additional calls to this function after successful initialization but before
+ *  termination will return `GLFW_TRUE` immediately.
+ *
+ *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @osx This function will change the current directory of the
+ *  application to the `Contents/Resources` subdirectory of the application's
+ *  bundle, if present.  This can be disabled with a
+ *  [compile-time option](@ref compile_options_osx).
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref intro_init
+ *  @sa glfwTerminate
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI int glfwInit(void);
+
+/*! @brief Terminates the GLFW library.
+ *
+ *  This function destroys all remaining windows and cursors, restores any
+ *  modified gamma ramps and frees any other allocated resources.  Once this
+ *  function is called, you must again call @ref glfwInit successfully before
+ *  you will be able to use most GLFW functions.
+ *
+ *  If GLFW has been successfully initialized, this function should be called
+ *  before the application exits.  If initialization fails, there is no need to
+ *  call this function, as it is called by @ref glfwInit before it returns
+ *  failure.
+ *
+ *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @warning The contexts of any remaining windows must not be current on any
+ *  other thread when this function is called.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref intro_init
+ *  @sa glfwInit
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI void glfwTerminate(void);
+
+/*! @brief Retrieves the version of the GLFW library.
+ *
+ *  This function retrieves the major, minor and revision numbers of the GLFW
+ *  library.  It is intended for when you are using GLFW as a shared library and
+ *  want to ensure that you are using the minimum required version.
+ *
+ *  Any or all of the version arguments may be `NULL`.
+ *
+ *  @param[out] major Where to store the major version number, or `NULL`.
+ *  @param[out] minor Where to store the minor version number, or `NULL`.
+ *  @param[out] rev Where to store the revision number, or `NULL`.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref intro_version
+ *  @sa glfwGetVersionString
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);
+
+/*! @brief Returns a string describing the compile-time configuration.
+ *
+ *  This function returns the compile-time generated
+ *  [version string](@ref intro_version_string) of the GLFW library binary.  It
+ *  describes the version, platform, compiler and any platform-specific
+ *  compile-time options.  It should not be confused with the OpenGL or OpenGL
+ *  ES version string, queried with `glGetString`.
+ *
+ *  __Do not use the version string__ to parse the GLFW library version.  The
+ *  @ref glfwGetVersion function provides the version of the running library
+ *  binary in numerical format.
+ *
+ *  @return The ASCII encoded GLFW version string.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @pointer_lifetime The returned string is static and compile-time generated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref intro_version
+ *  @sa glfwGetVersion
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI const char* glfwGetVersionString(void);
+
+/*! @brief Sets the error callback.
+ *
+ *  This function sets the error callback, which is called with an error code
+ *  and a human-readable description each time a GLFW error occurs.
+ *
+ *  The error callback is called on the thread where the error occurred.  If you
+ *  are using GLFW from multiple threads, your error callback needs to be
+ *  written accordingly.
+ *
+ *  Because the description string may have been generated specifically for that
+ *  error, it is not guaranteed to be valid after the callback has returned.  If
+ *  you wish to use it after the callback returns, you need to make a copy.
+ *
+ *  Once set, the error callback remains set even after the library has been
+ *  terminated.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref error_handling
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun);
+
+/*! @brief Returns the currently connected monitors.
+ *
+ *  This function returns an array of handles for all currently connected
+ *  monitors.  The primary monitor is always first in the returned array.  If no
+ *  monitors were found, this function returns `NULL`.
+ *
+ *  @param[out] count Where to store the number of monitors in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of monitor handles, or `NULL` if no monitors were found or
+ *  if an [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is guaranteed to be valid only until the
+ *  monitor configuration changes or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_monitors
+ *  @sa @ref monitor_event
+ *  @sa glfwGetPrimaryMonitor
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitor** glfwGetMonitors(int* count);
+
+/*! @brief Returns the primary monitor.
+ *
+ *  This function returns the primary monitor.  This is usually the monitor
+ *  where elements like the task bar or global menu bar are located.
+ *
+ *  @return The primary monitor, or `NULL` if no monitors were found or if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @remark The primary monitor is always first in the array returned by @ref
+ *  glfwGetMonitors.
+ *
+ *  @sa @ref monitor_monitors
+ *  @sa glfwGetMonitors
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void);
+
+/*! @brief Returns the position of the monitor's viewport on the virtual screen.
+ *
+ *  This function returns the position, in screen coordinates, of the upper-left
+ *  corner of the specified monitor.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.
+ *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
+
+/*! @brief Returns the physical size of the monitor.
+ *
+ *  This function returns the size, in millimetres, of the display area of the
+ *  specified monitor.
+ *
+ *  Some systems do not provide accurate monitor size information, either
+ *  because the monitor
+ *  [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)
+ *  data is incorrect or because the driver does not report it accurately.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] widthMM Where to store the width, in millimetres, of the
+ *  monitor's display area, or `NULL`.
+ *  @param[out] heightMM Where to store the height, in millimetres, of the
+ *  monitor's display area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @remark @win32 calculates the returned physical size from the
+ *  current resolution and system DPI instead of querying the monitor EDID data.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);
+
+/*! @brief Returns the name of the specified monitor.
+ *
+ *  This function returns a human-readable name, encoded as UTF-8, of the
+ *  specified monitor.  The name typically reflects the make and model of the
+ *  monitor and is not guaranteed to be unique among the connected monitors.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The UTF-8 encoded name of the monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);
+
+/*! @brief Sets the monitor configuration callback.
+ *
+ *  This function sets the monitor configuration callback, or removes the
+ *  currently set callback.  This is called when a monitor is connected to or
+ *  disconnected from the system.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_event
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun);
+
+/*! @brief Returns the available video modes for the specified monitor.
+ *
+ *  This function returns an array of all video modes supported by the specified
+ *  monitor.  The returned array is sorted in ascending order, first by color
+ *  bit depth (the sum of all channel depths) and then by resolution area (the
+ *  product of width and height).
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] count Where to store the number of video modes in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of video modes, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected, this function is called again for that monitor or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoMode
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Changed to return an array of modes for a specific monitor.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);
+
+/*! @brief Returns the current mode of the specified monitor.
+ *
+ *  This function returns the current video mode of the specified monitor.  If
+ *  you have created a full screen window for that monitor, the return value
+ *  will depend on whether that window is iconified.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The current mode of the monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoModes
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetDesktopMode`.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);
+
+/*! @brief Generates a gamma ramp and sets it for the specified monitor.
+ *
+ *  This function generates a 256-element gamma ramp from the specified exponent
+ *  and then calls @ref glfwSetGammaRamp with it.  The value must be a finite
+ *  number greater than zero.
+ *
+ *  @param[in] monitor The monitor whose gamma ramp to set.
+ *  @param[in] gamma The desired exponent.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);
+
+/*! @brief Returns the current gamma ramp for the specified monitor.
+ *
+ *  This function returns the current gamma ramp of the specified monitor.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The current gamma ramp, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned structure and its arrays are allocated and
+ *  freed by GLFW.  You should not free them yourself.  They are valid until the
+ *  specified monitor is disconnected, this function is called again for that
+ *  monitor or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);
+
+/*! @brief Sets the current gamma ramp for the specified monitor.
+ *
+ *  This function sets the current gamma ramp for the specified monitor.  The
+ *  original gamma ramp for that monitor is saved by GLFW the first time this
+ *  function is called and is restored by @ref glfwTerminate.
+ *
+ *  @param[in] monitor The monitor whose gamma ramp to set.
+ *  @param[in] ramp The gamma ramp to use.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark Gamma ramp sizes other than 256 are not supported by all platforms
+ *  or graphics hardware.
+ *
+ *  @remark @win32 The gamma ramp size must be 256.
+ *
+ *  @pointer_lifetime The specified gamma ramp is copied before this function
+ *  returns.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);
+
+/*! @brief Resets all window hints to their default values.
+ *
+ *  This function resets all window hints to their
+ *  [default values](@ref window_hints_values).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hints
+ *  @sa glfwWindowHint
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwDefaultWindowHints(void);
+
+/*! @brief Sets the specified window hint to the desired value.
+ *
+ *  This function sets hints for the next call to @ref glfwCreateWindow.  The
+ *  hints, once set, retain their values until changed by a call to @ref
+ *  glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is
+ *  terminated.
+ *
+ *  This function does not check whether the specified hint values are valid.
+ *  If you set hints to invalid values this will instead be reported by the next
+ *  call to @ref glfwCreateWindow.
+ *
+ *  @param[in] hint The [window hint](@ref window_hints) to set.
+ *  @param[in] value The new value of the window hint.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hints
+ *  @sa glfwDefaultWindowHints
+ *
+ *  @since Added in version 3.0.  Replaces `glfwOpenWindowHint`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWindowHint(int hint, int value);
+
+/*! @brief Creates a window and its associated context.
+ *
+ *  This function creates a window and its associated OpenGL or OpenGL ES
+ *  context.  Most of the options controlling how the window and its context
+ *  should be created are specified with [window hints](@ref window_hints).
+ *
+ *  Successful creation does not change which context is current.  Before you
+ *  can use the newly created context, you need to
+ *  [make it current](@ref context_current).  For information about the `share`
+ *  parameter, see @ref context_sharing.
+ *
+ *  The created window, framebuffer and context may differ from what you
+ *  requested, as not all parameters and hints are
+ *  [hard constraints](@ref window_hints_hard).  This includes the size of the
+ *  window, especially for full screen windows.  To query the actual attributes
+ *  of the created window, framebuffer and context, see @ref
+ *  glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.
+ *
+ *  To create a full screen window, you need to specify the monitor the window
+ *  will cover.  If no monitor is specified, the window will be windowed mode.
+ *  Unless you have a way for the user to choose a specific monitor, it is
+ *  recommended that you pick the primary monitor.  For more information on how
+ *  to query connected monitors, see @ref monitor_monitors.
+ *
+ *  For full screen windows, the specified size becomes the resolution of the
+ *  window's _desired video mode_.  As long as a full screen window is not
+ *  iconified, the supported video mode most closely matching the desired video
+ *  mode is set for the specified monitor.  For more information about full
+ *  screen windows, including the creation of so called _windowed full screen_
+ *  or _borderless full screen_ windows, see @ref window_windowed_full_screen.
+ *
+ *  By default, newly created windows use the placement recommended by the
+ *  window system.  To create the window at a specific position, make it
+ *  initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window
+ *  hint, set its [position](@ref window_pos) and then [show](@ref window_hide)
+ *  it.
+ *
+ *  As long as at least one full screen window is not iconified, the screensaver
+ *  is prohibited from starting.
+ *
+ *  Window systems put limits on window sizes.  Very large or very small window
+ *  dimensions may be overridden by the window system on creation.  Check the
+ *  actual [size](@ref window_size) after creation.
+ *
+ *  The [swap interval](@ref buffer_swap) is not set during window creation and
+ *  the initial value may vary depending on driver settings and defaults.
+ *
+ *  @param[in] width The desired width, in screen coordinates, of the window.
+ *  This must be greater than zero.
+ *  @param[in] height The desired height, in screen coordinates, of the window.
+ *  This must be greater than zero.
+ *  @param[in] title The initial, UTF-8 encoded window title.
+ *  @param[in] monitor The monitor to use for full screen mode, or `NULL` for
+ *  windowed mode.
+ *  @param[in] share The window whose context to share resources with, or `NULL`
+ *  to not share resources.
+ *  @return The handle of the created window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref
+ *  GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @win32 Window creation will fail if the Microsoft GDI software
+ *  OpenGL implementation is the only one available.
+ *
+ *  @remark @win32 If the executable has an icon resource named `GLFW_ICON,`
+ *  it will be set as the icon for the window.  If no such icon is present, the
+ *  `IDI_WINLOGO` icon will be used instead.
+ *
+ *  @remark @win32 The context to share resources with must not be current on
+ *  any other thread.
+ *
+ *  @remark @osx The GLFW window has no icon, as it is not a document
+ *  window, but the dock icon will be the same as the application bundle's icon.
+ *  For more information on bundles, see the
+ *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ *  in the Mac Developer Library.
+ *
+ *  @remark @osx The first time a window is created the menu bar is populated
+ *  with common commands like Hide, Quit and About.  The About entry opens
+ *  a minimal about dialog with information from the application's bundle.  The
+ *  menu bar can be disabled with a
+ *  [compile-time option](@ref compile_options_osx).
+ *
+ *  @remark @osx On OS X 10.10 and later the window frame will not be rendered
+ *  at full resolution on Retina displays unless the `NSHighResolutionCapable`
+ *  key is enabled in the application bundle's `Info.plist`.  For more
+ *  information, see
+ *  [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
+ *  in the Mac Developer Library.  The GLFW test and example programs use
+ *  a custom `Info.plist` template for this, which can be found as
+ *  `CMake/MacOSXBundleInfo.plist.in` in the source tree.
+ *
+ *  @remark @x11 There is no mechanism for setting the window icon yet.
+ *
+ *  @remark @x11 Some window managers will not respect the placement of
+ *  initially hidden windows.
+ *
+ *  @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ *  a window to reach its requested state.  This means you may not be able to
+ *  query the final size, position or other attributes directly after window
+ *  creation.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_creation
+ *  @sa glfwDestroyWindow
+ *
+ *  @since Added in version 3.0.  Replaces `glfwOpenWindow`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);
+
+/*! @brief Destroys the specified window and its context.
+ *
+ *  This function destroys the specified window and its context.  On calling
+ *  this function, no further callbacks will be called for that window.
+ *
+ *  If the context of the specified window is current on the main thread, it is
+ *  detached before being destroyed.
+ *
+ *  @param[in] window The window to destroy.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @note The context of the specified window must not be current on any other
+ *  thread when this function is called.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_creation
+ *  @sa glfwCreateWindow
+ *
+ *  @since Added in version 3.0.  Replaces `glfwCloseWindow`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwDestroyWindow(GLFWwindow* window);
+
+/*! @brief Checks the close flag of the specified window.
+ *
+ *  This function returns the value of the close flag of the specified window.
+ *
+ *  @param[in] window The window to query.
+ *  @return The value of the close flag.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI int glfwWindowShouldClose(GLFWwindow* window);
+
+/*! @brief Sets the close flag of the specified window.
+ *
+ *  This function sets the value of the close flag of the specified window.
+ *  This can be used to override the user's attempt to close the window, or
+ *  to signal that it should be closed.
+ *
+ *  @param[in] window The window whose flag to change.
+ *  @param[in] value The new value.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
+
+/*! @brief Sets the title of the specified window.
+ *
+ *  This function sets the window title, encoded as UTF-8, of the specified
+ *  window.
+ *
+ *  @param[in] window The window whose title to change.
+ *  @param[in] title The UTF-8 encoded window title.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @osx The window title will not be updated until the next time you
+ *  process events.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_title
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
+
+/*! @brief Sets the icon for the specified window.
+ *
+ *  This function sets the icon of the specified window.  If passed an array of
+ *  candidate images, those of or closest to the sizes desired by the system are
+ *  selected.  If no images are specified, the window reverts to its default
+ *  icon.
+ *
+ *  The desired image sizes varies depending on platform and system settings.
+ *  The selected images will be rescaled as needed.  Good sizes include 16x16,
+ *  32x32 and 48x48.
+ *
+ *  @param[in] window The window whose icon to set.
+ *  @param[in] count The number of images in the specified array, or zero to
+ *  revert to the default window icon.
+ *  @param[in] images The images to create the icon from.  This is ignored if
+ *  count is zero.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified image data is copied before this function
+ *  returns.
+ *
+ *  @remark @osx The GLFW window has no icon, as it is not a document
+ *  window, but the dock icon will be the same as the application bundle's icon.
+ *  For more information on bundles, see the
+ *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ *  in the Mac Developer Library.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_icon
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);
+
+/*! @brief Retrieves the position of the client area of the specified window.
+ *
+ *  This function retrieves the position, in screen coordinates, of the
+ *  upper-left corner of the client area of the specified window.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] window The window to query.
+ *  @param[out] xpos Where to store the x-coordinate of the upper-left corner of
+ *  the client area, or `NULL`.
+ *  @param[out] ypos Where to store the y-coordinate of the upper-left corner of
+ *  the client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwSetWindowPos
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
+
+/*! @brief Sets the position of the client area of the specified window.
+ *
+ *  This function sets the position, in screen coordinates, of the upper-left
+ *  corner of the client area of the specified windowed mode window.  If the
+ *  window is a full screen window, this function does nothing.
+ *
+ *  __Do not use this function__ to move an already visible window unless you
+ *  have very good reasons for doing so, as it will confuse and annoy the user.
+ *
+ *  The window manager may put limits on what positions are allowed.  GLFW
+ *  cannot and should not override these limits.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] xpos The x-coordinate of the upper-left corner of the client area.
+ *  @param[in] ypos The y-coordinate of the upper-left corner of the client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwGetWindowPos
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);
+
+/*! @brief Retrieves the size of the client area of the specified window.
+ *
+ *  This function retrieves the size, in screen coordinates, of the client area
+ *  of the specified window.  If you wish to retrieve the size of the
+ *  framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose size to retrieve.
+ *  @param[out] width Where to store the width, in screen coordinates, of the
+ *  client area, or `NULL`.
+ *  @param[out] height Where to store the height, in screen coordinates, of the
+ *  client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwSetWindowSize
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Sets the size limits of the specified window.
+ *
+ *  This function sets the size limits of the client area of the specified
+ *  window.  If the window is full screen, the size limits only take effect if
+ *  once it is made windowed.  If the window is not resizable, this function
+ *  does nothing.
+ *
+ *  The size limits are applied immediately to a windowed mode window and may
+ *  cause it to be resized.
+ *
+ *  @param[in] window The window to set limits for.
+ *  @param[in] minwidth The minimum width, in screen coordinates, of the client
+ *  area, or `GLFW_DONT_CARE`.
+ *  @param[in] minheight The minimum height, in screen coordinates, of the
+ *  client area, or `GLFW_DONT_CARE`.
+ *  @param[in] maxwidth The maximum width, in screen coordinates, of the client
+ *  area, or `GLFW_DONT_CARE`.
+ *  @param[in] maxheight The maximum height, in screen coordinates, of the
+ *  client area, or `GLFW_DONT_CARE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark If you set size limits and an aspect ratio that conflict, the
+ *  results are undefined.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_sizelimits
+ *  @sa glfwSetWindowAspectRatio
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);
+
+/*! @brief Sets the aspect ratio of the specified window.
+ *
+ *  This function sets the required aspect ratio of the client area of the
+ *  specified window.  If the window is full screen, the aspect ratio only takes
+ *  effect once it is made windowed.  If the window is not resizable, this
+ *  function does nothing.
+ *
+ *  The aspect ratio is specified as a numerator and a denominator and both
+ *  values must be greater than zero.  For example, the common 16:9 aspect ratio
+ *  is specified as 16 and 9, respectively.
+ *
+ *  If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect
+ *  ratio limit is disabled.
+ *
+ *  The aspect ratio is applied immediately to a windowed mode window and may
+ *  cause it to be resized.
+ *
+ *  @param[in] window The window to set limits for.
+ *  @param[in] numer The numerator of the desired aspect ratio, or
+ *  `GLFW_DONT_CARE`.
+ *  @param[in] denom The denominator of the desired aspect ratio, or
+ *  `GLFW_DONT_CARE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark If you set size limits and an aspect ratio that conflict, the
+ *  results are undefined.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_sizelimits
+ *  @sa glfwSetWindowSizeLimits
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);
+
+/*! @brief Sets the size of the client area of the specified window.
+ *
+ *  This function sets the size, in screen coordinates, of the client area of
+ *  the specified window.
+ *
+ *  For full screen windows, this function updates the resolution of its desired
+ *  video mode and switches to the video mode closest to it, without affecting
+ *  the window's context.  As the context is unaffected, the bit depths of the
+ *  framebuffer remain unchanged.
+ *
+ *  If you wish to update the refresh rate of the desired video mode in addition
+ *  to its resolution, see @ref glfwSetWindowMonitor.
+ *
+ *  The window manager may put limits on what sizes are allowed.  GLFW cannot
+ *  and should not override these limits.
+ *
+ *  @param[in] window The window to resize.
+ *  @param[in] width The desired width, in screen coordinates, of the window
+ *  client area.
+ *  @param[in] height The desired height, in screen coordinates, of the window
+ *  client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwGetWindowSize
+ *  @sa glfwSetWindowMonitor
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);
+
+/*! @brief Retrieves the size of the framebuffer of the specified window.
+ *
+ *  This function retrieves the size, in pixels, of the framebuffer of the
+ *  specified window.  If you wish to retrieve the size of the window in screen
+ *  coordinates, see @ref glfwGetWindowSize.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose framebuffer to query.
+ *  @param[out] width Where to store the width, in pixels, of the framebuffer,
+ *  or `NULL`.
+ *  @param[out] height Where to store the height, in pixels, of the framebuffer,
+ *  or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_fbsize
+ *  @sa glfwSetFramebufferSizeCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Retrieves the size of the frame of the window.
+ *
+ *  This function retrieves the size, in screen coordinates, of each edge of the
+ *  frame of the specified window.  This size includes the title bar, if the
+ *  window has one.  The size of the frame may vary depending on the
+ *  [window-related hints](@ref window_hints_wnd) used to create it.
+ *
+ *  Because this function retrieves the size of each window frame edge and not
+ *  the offset along a particular coordinate axis, the retrieved values will
+ *  always be zero or positive.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose frame size to query.
+ *  @param[out] left Where to store the size, in screen coordinates, of the left
+ *  edge of the window frame, or `NULL`.
+ *  @param[out] top Where to store the size, in screen coordinates, of the top
+ *  edge of the window frame, or `NULL`.
+ *  @param[out] right Where to store the size, in screen coordinates, of the
+ *  right edge of the window frame, or `NULL`.
+ *  @param[out] bottom Where to store the size, in screen coordinates, of the
+ *  bottom edge of the window frame, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);
+
+/*! @brief Iconifies the specified window.
+ *
+ *  This function iconifies (minimizes) the specified window if it was
+ *  previously restored.  If the window is already iconified, this function does
+ *  nothing.
+ *
+ *  If the specified window is a full screen window, the original monitor
+ *  resolution is restored until the window is restored.
+ *
+ *  @param[in] window The window to iconify.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwRestoreWindow
+ *  @sa glfwMaximizeWindow
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwIconifyWindow(GLFWwindow* window);
+
+/*! @brief Restores the specified window.
+ *
+ *  This function restores the specified window if it was previously iconified
+ *  (minimized) or maximized.  If the window is already restored, this function
+ *  does nothing.
+ *
+ *  If the specified window is a full screen window, the resolution chosen for
+ *  the window is restored on the selected monitor.
+ *
+ *  @param[in] window The window to restore.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwIconifyWindow
+ *  @sa glfwMaximizeWindow
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwRestoreWindow(GLFWwindow* window);
+
+/*! @brief Maximizes the specified window.
+ *
+ *  This function maximizes the specified window if it was previously not
+ *  maximized.  If the window is already maximized, this function does nothing.
+ *
+ *  If the specified window is a full screen window, this function does nothing.
+ *
+ *  @param[in] window The window to maximize.
+ *
+ *  @par Thread Safety
+ *  This function may only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwIconifyWindow
+ *  @sa glfwRestoreWindow
+ *
+ *  @since Added in GLFW 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwMaximizeWindow(GLFWwindow* window);
+
+/*! @brief Makes the specified window visible.
+ *
+ *  This function makes the specified window visible if it was previously
+ *  hidden.  If the window is already visible or is in full screen mode, this
+ *  function does nothing.
+ *
+ *  @param[in] window The window to make visible.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hide
+ *  @sa glfwHideWindow
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwShowWindow(GLFWwindow* window);
+
+/*! @brief Hides the specified window.
+ *
+ *  This function hides the specified window if it was previously visible.  If
+ *  the window is already hidden or is in full screen mode, this function does
+ *  nothing.
+ *
+ *  @param[in] window The window to hide.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hide
+ *  @sa glfwShowWindow
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwHideWindow(GLFWwindow* window);
+
+/*! @brief Brings the specified window to front and sets input focus.
+ *
+ *  This function brings the specified window to front and sets input focus.
+ *  The window should already be visible and not iconified.
+ *
+ *  By default, both windowed and full screen mode windows are focused when
+ *  initially created.  Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable
+ *  this behavior.
+ *
+ *  __Do not use this function__ to steal focus from other applications unless
+ *  you are certain that is what the user wants.  Focus stealing can be
+ *  extremely disruptive.
+ *
+ *  @param[in] window The window to give input focus.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_focus
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwFocusWindow(GLFWwindow* window);
+
+/*! @brief Returns the monitor that the window uses for full screen mode.
+ *
+ *  This function returns the handle of the monitor that the specified window is
+ *  in full screen on.
+ *
+ *  @param[in] window The window to query.
+ *  @return The monitor, or `NULL` if the window is in windowed mode or an error
+ *  occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_monitor
+ *  @sa glfwSetWindowMonitor
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
+
+/*! @brief Sets the mode, monitor, video mode and placement of a window.
+ *
+ *  This function sets the monitor that the window uses for full screen mode or,
+ *  if the monitor is `NULL`, makes it windowed mode.
+ *
+ *  When setting a monitor, this function updates the width, height and refresh
+ *  rate of the desired video mode and switches to the video mode closest to it.
+ *  The window position is ignored when setting a monitor.
+ *
+ *  When the monitor is `NULL`, the position, width and height are used to
+ *  place the window client area.  The refresh rate is ignored when no monitor
+ *  is specified.
+ *
+ *  If you only wish to update the resolution of a full screen window or the
+ *  size of a windowed mode window, see @ref glfwSetWindowSize.
+ *
+ *  When a window transitions from full screen to windowed mode, this function
+ *  restores any previous window settings such as whether it is decorated,
+ *  floating, resizable, has size or aspect ratio limits, etc..
+ *
+ *  @param[in] window The window whose monitor, size or video mode to set.
+ *  @param[in] monitor The desired monitor, or `NULL` to set windowed mode.
+ *  @param[in] xpos The desired x-coordinate of the upper-left corner of the
+ *  client area.
+ *  @param[in] ypos The desired y-coordinate of the upper-left corner of the
+ *  client area.
+ *  @param[in] width The desired with, in screen coordinates, of the client area
+ *  or video mode.
+ *  @param[in] height The desired height, in screen coordinates, of the client
+ *  area or video mode.
+ *  @param[in] refreshRate The desired refresh rate, in Hz, of the video mode.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_monitor
+ *  @sa @ref window_full_screen
+ *  @sa glfwGetWindowMonitor
+ *  @sa glfwSetWindowSize
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
+
+/*! @brief Returns an attribute of the specified window.
+ *
+ *  This function returns the value of an attribute of the specified window or
+ *  its OpenGL or OpenGL ES context.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] attrib The [window attribute](@ref window_attribs) whose value to
+ *  return.
+ *  @return The value of the attribute, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark Framebuffer related hints are not window attributes.  See @ref
+ *  window_attribs_fb for more information.
+ *
+ *  @remark Zero is a valid value for many window and context related
+ *  attributes so you cannot use a return value of zero as an indication of
+ *  errors.  However, this function should not fail as long as it is passed
+ *  valid arguments and the library has been [initialized](@ref intro_init).
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_attribs
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetWindowParam` and
+ *  `glfwGetGLVersion`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
+
+/*! @brief Sets the user pointer of the specified window.
+ *
+ *  This function sets the user-defined pointer of the specified window.  The
+ *  current value is retained until the window is destroyed.  The initial value
+ *  is `NULL`.
+ *
+ *  @param[in] window The window whose pointer to set.
+ *  @param[in] pointer The new value.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_userptr
+ *  @sa glfwGetWindowUserPointer
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
+
+/*! @brief Returns the user pointer of the specified window.
+ *
+ *  This function returns the current value of the user-defined pointer of the
+ *  specified window.  The initial value is `NULL`.
+ *
+ *  @param[in] window The window whose pointer to return.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_userptr
+ *  @sa glfwSetWindowUserPointer
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
+
+/*! @brief Sets the position callback for the specified window.
+ *
+ *  This function sets the position callback of the specified window, which is
+ *  called when the window is moved.  The callback is provided with the screen
+ *  position of the upper-left corner of the client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun);
+
+/*! @brief Sets the size callback for the specified window.
+ *
+ *  This function sets the size callback of the specified window, which is
+ *  called when the window is resized.  The callback is provided with the size,
+ *  in screen coordinates, of the client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun);
+
+/*! @brief Sets the close callback for the specified window.
+ *
+ *  This function sets the close callback of the specified window, which is
+ *  called when the user attempts to close the window, for example by clicking
+ *  the close widget in the title bar.
+ *
+ *  The close flag is set before this callback is called, but you can modify it
+ *  at any time with @ref glfwSetWindowShouldClose.
+ *
+ *  The close callback is not triggered by @ref glfwDestroyWindow.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @remark @osx Selecting Quit from the application menu will trigger the close
+ *  callback for all windows.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun);
+
+/*! @brief Sets the refresh callback for the specified window.
+ *
+ *  This function sets the refresh callback of the specified window, which is
+ *  called when the client area of the window needs to be redrawn, for example
+ *  if the window has been exposed after having been covered by another window.
+ *
+ *  On compositing window systems such as Aero, Compiz or Aqua, where the window
+ *  contents are saved off-screen, this callback may be called only very
+ *  infrequently or never at all.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_refresh
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun);
+
+/*! @brief Sets the focus callback for the specified window.
+ *
+ *  This function sets the focus callback of the specified window, which is
+ *  called when the window gains or loses input focus.
+ *
+ *  After the focus callback is called for a window that lost input focus,
+ *  synthetic key and mouse button release events will be generated for all such
+ *  that had been pressed.  For more information, see @ref glfwSetKeyCallback
+ *  and @ref glfwSetMouseButtonCallback.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_focus
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun);
+
+/*! @brief Sets the iconify callback for the specified window.
+ *
+ *  This function sets the iconification callback of the specified window, which
+ *  is called when the window is iconified or restored.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun);
+
+/*! @brief Sets the framebuffer resize callback for the specified window.
+ *
+ *  This function sets the framebuffer resize callback of the specified window,
+ *  which is called when the framebuffer of the specified window is resized.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_fbsize
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun);
+
+/*! @brief Processes all pending events.
+ *
+ *  This function processes only those events that are already in the event
+ *  queue and then returns immediately.  Processing events will cause the window
+ *  and input callbacks associated with those events to be called.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain events are sent directly to the application
+ *  without going through the event queue, causing callbacks to be called
+ *  outside of a call to one of the event processing functions.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwWaitEvents
+ *  @sa glfwWaitEventsTimeout
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwPollEvents(void);
+
+/*! @brief Waits until events are queued and processes them.
+ *
+ *  This function puts the calling thread to sleep until at least one event is
+ *  available in the event queue.  Once one or more events are available,
+ *  it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
+ *  are processed and the function then returns immediately.  Processing events
+ *  will cause the window and input callbacks associated with those events to be
+ *  called.
+ *
+ *  Since not all events are associated with callbacks, this function may return
+ *  without a callback having been called even if you are monitoring all
+ *  callbacks.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain callbacks may be called outside of a call to one
+ *  of the event processing functions.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwPollEvents
+ *  @sa glfwWaitEventsTimeout
+ *
+ *  @since Added in version 2.5.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWaitEvents(void);
+
+/*! @brief Waits with timeout until events are queued and processes them.
+ *
+ *  This function puts the calling thread to sleep until at least one event is
+ *  available in the event queue, or until the specified timeout is reached.  If
+ *  one or more events are available, it behaves exactly like @ref
+ *  glfwPollEvents, i.e. the events in the queue are processed and the function
+ *  then returns immediately.  Processing events will cause the window and input
+ *  callbacks associated with those events to be called.
+ *
+ *  The timeout value must be a positive finite number.
+ *
+ *  Since not all events are associated with callbacks, this function may return
+ *  without a callback having been called even if you are monitoring all
+ *  callbacks.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain callbacks may be called outside of a call to one
+ *  of the event processing functions.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @param[in] timeout The maximum amount of time, in seconds, to wait.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwPollEvents
+ *  @sa glfwWaitEvents
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWaitEventsTimeout(double timeout);
+
+/*! @brief Posts an empty event to the event queue.
+ *
+ *  This function posts an empty event from the current thread to the event
+ *  queue, causing @ref glfwWaitEvents to return.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwWaitEvents
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwPostEmptyEvent(void);
+
+/*! @brief Returns the value of an input option for the specified window.
+ *
+ *  This function returns the value of an input option for the specified window.
+ *  The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa glfwSetInputMode
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
+
+/*! @brief Sets an input option for the specified window.
+ *
+ *  This function sets an input mode option for the specified window.  The mode
+ *  must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
+ *  modes:
+ *  - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
+ *  - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client
+ *    area of the window but does not restrict the cursor from leaving.
+ *  - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
+ *    and unlimited cursor movement.  This is useful for implementing for
+ *    example 3D camera controls.
+ *
+ *  If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
+ *  enable sticky keys, or `GLFW_FALSE` to disable it.  If sticky keys are
+ *  enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
+ *  the next time it is called even if the key had been released before the
+ *  call.  This is useful when you are only interested in whether keys have been
+ *  pressed but not when or in which order.
+ *
+ *  If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
+ *  `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
+ *  If sticky mouse buttons are enabled, a mouse button press will ensure that
+ *  @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
+ *  if the mouse button had been released before the call.  This is useful when
+ *  you are only interested in whether mouse buttons have been pressed but not
+ *  when or in which order.
+ *
+ *  @param[in] window The window whose input mode to set.
+ *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *  @param[in] value The new value of the specified input mode.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa glfwGetInputMode
+ *
+ *  @since Added in version 3.0.  Replaces `glfwEnable` and `glfwDisable`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
+
+/*! @brief Returns the localized name of the specified printable key.
+ *
+ *  This function returns the localized name of the specified printable key.
+ *  This is intended for displaying key bindings to the user.
+ *
+ *  If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise
+ *  the scancode is ignored.  If a non-printable key or (if the key is
+ *  `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is
+ *  specified, this function returns `NULL`.          
+ *
+ *  This behavior allows you to pass in the arguments passed to the
+ *  [key callback](@ref input_key) without modification.
+ *
+ *  The printable keys are:
+ *  - `GLFW_KEY_APOSTROPHE`
+ *  - `GLFW_KEY_COMMA`
+ *  - `GLFW_KEY_MINUS`
+ *  - `GLFW_KEY_PERIOD`
+ *  - `GLFW_KEY_SLASH`
+ *  - `GLFW_KEY_SEMICOLON`
+ *  - `GLFW_KEY_EQUAL`
+ *  - `GLFW_KEY_LEFT_BRACKET`
+ *  - `GLFW_KEY_RIGHT_BRACKET`
+ *  - `GLFW_KEY_BACKSLASH`
+ *  - `GLFW_KEY_WORLD_1`
+ *  - `GLFW_KEY_WORLD_2`
+ *  - `GLFW_KEY_0` to `GLFW_KEY_9`
+ *  - `GLFW_KEY_A` to `GLFW_KEY_Z`
+ *  - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
+ *  - `GLFW_KEY_KP_DECIMAL`
+ *  - `GLFW_KEY_KP_DIVIDE`
+ *  - `GLFW_KEY_KP_MULTIPLY`
+ *  - `GLFW_KEY_KP_SUBTRACT`
+ *  - `GLFW_KEY_KP_ADD`
+ *  - `GLFW_KEY_KP_EQUAL`
+ *
+ *  @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
+ *  @param[in] scancode The scancode of the key to query.
+ *  @return The localized name of the key, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the next call to @ref
+ *  glfwGetKeyName, or until the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key_name
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetKeyName(int key, int scancode);
+
+/*! @brief Returns the last reported state of a keyboard key for the specified
+ *  window.
+ *
+ *  This function returns the last state reported for the specified key to the
+ *  specified window.  The returned state is one of `GLFW_PRESS` or
+ *  `GLFW_RELEASE`.  The higher-level action `GLFW_REPEAT` is only reported to
+ *  the key callback.
+ *
+ *  If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns
+ *  `GLFW_PRESS` the first time you call it for a key that was pressed, even if
+ *  that key has already been released.
+ *
+ *  The key functions deal with physical keys, with [key tokens](@ref keys)
+ *  named after their use on the standard US keyboard layout.  If you want to
+ *  input text, use the Unicode character callback instead.
+ *
+ *  The [modifier key bit masks](@ref mods) are not key tokens and cannot be
+ *  used with this function.
+ *
+ *  __Do not use this function__ to implement [text input](@ref input_char).
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] key The desired [keyboard key](@ref keys).  `GLFW_KEY_UNKNOWN` is
+ *  not a valid key for this function.
+ *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
+
+/*! @brief Returns the last reported state of a mouse button for the specified
+ *  window.
+ *
+ *  This function returns the last state reported for the specified mouse button
+ *  to the specified window.  The returned state is one of `GLFW_PRESS` or
+ *  `GLFW_RELEASE`.
+ *
+ *  If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function
+ *  `GLFW_PRESS` the first time you call it for a mouse button that was pressed,
+ *  even if that mouse button has already been released.
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] button The desired [mouse button](@ref buttons).
+ *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_mouse_button
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
+
+/*! @brief Retrieves the position of the cursor relative to the client area of
+ *  the window.
+ *
+ *  This function returns the position of the cursor, in screen coordinates,
+ *  relative to the upper-left corner of the client area of the specified
+ *  window.
+ *
+ *  If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
+ *  position is unbounded and limited only by the minimum and maximum values of
+ *  a `double`.
+ *
+ *  The coordinate can be converted to their integer equivalents with the
+ *  `floor` function.  Casting directly to an integer type works for positive
+ *  coordinates, but fails for negative ones.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] window The desired window.
+ *  @param[out] xpos Where to store the cursor x-coordinate, relative to the
+ *  left edge of the client area, or `NULL`.
+ *  @param[out] ypos Where to store the cursor y-coordinate, relative to the to
+ *  top edge of the client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwSetCursorPos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetMousePos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
+
+/*! @brief Sets the position of the cursor, relative to the client area of the
+ *  window.
+ *
+ *  This function sets the position, in screen coordinates, of the cursor
+ *  relative to the upper-left corner of the client area of the specified
+ *  window.  The window must have input focus.  If the window does not have
+ *  input focus when this function is called, it fails silently.
+ *
+ *  __Do not use this function__ to implement things like camera controls.  GLFW
+ *  already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
+ *  cursor, transparently re-centers it and provides unconstrained cursor
+ *  motion.  See @ref glfwSetInputMode for more information.
+ *
+ *  If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
+ *  unconstrained and limited only by the minimum and maximum values of
+ *  a `double`.
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] xpos The desired x-coordinate, relative to the left edge of the
+ *  client area.
+ *  @param[in] ypos The desired y-coordinate, relative to the top edge of the
+ *  client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ *  the window focus event to arrive.  This means you may not be able to set the
+ *  cursor position directly after window creation.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwGetCursorPos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMousePos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
+
+/*! @brief Creates a custom cursor.
+ *
+ *  Creates a new custom cursor image that can be set for a window with @ref
+ *  glfwSetCursor.  The cursor can be destroyed with @ref glfwDestroyCursor.
+ *  Any remaining cursors are destroyed by @ref glfwTerminate.
+ *
+ *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
+ *  bits per channel.  They are arranged canonically as packed sequential rows,
+ *  starting from the top-left corner.
+ *
+ *  The cursor hotspot is specified in pixels, relative to the upper-left corner
+ *  of the cursor image.  Like all other coordinate systems in GLFW, the X-axis
+ *  points to the right and the Y-axis points down.
+ *
+ *  @param[in] image The desired cursor image.
+ *  @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
+ *  @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
+ *  @return The handle of the created cursor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified image data is copied before this function
+ *  returns.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwDestroyCursor
+ *  @sa glfwCreateStandardCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
+
+/*! @brief Creates a cursor with a standard shape.
+ *
+ *  Returns a cursor with a [standard shape](@ref shapes), that can be set for
+ *  a window with @ref glfwSetCursor.
+ *
+ *  @param[in] shape One of the [standard shapes](@ref shapes).
+ *  @return A new cursor ready to use or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwCreateCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);
+
+/*! @brief Destroys a cursor.
+ *
+ *  This function destroys a cursor previously created with @ref
+ *  glfwCreateCursor.  Any remaining cursors will be destroyed by @ref
+ *  glfwTerminate.
+ *
+ *  @param[in] cursor The cursor object to destroy.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwCreateCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
+
+/*! @brief Sets the cursor for the window.
+ *
+ *  This function sets the cursor image to be used when the cursor is over the
+ *  client area of the specified window.  The set cursor will only be visible
+ *  when the [cursor mode](@ref cursor_mode) of the window is
+ *  `GLFW_CURSOR_NORMAL`.
+ *
+ *  On some platforms, the set cursor may not be visible unless the window also
+ *  has input focus.
+ *
+ *  @param[in] window The window to set the cursor for.
+ *  @param[in] cursor The cursor to set, or `NULL` to switch back to the default
+ *  arrow cursor.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
+
+/*! @brief Sets the key callback.
+ *
+ *  This function sets the key callback of the specified window, which is called
+ *  when a key is pressed, repeated or released.
+ *
+ *  The key functions deal with physical keys, with layout independent
+ *  [key tokens](@ref keys) named after their values in the standard US keyboard
+ *  layout.  If you want to input text, use the
+ *  [character callback](@ref glfwSetCharCallback) instead.
+ *
+ *  When a window loses input focus, it will generate synthetic key release
+ *  events for all pressed keys.  You can tell these events from user-generated
+ *  events by the fact that the synthetic ones are generated after the focus
+ *  loss event has been processed, i.e. after the
+ *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ *  The scancode of a key is specific to that platform or sometimes even to that
+ *  machine.  Scancodes are intended to allow users to bind keys that don't have
+ *  a GLFW key token.  Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
+ *  state is not saved and so it cannot be queried with @ref glfwGetKey.
+ *
+ *  Sometimes GLFW needs to generate synthetic key events, in which case the
+ *  scancode may be zero.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new key callback, or `NULL` to remove the currently
+ *  set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun);
+
+/*! @brief Sets the Unicode character callback.
+ *
+ *  This function sets the character callback of the specified window, which is
+ *  called when a Unicode character is input.
+ *
+ *  The character callback is intended for Unicode text input.  As it deals with
+ *  characters, it is keyboard layout dependent, whereas the
+ *  [key callback](@ref glfwSetKeyCallback) is not.  Characters do not map 1:1
+ *  to physical keys, as a key may produce zero, one or more characters.  If you
+ *  want to know whether a specific physical key was pressed or released, see
+ *  the key callback instead.
+ *
+ *  The character callback behaves as system text input normally does and will
+ *  not be called if modifier keys are held down that would prevent normal text
+ *  input on that platform, for example a Super (Command) key on OS X or Alt key
+ *  on Windows.  There is a
+ *  [character with modifiers callback](@ref glfwSetCharModsCallback) that
+ *  receives these events.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_char
+ *
+ *  @since Added in version 2.4.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun);
+
+/*! @brief Sets the Unicode character with modifiers callback.
+ *
+ *  This function sets the character with modifiers callback of the specified
+ *  window, which is called when a Unicode character is input regardless of what
+ *  modifier keys are used.
+ *
+ *  The character with modifiers callback is intended for implementing custom
+ *  Unicode character input.  For regular Unicode text input, see the
+ *  [character callback](@ref glfwSetCharCallback).  Like the character
+ *  callback, the character with modifiers callback deals with characters and is
+ *  keyboard layout dependent.  Characters do not map 1:1 to physical keys, as
+ *  a key may produce zero, one or more characters.  If you want to know whether
+ *  a specific physical key was pressed or released, see the
+ *  [key callback](@ref glfwSetKeyCallback) instead.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or an
+ *  error occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_char
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun);
+
+/*! @brief Sets the mouse button callback.
+ *
+ *  This function sets the mouse button callback of the specified window, which
+ *  is called when a mouse button is pressed or released.
+ *
+ *  When a window loses input focus, it will generate synthetic mouse button
+ *  release events for all pressed mouse buttons.  You can tell these events
+ *  from user-generated events by the fact that the synthetic ones are generated
+ *  after the focus loss event has been processed, i.e. after the
+ *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_mouse_button
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun);
+
+/*! @brief Sets the cursor position callback.
+ *
+ *  This function sets the cursor position callback of the specified window,
+ *  which is called when the cursor is moved.  The callback is provided with the
+ *  position, in screen coordinates, relative to the upper-left corner of the
+ *  client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMousePosCallback`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun);
+
+/*! @brief Sets the cursor enter/exit callback.
+ *
+ *  This function sets the cursor boundary crossing callback of the specified
+ *  window, which is called when the cursor enters or leaves the client area of
+ *  the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_enter
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun);
+
+/*! @brief Sets the scroll callback.
+ *
+ *  This function sets the scroll callback of the specified window, which is
+ *  called when a scrolling device is used, such as a mouse wheel or scrolling
+ *  area of a touchpad.
+ *
+ *  The scroll callback receives all scrolling input, like that from a mouse
+ *  wheel or a touchpad scrolling area.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new scroll callback, or `NULL` to remove the currently
+ *  set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref scrolling
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMouseWheelCallback`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun);
+
+/*! @brief Sets the file drop callback.
+ *
+ *  This function sets the file drop callback of the specified window, which is
+ *  called when one or more dragged files are dropped on the window.
+ *
+ *  Because the path array and its strings may have been generated specifically
+ *  for that event, they are not guaranteed to be valid after the callback has
+ *  returned.  If you wish to use them after the callback returns, you need to
+ *  make a deep copy.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new file drop callback, or `NULL` to remove the
+ *  currently set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref path_drop
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun);
+
+/*! @brief Returns whether the specified joystick is present.
+ *
+ *  This function returns whether the specified joystick is present.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetJoystickParam`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwJoystickPresent(int joy);
+
+/*! @brief Returns the values of all axes of the specified joystick.
+ *
+ *  This function returns the values of all axes of the specified joystick.
+ *  Each element in the array is a value between -1.0 and 1.0.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @param[out] count Where to store the number of axis values in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of axis values, or `NULL` if the joystick is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_axis
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetJoystickPos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count);
+
+/*! @brief Returns the state of all buttons of the specified joystick.
+ *
+ *  This function returns the state of all buttons of the specified joystick.
+ *  Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @param[out] count Where to store the number of button states in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of button states, or `NULL` if the joystick is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_button
+ *
+ *  @since Added in version 2.2.
+ *  @glfw3 Changed to return a dynamic array.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count);
+
+/*! @brief Returns the name of the specified joystick.
+ *
+ *  This function returns the name, encoded as UTF-8, of the specified joystick.
+ *  The returned string is allocated and freed by GLFW.  You should not free it
+ *  yourself.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick
+ *  is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_name
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetJoystickName(int joy);
+
+/*! @brief Sets the joystick configuration callback.
+ *
+ *  This function sets the joystick configuration callback, or removes the
+ *  currently set callback.  This is called when a joystick is connected to or
+ *  disconnected from the system.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_event
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun);
+
+/*! @brief Sets the clipboard to the specified string.
+ *
+ *  This function sets the system clipboard to the specified, UTF-8 encoded
+ *  string.
+ *
+ *  @param[in] window The window that will own the clipboard contents.
+ *  @param[in] string A UTF-8 encoded string.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified string is copied before this function
+ *  returns.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref clipboard
+ *  @sa glfwGetClipboardString
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
+
+/*! @brief Returns the contents of the clipboard as a string.
+ *
+ *  This function returns the contents of the system clipboard, if it contains
+ *  or is convertible to a UTF-8 encoded string.  If the clipboard is empty or
+ *  if its contents cannot be converted, `NULL` is returned and a @ref
+ *  GLFW_FORMAT_UNAVAILABLE error is generated.
+ *
+ *  @param[in] window The window that will request the clipboard contents.
+ *  @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`
+ *  if an [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the next call to @ref
+ *  glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref clipboard
+ *  @sa glfwSetClipboardString
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
+
+/*! @brief Returns the value of the GLFW timer.
+ *
+ *  This function returns the value of the GLFW timer.  Unless the timer has
+ *  been set using @ref glfwSetTime, the timer measures time elapsed since GLFW
+ *  was initialized.
+ *
+ *  The resolution of the timer is system dependent, but is usually on the order
+ *  of a few micro- or nanoseconds.  It uses the highest-resolution monotonic
+ *  time source on each supported platform.
+ *
+ *  @return The current value, in seconds, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Reading of the
+ *  internal timer offset is not atomic.
+ *
+ *  @sa @ref time
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI double glfwGetTime(void);
+
+/*! @brief Sets the GLFW timer.
+ *
+ *  This function sets the value of the GLFW timer.  It then continues to count
+ *  up from that value.  The value must be a positive finite number less than
+ *  or equal to 18446744073.0, which is approximately 584.5 years.
+ *
+ *  @param[in] time The new value, in seconds.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_VALUE.
+ *
+ *  @remark The upper limit of the timer is calculated as
+ *  floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations
+ *  storing nanoseconds in 64 bits.  The limit may be increased in the future.
+ *
+ *  @thread_safety This function may be called from any thread.  Writing of the
+ *  internal timer offset is not atomic.
+ *
+ *  @sa @ref time
+ *
+ *  @since Added in version 2.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetTime(double time);
+
+/*! @brief Returns the current value of the raw timer.
+ *
+ *  This function returns the current value of the raw timer, measured in
+ *  1&nbsp;/&nbsp;frequency seconds.  To get the frequency, call @ref
+ *  glfwGetTimerFrequency.
+ *
+ *  @return The value of the timer, or zero if an 
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref time
+ *  @sa glfwGetTimerFrequency
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerValue(void);
+
+/*! @brief Returns the frequency, in Hz, of the raw timer.
+ *
+ *  This function returns the frequency, in Hz, of the raw timer.
+ *
+ *  @return The frequency of the timer, in Hz, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref time
+ *  @sa glfwGetTimerValue
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerFrequency(void);
+
+/*! @brief Makes the context of the specified window current for the calling
+ *  thread.
+ *
+ *  This function makes the OpenGL or OpenGL ES context of the specified window
+ *  current on the calling thread.  A context can only be made current on
+ *  a single thread at a time and each thread can have only a single current
+ *  context at a time.
+ *
+ *  By default, making a context non-current implicitly forces a pipeline flush.
+ *  On machines that support `GL_KHR_context_flush_control`, you can control
+ *  whether a context performs this flush by setting the
+ *  [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint.
+ *
+ *  The specified window must have an OpenGL or OpenGL ES context.  Specifying
+ *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ *  error.
+ *
+ *  @param[in] window The window whose context to make current, or `NULL` to
+ *  detach the current context.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_current
+ *  @sa glfwGetCurrentContext
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);
+
+/*! @brief Returns the window whose context is current on the calling thread.
+ *
+ *  This function returns the window whose OpenGL or OpenGL ES context is
+ *  current on the calling thread.
+ *
+ *  @return The window whose context is current, or `NULL` if no window's
+ *  context is current.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_current
+ *  @sa glfwMakeContextCurrent
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
+
+/*! @brief Swaps the front and back buffers of the specified window.
+ *
+ *  This function swaps the front and back buffers of the specified window when
+ *  rendering with OpenGL or OpenGL ES.  If the swap interval is greater than
+ *  zero, the GPU driver waits the specified number of screen updates before
+ *  swapping the buffers.
+ *
+ *  The specified window must have an OpenGL or OpenGL ES context.  Specifying
+ *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ *  error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see `vkQueuePresentKHR` instead.
+ *
+ *  @param[in] window The window whose buffers to swap.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark __EGL:__ The context of the specified window must be current on the
+ *  calling thread.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref buffer_swap
+ *  @sa glfwSwapInterval
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
+
+/*! @brief Sets the swap interval for the current context.
+ *
+ *  This function sets the swap interval for the current OpenGL or OpenGL ES
+ *  context, i.e. the number of screen updates to wait from the time @ref
+ *  glfwSwapBuffers was called before swapping the buffers and returning.  This
+ *  is sometimes called _vertical synchronization_, _vertical retrace
+ *  synchronization_ or just _vsync_.
+ *
+ *  Contexts that support either of the `WGL_EXT_swap_control_tear` and
+ *  `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals,
+ *  which allow the driver to swap even if a frame arrives a little bit late.
+ *  You can check for the presence of these extensions using @ref
+ *  glfwExtensionSupported.  For more information about swap tearing, see the
+ *  extension specifications.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see the present mode of your swapchain instead.
+ *
+ *  @param[in] interval The minimum number of screen updates to wait for
+ *  until the buffers are swapped by @ref glfwSwapBuffers.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark This function is not called during context creation, leaving the
+ *  swap interval set to whatever is the default on that platform.  This is done
+ *  because some swap interval extensions used by GLFW do not allow the swap
+ *  interval to be reset to zero once it has been set to a non-zero value.
+ *
+ *  @remark Some GPU drivers do not honor the requested swap interval, either
+ *  because of a user setting that overrides the application's request or due to
+ *  bugs in the driver.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref buffer_swap
+ *  @sa glfwSwapBuffers
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI void glfwSwapInterval(int interval);
+
+/*! @brief Returns whether the specified extension is available.
+ *
+ *  This function returns whether the specified
+ *  [API extension](@ref context_glext) is supported by the current OpenGL or
+ *  OpenGL ES context.  It searches both for client API extension and context
+ *  creation API extensions.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  As this functions retrieves and searches one or more extension strings each
+ *  call, it is recommended that you cache its results if it is going to be used
+ *  frequently.  The extension strings will not change during the lifetime of
+ *  a context, so there is no danger in doing this.
+ *
+ *  This function does not apply to Vulkan.  If you are using Vulkan, see @ref
+ *  glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
+ *  and `vkEnumerateDeviceExtensionProperties` instead.
+ *
+ *  @param[in] extension The ASCII encoded name of the extension.
+ *  @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
+ *  otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwGetProcAddress
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI int glfwExtensionSupported(const char* extension);
+
+/*! @brief Returns the address of the specified function for the current
+ *  context.
+ *
+ *  This function returns the address of the specified OpenGL or OpenGL ES
+ *  [core or extension function](@ref context_glext), if it is supported
+ *  by the current context.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
+ *  `vkGetDeviceProcAddr` instead.
+ *
+ *  @param[in] procname The ASCII encoded name of the function.
+ *  @return The address of the function, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark The address of a given function is not guaranteed to be the same
+ *  between contexts.
+ *
+ *  @remark This function may return a non-`NULL` address despite the
+ *  associated version or extension not being available.  Always check the
+ *  context version or extension string first.
+ *
+ *  @pointer_lifetime The returned function pointer is valid until the context
+ *  is destroyed or the library is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwExtensionSupported
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
+
+/*! @brief Returns whether the Vulkan loader has been found.
+ *
+ *  This function returns whether the Vulkan loader has been found.  This check
+ *  is performed by @ref glfwInit.
+ *
+ *  The availability of a Vulkan loader does not by itself guarantee that window
+ *  surface creation or even device creation is possible.  Call @ref
+ *  glfwGetRequiredInstanceExtensions to check whether the extensions necessary
+ *  for Vulkan surface creation are available and @ref
+ *  glfwGetPhysicalDevicePresentationSupport to check whether a queue family of
+ *  a physical device supports image presentation.
+ *
+ *  @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_support
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI int glfwVulkanSupported(void);
+
+/*! @brief Returns the Vulkan instance extensions required by GLFW.
+ *
+ *  This function returns an array of names of Vulkan instance extensions required
+ *  by GLFW for creating Vulkan surfaces for GLFW windows.  If successful, the
+ *  list will always contains `VK_KHR_surface`, so if you don't require any
+ *  additional extensions you can pass this list directly to the
+ *  `VkInstanceCreateInfo` struct.
+ *
+ *  If Vulkan is not available on the machine, this function returns `NULL` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available.
+ *
+ *  If Vulkan is available but no set of extensions allowing window surface
+ *  creation was found, this function returns `NULL`.  You may still use Vulkan
+ *  for off-screen rendering and compute work.
+ *
+ *  @param[out] count Where to store the number of extensions in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of ASCII encoded extension names, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_API_UNAVAILABLE.
+ *
+ *  @remarks Additional extensions may be required by future versions of GLFW.
+ *  You should check if any extensions you wish to enable are already in the
+ *  returned array, as it is an error to specify an extension more than once in
+ *  the `VkInstanceCreateInfo` struct.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is guaranteed to be valid only until the
+ *  library is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_ext
+ *  @sa glfwCreateWindowSurface
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
+
+#if defined(VK_VERSION_1_0)
+
+/*! @brief Returns the address of the specified Vulkan instance function.
+ *
+ *  This function returns the address of the specified Vulkan core or extension
+ *  function for the specified instance.  If instance is set to `NULL` it can
+ *  return any function exported from the Vulkan loader, including at least the
+ *  following functions:
+ *
+ *  - `vkEnumerateInstanceExtensionProperties`
+ *  - `vkEnumerateInstanceLayerProperties`
+ *  - `vkCreateInstance`
+ *  - `vkGetInstanceProcAddr`
+ *
+ *  If Vulkan is not available on the machine, this function returns `NULL` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available.
+ *
+ *  This function is equivalent to calling `vkGetInstanceProcAddr` with
+ *  a platform-specific query of the Vulkan loader as a fallback.
+ *
+ *  @param[in] instance The Vulkan instance to query, or `NULL` to retrieve
+ *  functions related to instance creation.
+ *  @param[in] procname The ASCII encoded name of the function.
+ *  @return The address of the function, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_API_UNAVAILABLE.
+ *
+ *  @pointer_lifetime The returned function pointer is valid until the library
+ *  is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_proc
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
+
+/*! @brief Returns whether the specified queue family can present images.
+ *
+ *  This function returns whether the specified queue family of the specified
+ *  physical device supports presentation to the platform GLFW was built for.
+ *
+ *  If Vulkan or the required window surface creation instance extensions are
+ *  not available on the machine, or if the specified instance was not created
+ *  with the required extensions, this function returns `GLFW_FALSE` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available and @ref
+ *  glfwGetRequiredInstanceExtensions to check what instance extensions are
+ *  required.
+ *
+ *  @param[in] instance The instance that the physical device belongs to.
+ *  @param[in] device The physical device that the queue family belongs to.
+ *  @param[in] queuefamily The index of the queue family to query.
+ *  @return `GLFW_TRUE` if the queue family supports presentation, or
+ *  `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.  For
+ *  synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ *  @sa @ref vulkan_present
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
+
+/*! @brief Creates a Vulkan surface for the specified window.
+ *
+ *  This function creates a Vulkan surface for the specified window.
+ *
+ *  If the Vulkan loader was not found at initialization, this function returns
+ *  `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE
+ *  error.  Call @ref glfwVulkanSupported to check whether the Vulkan loader was
+ *  found.
+ *
+ *  If the required window surface creation instance extensions are not
+ *  available or if the specified instance was not created with these extensions
+ *  enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref
+ *  glfwGetRequiredInstanceExtensions to check what instance extensions are
+ *  required.
+ *
+ *  The window surface must be destroyed before the specified Vulkan instance.
+ *  It is the responsibility of the caller to destroy the window surface.  GLFW
+ *  does not destroy it for you.  Call `vkDestroySurfaceKHR` to destroy the
+ *  surface.
+ *
+ *  @param[in] instance The Vulkan instance to create the surface in.
+ *  @param[in] window The window to create the surface for.
+ *  @param[in] allocator The allocator to use, or `NULL` to use the default
+ *  allocator.
+ *  @param[out] surface Where to store the handle of the surface.  This is set
+ *  to `VK_NULL_HANDLE` if an error occurred.
+ *  @return `VK_SUCCESS` if successful, or a Vulkan error code if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remarks If an error occurs before the creation call is made, GLFW returns
+ *  the Vulkan error code most appropriate for the error.  Appropriate use of
+ *  @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should
+ *  eliminate almost all occurrences of these errors.
+ *
+ *  @thread_safety This function may be called from any thread.  For
+ *  synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ *  @sa @ref vulkan_surface
+ *  @sa glfwGetRequiredInstanceExtensions
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
+
+#endif /*VK_VERSION_1_0*/
+
+
+/*************************************************************************
+ * Global definition cleanup
+ *************************************************************************/
+
+/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */
+
+#ifdef GLFW_WINGDIAPI_DEFINED
+ #undef WINGDIAPI
+ #undef GLFW_WINGDIAPI_DEFINED
+#endif
+
+#ifdef GLFW_CALLBACK_DEFINED
+ #undef CALLBACK
+ #undef GLFW_CALLBACK_DEFINED
+#endif
+
+/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_h_ */
+
diff --git a/third_party/imgui/examples/libs/glfw/include/GLFW/glfw3native.h b/third_party/imgui/examples/libs/glfw/include/GLFW/glfw3native.h
new file mode 100644
index 0000000000000000000000000000000000000000..9fa955e942f886140878abb025a030381068ccb2
--- /dev/null
+++ b/third_party/imgui/examples/libs/glfw/include/GLFW/glfw3native.h
@@ -0,0 +1,456 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would
+ *    be appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ *    be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ *    distribution.
+ *
+ *************************************************************************/
+
+#ifndef _glfw3_native_h_
+#define _glfw3_native_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3native.h
+ *  @brief The header of the native access functions.
+ *
+ *  This is the header file of the native access functions.  See @ref native for
+ *  more information.
+ */
+/*! @defgroup native Native access
+ *
+ *  **By using the native access functions you assert that you know what you're
+ *  doing and how to fix problems caused by using them.  If you don't, you
+ *  shouldn't be using them.**
+ *
+ *  Before the inclusion of @ref glfw3native.h, you may define exactly one
+ *  window system API macro and zero or more context creation API macros.
+ *
+ *  The chosen backends must match those the library was compiled for.  Failure
+ *  to do this will cause a link-time error.
+ *
+ *  The available window API macros are:
+ *  * `GLFW_EXPOSE_NATIVE_WIN32`
+ *  * `GLFW_EXPOSE_NATIVE_COCOA`
+ *  * `GLFW_EXPOSE_NATIVE_X11`
+ *  * `GLFW_EXPOSE_NATIVE_WAYLAND`
+ *  * `GLFW_EXPOSE_NATIVE_MIR`
+ *
+ *  The available context API macros are:
+ *  * `GLFW_EXPOSE_NATIVE_WGL`
+ *  * `GLFW_EXPOSE_NATIVE_NSGL`
+ *  * `GLFW_EXPOSE_NATIVE_GLX`
+ *  * `GLFW_EXPOSE_NATIVE_EGL`
+ *
+ *  These macros select which of the native access functions that are declared
+ *  and which platform-specific headers to include.  It is then up your (by
+ *  definition platform-specific) code to handle which of these should be
+ *  defined.
+ */
+
+
+/*************************************************************************
+ * System headers and types
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+ // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
+ // example to allow applications to correctly declare a GL_ARB_debug_output
+ // callback) but windows.h assumes no one will define APIENTRY before it does
+ #undef APIENTRY
+ #include <windows.h>
+#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
+ #include <ApplicationServices/ApplicationServices.h>
+ #if defined(__OBJC__)
+  #import <Cocoa/Cocoa.h>
+ #else
+  typedef void* id;
+ #endif
+#elif defined(GLFW_EXPOSE_NATIVE_X11)
+ #include <X11/Xlib.h>
+ #include <X11/extensions/Xrandr.h>
+#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+ #include <wayland-client.h>
+#elif defined(GLFW_EXPOSE_NATIVE_MIR)
+ #include <mir_toolkit/mir_client_library.h>
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+ /* WGL is declared by windows.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+ /* NSGL is declared by Cocoa.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+ #include <GL/glx.h>
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+ #include <EGL/egl.h>
+#endif
+
+
+/*************************************************************************
+ * Functions
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+/*! @brief Returns the adapter device name of the specified monitor.
+ *
+ *  @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
+ *  of the specified monitor, or `NULL` if an [error](@ref error_handling)
+ *  occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the display device name of the specified monitor.
+ *
+ *  @return The UTF-8 encoded display device name (for example
+ *  `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `HWND` of the specified window.
+ *
+ *  @return The `HWND` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+/*! @brief Returns the `HGLRC` of the specified window.
+ *
+ *  @return The `HGLRC` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_COCOA)
+/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
+ *
+ *  @return The `CGDirectDisplayID` of the specified monitor, or
+ *  `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `NSWindow` of the specified window.
+ *
+ *  @return The `NSWindow` of the specified window, or `nil` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+/*! @brief Returns the `NSOpenGLContext` of the specified window.
+ *
+ *  @return The `NSOpenGLContext` of the specified window, or `nil` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_X11)
+/*! @brief Returns the `Display` used by GLFW.
+ *
+ *  @return The `Display` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI Display* glfwGetX11Display(void);
+
+/*! @brief Returns the `RRCrtc` of the specified monitor.
+ *
+ *  @return The `RRCrtc` of the specified monitor, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the `RROutput` of the specified monitor.
+ *
+ *  @return The `RROutput` of the specified monitor, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `Window` of the specified window.
+ *
+ *  @return The `Window` of the specified window, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+/*! @brief Returns the `GLXContext` of the specified window.
+ *
+ *  @return The `GLXContext` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
+
+/*! @brief Returns the `GLXWindow` of the specified window.
+ *
+ *  @return The `GLXWindow` of the specified window, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+/*! @brief Returns the `struct wl_display*` used by GLFW.
+ *
+ *  @return The `struct wl_display*` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
+
+/*! @brief Returns the `struct wl_output*` of the specified monitor.
+ *
+ *  @return The `struct wl_output*` of the specified monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the main `struct wl_surface*` of the specified window.
+ *
+ *  @return The main `struct wl_surface*` of the specified window, or `NULL` if
+ *  an [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_MIR)
+/*! @brief Returns the `MirConnection*` used by GLFW.
+ *
+ *  @return The `MirConnection*` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI MirConnection* glfwGetMirDisplay(void);
+
+/*! @brief Returns the Mir output ID of the specified monitor.
+ *
+ *  @return The Mir output ID of the specified monitor, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `MirSurface*` of the specified window.
+ *
+ *  @return The `MirSurface*` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+/*! @brief Returns the `EGLDisplay` used by GLFW.
+ *
+ *  @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
+
+/*! @brief Returns the `EGLContext` of the specified window.
+ *
+ *  @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
+
+/*! @brief Returns the `EGLSurface` of the specified window.
+ *
+ *  @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_native_h_ */
+
diff --git a/third_party/imgui/examples/libs/usynergy/README.txt b/third_party/imgui/examples/libs/usynergy/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..c86b90965bee9dce6189c02c0a8a01b008720ed7
--- /dev/null
+++ b/third_party/imgui/examples/libs/usynergy/README.txt
@@ -0,0 +1,8 @@
+
+uSynergy client -- Implementation for the embedded Synergy client library
+version 1.0.0, July 7th, 2012
+Copyright (c) 2012 Alex Evans
+
+This is a copy of the files once found at:
+  https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro
+
diff --git a/third_party/imgui/examples/libs/usynergy/uSynergy.c b/third_party/imgui/examples/libs/usynergy/uSynergy.c
new file mode 100644
index 0000000000000000000000000000000000000000..8dce47b8ab87ca4f74dd88185772c8079b6cb66c
--- /dev/null
+++ b/third_party/imgui/examples/libs/usynergy/uSynergy.c
@@ -0,0 +1,636 @@
+/*
+uSynergy client -- Implementation for the embedded Synergy client library
+  version 1.0.0, July 7th, 2012
+
+Copyright (c) 2012 Alex Evans
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+   1. The origin of this software must not be misrepresented; you must not
+   claim that you wrote the original software. If you use this software
+   in a product, an acknowledgment in the product documentation would be
+   appreciated but is not required.
+
+   2. Altered source versions must be plainly marked as such, and must not be
+   misrepresented as being the original software.
+
+   3. This notice may not be removed or altered from any source
+   distribution.
+*/
+#include "uSynergy.h"
+#include <stdio.h>
+#include <string.h>
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Internal helpers
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Read 16 bit integer in network byte order and convert to native byte order
+**/
+static int16_t sNetToNative16(const unsigned char *value)
+{
+#ifdef USYNERGY_LITTLE_ENDIAN
+	return value[1] | (value[0] << 8);
+#else
+	return value[0] | (value[1] << 8);
+#endif
+}
+
+
+
+/**
+@brief Read 32 bit integer in network byte order and convert to native byte order
+**/
+static int32_t sNetToNative32(const unsigned char *value)
+{
+#ifdef USYNERGY_LITTLE_ENDIAN
+	return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24);
+#else
+	return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24);
+#endif
+}
+
+
+
+/**
+@brief Trace text to client
+**/
+static void sTrace(uSynergyContext *context, const char* text)
+{
+	// Don't trace if we don't have a trace function
+	if (context->m_traceFunc != 0L)
+		context->m_traceFunc(context->m_cookie, text);
+}
+
+
+
+/**
+@brief Add string to reply packet
+**/
+static void sAddString(uSynergyContext *context, const char *string)
+{
+	size_t len = strlen(string);
+	memcpy(context->m_replyCur, string, len);
+	context->m_replyCur += len;
+}
+
+
+
+/**
+@brief Add uint8 to reply packet
+**/
+static void sAddUInt8(uSynergyContext *context, uint8_t value)
+{
+	*context->m_replyCur++ = value;
+}
+
+
+
+/**
+@brief Add uint16 to reply packet
+**/
+static void sAddUInt16(uSynergyContext *context, uint16_t value)
+{
+	uint8_t *reply = context->m_replyCur;
+	*reply++ = (uint8_t)(value >> 8);
+	*reply++ = (uint8_t)value;
+	context->m_replyCur = reply;
+}
+
+
+
+/**
+@brief Add uint32 to reply packet
+**/
+static void sAddUInt32(uSynergyContext *context, uint32_t value)
+{
+	uint8_t *reply = context->m_replyCur;
+	*reply++ = (uint8_t)(value >> 24);
+	*reply++ = (uint8_t)(value >> 16);
+	*reply++ = (uint8_t)(value >> 8);
+	*reply++ = (uint8_t)value;
+	context->m_replyCur = reply;
+}
+
+
+
+/**
+@brief Send reply packet
+**/
+static uSynergyBool sSendReply(uSynergyContext *context)
+{
+	// Set header size
+	uint8_t		*reply_buf	= context->m_replyBuffer;
+	uint32_t	reply_len	= (uint32_t)(context->m_replyCur - reply_buf);				/* Total size of reply */
+	uint32_t	body_len	= reply_len - 4;											/* Size of body */
+	uSynergyBool ret;
+	reply_buf[0] = (uint8_t)(body_len >> 24);
+	reply_buf[1] = (uint8_t)(body_len >> 16);
+	reply_buf[2] = (uint8_t)(body_len >> 8);
+	reply_buf[3] = (uint8_t)body_len;
+
+	// Send reply
+	ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len);
+
+	// Reset reply buffer write pointer
+	context->m_replyCur = context->m_replyBuffer+4;
+	return ret;
+}
+
+
+
+/**
+@brief Call mouse callback after a mouse event
+**/
+static void sSendMouseCallback(uSynergyContext *context)
+{
+	// Skip if no callback is installed
+	if (context->m_mouseCallback == 0L)
+		return;
+
+	// Send callback
+	context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX,
+		context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle);
+}
+
+
+
+/**
+@brief Send keyboard callback when a key has been pressed or released
+**/
+static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
+{
+	// Skip if no callback is installed
+	if (context->m_keyboardCallback == 0L)
+		return;
+
+	// Send callback
+	context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat);
+}
+
+
+
+/**
+@brief Send joystick callback
+**/
+static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum)
+{
+	int8_t *sticks;
+
+	// Skip if no callback is installed
+	if (context->m_joystickCallback == 0L)
+		return;
+
+	// Send callback
+	sticks = context->m_joystickSticks[joyNum];
+	context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]);
+}
+
+
+
+/**
+@brief Parse a single client message, update state, send callbacks and send replies
+**/
+#define USYNERGY_IS_PACKET(pkt_id)	memcmp(message+4, pkt_id, 4)==0
+static void sProcessMessage(uSynergyContext *context, const uint8_t *message)
+{
+	// We have a packet!
+	if (memcmp(message+4, "Synergy", 7)==0)
+	{
+		// Welcome message
+		//		kMsgHello			= "Synergy%2i%2i"
+		//		kMsgHelloBack		= "Synergy%2i%2i%s"
+		sAddString(context, "Synergy");
+		sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR);
+		sAddUInt16(context, USYNERGY_PROTOCOL_MINOR);
+		sAddUInt32(context, (uint32_t)strlen(context->m_clientName));
+		sAddString(context, context->m_clientName);
+		if (!sSendReply(context))
+		{
+			// Send reply failed, let's try to reconnect
+			sTrace(context, "SendReply failed, trying to reconnect in a second");
+			context->m_connected = USYNERGY_FALSE;
+			context->m_sleepFunc(context->m_cookie, 1000);
+		}
+		else
+		{
+			// Let's assume we're connected
+			char buffer[256+1];
+			sprintf(buffer, "Connected as client \"%s\"", context->m_clientName);
+			sTrace(context, buffer);
+			context->m_hasReceivedHello = USYNERGY_TRUE;
+		}
+		return;
+	}
+	else if (USYNERGY_IS_PACKET("QINF"))
+	{
+		// Screen info. Reply with DINF
+		//		kMsgQInfo			= "QINF"
+		//		kMsgDInfo			= "DINF%2i%2i%2i%2i%2i%2i%2i"
+		uint16_t x = 0, y = 0, warp = 0;
+		sAddString(context, "DINF");
+		sAddUInt16(context, x);
+		sAddUInt16(context, y);
+		sAddUInt16(context, context->m_clientWidth);
+		sAddUInt16(context, context->m_clientHeight);
+		sAddUInt16(context, warp);
+		sAddUInt16(context, 0);		// mx?
+		sAddUInt16(context, 0);		// my?
+		sSendReply(context);
+		return;
+	}
+	else if (USYNERGY_IS_PACKET("CIAK"))
+	{
+		// Do nothing?
+		//		kMsgCInfoAck		= "CIAK"
+		return;
+	}
+	else if (USYNERGY_IS_PACKET("CROP"))
+	{
+		// Do nothing?
+		//		kMsgCResetOptions	= "CROP"
+		return;
+	}
+	else if (USYNERGY_IS_PACKET("CINN"))
+	{
+		// Screen enter. Reply with CNOP
+		//		kMsgCEnter 			= "CINN%2i%2i%4i%2i"
+
+		// Obtain the Synergy sequence number
+		context->m_sequenceNumber = sNetToNative32(message + 12);
+		context->m_isCaptured = USYNERGY_TRUE;
+
+		// Call callback
+		if (context->m_screenActiveCallback != 0L)
+			context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE);
+	}
+	else if (USYNERGY_IS_PACKET("COUT"))
+	{
+		// Screen leave
+		//		kMsgCLeave 			= "COUT"
+		context->m_isCaptured = USYNERGY_FALSE;
+
+		// Call callback
+		if (context->m_screenActiveCallback != 0L)
+			context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE);
+	}
+	else if (USYNERGY_IS_PACKET("DMDN"))
+	{
+		// Mouse down
+		//		kMsgDMouseDown		= "DMDN%1i"
+		char btn = message[8]-1;
+		if (btn==2)
+			context->m_mouseButtonRight		= USYNERGY_TRUE;
+		else if (btn==1)
+			context->m_mouseButtonMiddle	= USYNERGY_TRUE;
+		else
+			context->m_mouseButtonLeft		= USYNERGY_TRUE;
+		sSendMouseCallback(context);
+	}
+	else if (USYNERGY_IS_PACKET("DMUP"))
+	{
+		// Mouse up
+		//		kMsgDMouseUp		= "DMUP%1i"
+		char btn = message[8]-1;
+		if (btn==2)
+			context->m_mouseButtonRight		= USYNERGY_FALSE;
+		else if (btn==1)
+			context->m_mouseButtonMiddle	= USYNERGY_FALSE;
+		else
+			context->m_mouseButtonLeft		= USYNERGY_FALSE;
+		sSendMouseCallback(context);
+	}
+	else if (USYNERGY_IS_PACKET("DMMV"))
+	{
+		// Mouse move. Reply with CNOP
+		//		kMsgDMouseMove		= "DMMV%2i%2i"
+		context->m_mouseX = sNetToNative16(message+8);
+		context->m_mouseY = sNetToNative16(message+10);
+		sSendMouseCallback(context);
+	}
+	else if (USYNERGY_IS_PACKET("DMWM"))
+	{
+		// Mouse wheel
+		//		kMsgDMouseWheel		= "DMWM%2i%2i"
+		//		kMsgDMouseWheel1_0	= "DMWM%2i"
+		context->m_mouseWheelX += sNetToNative16(message+8);
+		context->m_mouseWheelY += sNetToNative16(message+10);
+		sSendMouseCallback(context);
+	}
+	else if (USYNERGY_IS_PACKET("DKDN"))
+	{
+		// Key down
+		//		kMsgDKeyDown		= "DKDN%2i%2i%2i"
+		//		kMsgDKeyDown1_0		= "DKDN%2i%2i"
+		//uint16_t id = sNetToNative16(message+8);
+		uint16_t mod = sNetToNative16(message+10);
+		uint16_t key = sNetToNative16(message+12);
+		sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE);
+	}
+	else if (USYNERGY_IS_PACKET("DKRP"))
+	{
+		// Key repeat
+		//		kMsgDKeyRepeat		= "DKRP%2i%2i%2i%2i"
+		//		kMsgDKeyRepeat1_0	= "DKRP%2i%2i%2i"
+		uint16_t mod = sNetToNative16(message+10);
+//		uint16_t count = sNetToNative16(message+12);
+		uint16_t key = sNetToNative16(message+14);
+		sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE);
+	}
+	else if (USYNERGY_IS_PACKET("DKUP"))
+	{
+		// Key up
+		//		kMsgDKeyUp			= "DKUP%2i%2i%2i"
+		//		kMsgDKeyUp1_0		= "DKUP%2i%2i"
+		//uint16 id=Endian::sNetToNative(sbuf[4]);
+		uint16_t mod = sNetToNative16(message+10);
+		uint16_t key = sNetToNative16(message+12);
+		sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE);
+	}
+	else if (USYNERGY_IS_PACKET("DGBT"))
+	{
+		// Joystick buttons
+		//		kMsgDGameButtons	= "DGBT%1i%2i";
+		uint8_t	joy_num = message[8];
+		if (joy_num<USYNERGY_NUM_JOYSTICKS)
+		{
+			// Copy button state, then send callback
+			context->m_joystickButtons[joy_num] = (message[9] << 8) | message[10];
+			sSendJoystickCallback(context, joy_num);
+		}
+	}
+	else if (USYNERGY_IS_PACKET("DGST"))
+	{
+		// Joystick sticks
+		//		kMsgDGameSticks		= "DGST%1i%1i%1i%1i%1i";
+		uint8_t	joy_num = message[8];
+		if (joy_num<USYNERGY_NUM_JOYSTICKS)
+		{
+			// Copy stick state, then send callback
+			memcpy(context->m_joystickSticks[joy_num], message+9, 4);
+			sSendJoystickCallback(context, joy_num);
+		}
+	}
+	else if (USYNERGY_IS_PACKET("DSOP"))
+	{
+		// Set options
+		//		kMsgDSetOptions		= "DSOP%4I"
+	}
+	else if (USYNERGY_IS_PACKET("CALV"))
+	{
+		// Keepalive, reply with CALV and then CNOP
+		//		kMsgCKeepAlive		= "CALV"
+		sAddString(context, "CALV");
+		sSendReply(context);
+		// now reply with CNOP
+	}
+	else if (USYNERGY_IS_PACKET("DCLP"))
+	{
+		// Clipboard message
+		//		kMsgDClipboard		= "DCLP%1i%4i%s"
+		//
+		// The clipboard message contains:
+		//		1 uint32:	The size of the message
+		//		4 chars: 	The identifier ("DCLP")
+		//		1 uint8: 	The clipboard index
+		//		1 uint32:	The sequence number. It's zero, because this message is always coming from the server?
+		//		1 uint32:	The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)).
+		//		1 uint32:	The number of formats present in the message
+		// And then 'number of formats' times the following:
+		//		1 uint32:	The format of the clipboard data
+		//		1 uint32:	The size n of the clipboard data
+		//		n uint8:	The clipboard data
+		const uint8_t *	parse_msg	= message+17;
+		uint32_t		num_formats = sNetToNative32(parse_msg);
+		parse_msg += 4;
+		for (; num_formats; num_formats--)
+		{
+			// Parse clipboard format header
+			uint32_t format	= sNetToNative32(parse_msg);
+			uint32_t size	= sNetToNative32(parse_msg+4);
+			parse_msg += 8;
+			
+			// Call callback
+			if (context->m_clipboardCallback)
+				context->m_clipboardCallback(context->m_cookie, format, parse_msg, size);
+
+			parse_msg += size;
+		}
+	}
+	else
+	{
+		// Unknown packet, could be any of these
+		//		kMsgCNoop 			= "CNOP"
+		//		kMsgCClose 			= "CBYE"
+		//		kMsgCClipboard 		= "CCLP%1i%4i"
+		//		kMsgCScreenSaver 	= "CSEC%1i"
+		//		kMsgDKeyRepeat		= "DKRP%2i%2i%2i%2i"
+		//		kMsgDKeyRepeat1_0	= "DKRP%2i%2i%2i"
+		//		kMsgDMouseRelMove	= "DMRM%2i%2i"
+		//		kMsgEIncompatible	= "EICV%2i%2i"
+		//		kMsgEBusy 			= "EBSY"
+		//		kMsgEUnknown		= "EUNK"
+		//		kMsgEBad			= "EBAD"
+		char buffer[64];
+		sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]);
+		sTrace(context, buffer);
+		return;
+	}
+
+	// Reply with CNOP maybe?
+	sAddString(context, "CNOP");
+	sSendReply(context);
+}
+#undef USYNERGY_IS_PACKET
+
+
+
+/**
+@brief Mark context as being disconnected
+**/
+static void sSetDisconnected(uSynergyContext *context)
+{
+	context->m_connected		= USYNERGY_FALSE;
+	context->m_hasReceivedHello = USYNERGY_FALSE;
+	context->m_isCaptured		= USYNERGY_FALSE;
+	context->m_replyCur			= context->m_replyBuffer + 4;
+	context->m_sequenceNumber	= 0;
+}
+
+
+
+/**
+@brief Update a connected context
+**/
+static void sUpdateContext(uSynergyContext *context)
+{
+	/* Receive data (blocking) */
+	int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs;
+	int num_received = 0;
+	int packlen = 0;
+	if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE)
+	{
+		/* Receive failed, let's try to reconnect */
+		char buffer[128];
+		sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received);
+		sTrace(context, buffer);
+		sSetDisconnected(context);
+		context->m_sleepFunc(context->m_cookie, 1000);
+		return;
+	}
+	context->m_receiveOfs += num_received;
+
+	/*	If we didn't receive any data then we're probably still polling to get connected and
+		therefore not getting any data back. To avoid overloading the system with a Synergy
+		thread that would hammer on polling, we let it rest for a bit if there's no data. */
+	if (num_received == 0)
+		context->m_sleepFunc(context->m_cookie, 500);
+
+	/* Check for timeouts */
+	if (context->m_hasReceivedHello)
+	{
+		uint32_t cur_time = context->m_getTimeFunc();
+		if (num_received == 0)
+		{
+			/* Timeout after 2 secs of inactivity (we received no CALV) */
+			if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT)
+				sSetDisconnected(context);
+		}
+		else
+			context->m_lastMessageTime = cur_time;
+	}
+
+	/* Eat packets */
+	for (;;)
+	{
+		/* Grab packet length and bail out if the packet goes beyond the end of the buffer */
+		packlen = sNetToNative32(context->m_receiveBuffer);
+		if (packlen+4 > context->m_receiveOfs)
+			break;
+
+		/* Process message */
+		sProcessMessage(context, context->m_receiveBuffer);
+
+		/* Move packet to front of buffer */
+		memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4);
+		context->m_receiveOfs -= packlen+4;
+	}
+
+	/* Throw away over-sized packets */
+	if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE)
+	{
+		/* Oversized packet, ditch tail end */
+		char buffer[128];
+		sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen);
+		sTrace(context, buffer);
+		num_received = context->m_receiveOfs-4; // 4 bytes for the size field
+		while (num_received != packlen)
+		{
+			int buffer_left = packlen - num_received;
+			int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE;
+			int ditch_received = 0;
+			if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE)
+			{
+				/* Receive failed, let's try to reconnect */
+				sTrace(context, "Receive failed, trying to reconnect in a second");
+				sSetDisconnected(context);
+				context->m_sleepFunc(context->m_cookie, 1000);
+				break;
+			}
+			else
+			{
+				num_received += ditch_received;
+			}
+		}
+		context->m_receiveOfs = 0;
+	}
+}
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Public interface
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Initialize uSynergy context
+**/
+void uSynergyInit(uSynergyContext *context)
+{
+	/* Zero memory */
+	memset(context, 0, sizeof(uSynergyContext));
+
+	/* Initialize to default state */
+	sSetDisconnected(context);
+}
+
+
+/**
+@brief Update uSynergy
+**/
+void uSynergyUpdate(uSynergyContext *context)
+{
+	if (context->m_connected)
+	{
+		/* Update context, receive data, call callbacks */
+		sUpdateContext(context);
+	}
+	else
+	{
+		/* Try to connect */
+		if (context->m_connectFunc(context->m_cookie))
+			context->m_connected = USYNERGY_TRUE;
+	}
+}
+
+
+
+/**
+@brief Send clipboard data
+**/
+void uSynergySendClipboard(uSynergyContext *context, const char *text)
+{
+	// Calculate maximum size that will fit in a reply packet
+	uint32_t overhead_size =	4 +					/* Message size */
+								4 +					/* Message ID */
+								1 +					/* Clipboard index */
+								4 +					/* Sequence number */
+								4 +					/* Rest of message size (because it's a Synergy string from here on) */
+								4 +					/* Number of clipboard formats */
+								4 +					/* Clipboard format */
+								4;					/* Clipboard data length */
+	uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size;
+	
+	// Clip text to max length
+	uint32_t text_length = (uint32_t)strlen(text);
+	if (text_length > max_length)
+	{
+		char buffer[128];
+		sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length);
+		sTrace(context, buffer);
+		text_length = max_length;
+	}
+
+	// Assemble packet
+	sAddString(context, "DCLP");
+	sAddUInt8(context, 0);							/* Clipboard index */
+	sAddUInt32(context, context->m_sequenceNumber);
+	sAddUInt32(context, 4+4+4+text_length);			/* Rest of message size: numFormats, format, length, data */
+	sAddUInt32(context, 1);							/* Number of formats (only text for now) */
+	sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT);
+	sAddUInt32(context, text_length);
+	sAddString(context, text);
+	sSendReply(context);
+}
diff --git a/third_party/imgui/examples/libs/usynergy/uSynergy.h b/third_party/imgui/examples/libs/usynergy/uSynergy.h
new file mode 100644
index 0000000000000000000000000000000000000000..2d7f9fa155438740540d2fa87bcd5ea5b151c710
--- /dev/null
+++ b/third_party/imgui/examples/libs/usynergy/uSynergy.h
@@ -0,0 +1,420 @@
+/*
+uSynergy client -- Interface for the embedded Synergy client library
+  version 1.0.0, July 7th, 2012
+
+Copyright (C) 2012 Synergy Si Ltd.
+Copyright (c) 2012 Alex Evans
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+   1. The origin of this software must not be misrepresented; you must not
+   claim that you wrote the original software. If you use this software
+   in a product, an acknowledgment in the product documentation would be
+   appreciated but is not required.
+
+   2. Altered source versions must be plainly marked as such, and must not be
+   misrepresented as being the original software.
+
+   3. This notice may not be removed or altered from any source
+   distribution.
+*/
+#include <stdint.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Configuration
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Determine endianness
+**/
+#if defined(USYNERGY_LITTLE_ENDIAN) && defined(USYNERGY_BIG_ENDIAN)
+	/* Ambiguous: both endians specified */
+	#error "Can't define both USYNERGY_LITTLE_ENDIAN and USYNERGY_BIG_ENDIAN"
+#elif !defined(USYNERGY_LITTLE_ENDIAN) && !defined(USYNERGY_BIG_ENDIAN)
+	/* Attempt to auto detect */
+	#if defined(__LITTLE_ENDIAN__) || defined(LITTLE_ENDIAN) || (_BYTE_ORDER == _LITTLE_ENDIAN)
+		#define USYNERGY_LITTLE_ENDIAN
+	#elif defined(__BIG_ENDIAN__) || defined(BIG_ENDIAN) || (_BYTE_ORDER == _BIG_ENDIAN)
+		#define USYNERGY_BIG_ENDIAN
+	#else
+		#error "Can't detect endian-nes, please defined either USYNERGY_LITTLE_ENDIAN or USYNERGY_BIG_ENDIAN";
+	#endif
+#else
+	/* User-specified endian-nes, nothing to do for us */
+#endif
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Types and Constants
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Boolean type
+**/
+typedef int			uSynergyBool;
+#define				USYNERGY_FALSE					0				/* False value */
+#define				USYNERGY_TRUE					1				/* True value */
+
+
+/**
+@brief User context type
+
+The uSynergyCookie type is an opaque type that is used by uSynergy to communicate to the client. It is passed along to
+callback functions as context.
+**/
+typedef struct { int ignored; } *					uSynergyCookie;
+
+
+
+/**
+@brief Clipboard types
+**/
+enum uSynergyClipboardFormat
+{
+	USYNERGY_CLIPBOARD_FORMAT_TEXT					= 0,			/* Text format, UTF-8, newline is LF */
+	USYNERGY_CLIPBOARD_FORMAT_BITMAP				= 1,			/* Bitmap format, BMP 24/32bpp, BI_RGB */
+	USYNERGY_CLIPBOARD_FORMAT_HTML					= 2,			/* HTML format, HTML fragment, UTF-8, newline is LF */
+};
+
+
+
+/**
+@brief Constants and limits
+**/
+#define				USYNERGY_NUM_JOYSTICKS			4				/* Maximum number of supported joysticks */
+
+#define				USYNERGY_PROTOCOL_MAJOR			1				/* Major protocol version */
+#define				USYNERGY_PROTOCOL_MINOR			4				/* Minor protocol version */
+
+#define				USYNERGY_IDLE_TIMEOUT			2000			/* Timeout in milliseconds before reconnecting */
+
+#define				USYNERGY_TRACE_BUFFER_SIZE		1024			/* Maximum length of traced message */
+#define				USYNERGY_REPLY_BUFFER_SIZE		1024			/* Maximum size of a reply packet */
+#define				USYNERGY_RECEIVE_BUFFER_SIZE	4096			/* Maximum size of an incoming packet */
+
+
+
+/**
+@brief Keyboard constants
+**/
+#define				USYNERGY_MODIFIER_SHIFT			0x0001			/* Shift key modifier */
+#define				USYNERGY_MODIFIER_CTRL			0x0002			/* Ctrl key modifier */
+#define				USYNERGY_MODIFIER_ALT			0x0004			/* Alt key modifier */
+#define				USYNERGY_MODIFIER_META			0x0008			/* Meta key modifier */
+#define				USYNERGY_MODIFIER_WIN			0x0010			/* Windows key modifier */
+#define				USYNERGY_MODIFIER_ALT_GR		0x0020			/* AltGr key modifier */
+#define				USYNERGY_MODIFIER_LEVEL5LOCK	0x0040			/* Level5Lock key modifier */
+#define				USYNERGY_MODIFIER_CAPSLOCK		0x1000			/* CapsLock key modifier */
+#define				USYNERGY_MODIFIER_NUMLOCK		0x2000			/* NumLock key modifier */
+#define				USYNERGY_MODIFIER_SCROLLOCK		0x4000			/* ScrollLock key modifier */
+
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Functions and Callbacks
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Connect function
+
+This function is called when uSynergy needs to connect to the host. It doesn't imply a network implementation or
+destination address, that must all be handled on the user side. The function should return USYNERGY_TRUE if a
+connection was established or USYNERGY_FALSE if it could not connect.
+
+When network errors occur (e.g. uSynergySend or uSynergyReceive fail) then the connect call will be called again
+so the implementation of the function must close any old connections and clean up resources before retrying.
+
+@param cookie		Cookie supplied in the Synergy context
+**/
+typedef uSynergyBool (*uSynergyConnectFunc)(uSynergyCookie cookie);
+
+
+
+/**
+@brief Send function
+
+This function is called when uSynergy needs to send something over the default connection. It should return
+USYNERGY_TRUE if sending succeeded and USYNERGY_FALSE otherwise. This function should block until the send
+operation is completed.
+
+@param cookie		Cookie supplied in the Synergy context
+@param buffer		Address of buffer to send
+@param length		Length of buffer to send
+**/
+typedef uSynergyBool (*uSynergySendFunc)(uSynergyCookie cookie, const uint8_t *buffer, int length);
+
+
+
+/**
+@brief Receive function
+
+This function is called when uSynergy needs to receive data from the default connection. It should return
+USYNERGY_TRUE if receiving data succeeded and USYNERGY_FALSE otherwise. This function should block until data
+has been received and wait for data to become available. If @a outLength is set to 0 upon completion it is
+assumed that the connection is alive, but still in a connecting state and needs time to settle.
+
+@param cookie		Cookie supplied in the Synergy context
+@param buffer		Address of buffer to receive data into
+@param maxLength	Maximum amount of bytes to write into the receive buffer
+@param outLength	Address of integer that receives the actual amount of bytes written into @a buffer
+**/
+typedef uSynergyBool (*uSynergyReceiveFunc)(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength);
+
+
+
+/**
+@brief Thread sleep function
+
+This function is called when uSynergy wants to suspend operation for a while before retrying an operation. It
+is mostly used when a socket times out or disconnect occurs to prevent uSynergy from continuously hammering a
+network connection in case the network is down.
+
+@param cookie		Cookie supplied in the Synergy context
+@param timeMs		Time to sleep the current thread (in milliseconds)
+**/
+typedef void		(*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
+
+
+
+/**
+@brief Get time function
+
+This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
+have occurred. The time base should be a cyclic millisecond time value.
+
+@returns			Time value in milliseconds
+**/
+typedef uint32_t	(*uSynergyGetTimeFunc)();
+
+
+
+/**
+@brief Trace function
+
+This function is called when uSynergy wants to trace something. It is optional to show these messages, but they
+are often useful when debugging. uSynergy only traces major events like connecting and disconnecting. Usually
+only a single trace is shown when the connection is established and no more trace are called.
+
+@param cookie		Cookie supplied in the Synergy context
+@param text			Text to be traced
+**/
+typedef void		(*uSynergyTraceFunc)(uSynergyCookie cookie, const char *text);
+
+
+
+/**
+@brief Screen active callback
+
+This callback is called when Synergy makes the screen active or inactive. This
+callback is usually sent when the mouse enters or leaves the screen.
+
+@param cookie		Cookie supplied in the Synergy context
+@param active		Activation flag, 1 if the screen has become active, 0 if the screen has become inactive
+**/
+typedef void		(*uSynergyScreenActiveCallback)(uSynergyCookie cookie, uSynergyBool active);
+
+
+
+/**
+@brief Mouse callback
+
+This callback is called when a mouse events happens. The mouse X and Y position,
+wheel and button state is communicated in the message. It's up to the user to
+interpret if this is a mouse up, down, double-click or other message.
+
+@param cookie		Cookie supplied in the Synergy context
+@param x			Mouse X position
+@param y			Mouse Y position
+@param wheelX		Mouse wheel X position
+@param wheelY		Mouse wheel Y position
+@param buttonLeft	Left button pressed status, 0 for released, 1 for pressed
+@param buttonMiddle	Middle button pressed status, 0 for released, 1 for pressed
+@param buttonRight	Right button pressed status, 0 for released, 1 for pressed
+**/
+typedef void		(*uSynergyMouseCallback)(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle);
+
+
+
+/**
+@brief Key event callback
+
+This callback is called when a key is pressed or released.
+
+@param cookie		Cookie supplied in the Synergy context
+@param key			Key code of key that was pressed or released
+@param modifiers	Status of modifier keys (alt, shift, etc.)
+@param down			Down or up status, 1 is key is pressed down, 0 if key is released (up)
+@param repeat		Repeat flag, 1 if the key is down because the key is repeating, 0 if the key is initially pressed by the user
+**/
+typedef void		(*uSynergyKeyboardCallback)(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat);
+
+
+
+/**
+@brief Joystick event callback
+
+This callback is called when a joystick stick or button changes. It is possible that multiple callbacks are
+fired when different sticks or buttons change as these are individual messages in the packet stream. Each
+callback will contain all the valid state for the different axes and buttons. The last callback received will
+represent the most current joystick state.
+
+@param cookie		Cookie supplied in the Synergy context
+@param joyNum		Joystick number, always in the range [0 ... USYNERGY_NUM_JOYSTICKS>
+@param buttons		Button pressed mask
+@param leftStickX	Left stick X position, in range [-127 ... 127]
+@param leftStickY	Left stick Y position, in range [-127 ... 127]
+@param rightStickX	Right stick X position, in range [-127 ... 127]
+@param rightStickY	Right stick Y position, in range [-127 ... 127]
+**/
+typedef void		(*uSynergyJoystickCallback)(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY);
+
+
+
+/**
+@brief Clipboard event callback
+
+This callback is called when something is placed on the clipboard. Multiple callbacks may be fired for
+multiple clipboard formats if they are supported. The data provided is read-only and may not be modified
+by the application.
+
+@param cookie		Cookie supplied in the Synergy context
+@param format		Clipboard format
+@param data			Memory area containing the clipboard raw data
+@param size			Size of clipboard data
+**/
+typedef void		(*uSynergyClipboardCallback)(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size);
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Context
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief uSynergy context
+**/
+typedef struct
+{
+	/* Mandatory configuration data, filled in by client */
+	uSynergyConnectFunc				m_connectFunc;									/* Connect function */
+	uSynergySendFunc				m_sendFunc;										/* Send data function */
+	uSynergyReceiveFunc				m_receiveFunc;									/* Receive data function */
+	uSynergySleepFunc				m_sleepFunc;									/* Thread sleep function */
+	uSynergyGetTimeFunc				m_getTimeFunc;									/* Get current time function */
+	const char*						m_clientName;									/* Name of Synergy Screen / Client */
+	uint16_t						m_clientWidth;									/* Width of screen */
+	uint16_t						m_clientHeight;									/* Height of screen */
+
+	/* Optional configuration data, filled in by client */
+	uSynergyCookie					m_cookie;										/* Cookie pointer passed to callback functions (can be NULL) */
+	uSynergyTraceFunc				m_traceFunc;									/* Function for tracing status (can be NULL) */
+	uSynergyScreenActiveCallback	m_screenActiveCallback;							/* Callback for entering and leaving screen */
+	uSynergyMouseCallback			m_mouseCallback;								/* Callback for mouse events */
+	uSynergyKeyboardCallback		m_keyboardCallback;								/* Callback for keyboard events */
+	uSynergyJoystickCallback		m_joystickCallback;								/* Callback for joystick events */
+	uSynergyClipboardCallback		m_clipboardCallback;							/* Callback for clipboard events */
+
+	/* State data, used internall by client, initialized by uSynergyInit() */
+	uSynergyBool					m_connected;									/* Is our socket connected? */
+	uSynergyBool					m_hasReceivedHello;								/* Have we received a 'Hello' from the server? */
+	uSynergyBool					m_isCaptured;									/* Is Synergy active (i.e. this client is receiving input messages?) */
+	uint32_t						m_lastMessageTime;								/* Time at which last message was received */
+	uint32_t						m_sequenceNumber;								/* Packet sequence number */
+	uint8_t							m_receiveBuffer[USYNERGY_RECEIVE_BUFFER_SIZE];	/* Receive buffer */
+	int								m_receiveOfs;									/* Receive buffer offset */
+	uint8_t							m_replyBuffer[USYNERGY_REPLY_BUFFER_SIZE];		/* Reply buffer */
+	uint8_t*						m_replyCur;										/* Write offset into reply buffer */
+	uint16_t						m_mouseX;										/* Mouse X position */
+	uint16_t						m_mouseY;										/* Mouse Y position */
+	int16_t							m_mouseWheelX;									/* Mouse wheel X position */
+	int16_t							m_mouseWheelY;									/* Mouse wheel Y position */
+	uSynergyBool					m_mouseButtonLeft;								/* Mouse left button */
+	uSynergyBool					m_mouseButtonRight;								/* Mouse right button */
+	uSynergyBool					m_mouseButtonMiddle;							/* Mouse middle button */
+	int8_t							m_joystickSticks[USYNERGY_NUM_JOYSTICKS][4];	/* Joystick stick position in 2 axes for 2 sticks */
+	uint16_t						m_joystickButtons[USYNERGY_NUM_JOYSTICKS];		/* Joystick button state */
+} uSynergyContext;
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+//	Interface
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Initialize uSynergy context
+
+This function initializes @a context for use. Call this function directly after
+creating the context, before filling in any configuration data in it. Not calling
+this function will cause undefined behavior.
+
+@param context	Context to be initialized
+**/
+extern void		uSynergyInit(uSynergyContext *context);
+
+
+
+/**
+@brief Update uSynergy
+
+This function updates uSynergy and does the bulk of the work. It does connection management,
+receiving data, reconnecting after errors or timeouts and so on. It assumes that networking
+operations are blocking and it can suspend the current thread if it needs to wait. It is
+best practice to call uSynergyUpdate from a background thread so it is responsive.
+
+Because uSynergy relies mostly on blocking calls it will mostly stay in thread sleep state
+waiting for system mutexes and won't eat much memory.
+
+uSynergyUpdate doesn't do any memory allocations or have any side effects beyond those of
+the callbacks it calls.
+
+@param context	Context to be updated
+**/
+extern void		uSynergyUpdate(uSynergyContext *context);
+
+
+
+/**
+@brief Send clipboard data
+
+This function sets new clipboard data and sends it to the server. Use this function if
+your client cuts or copies data onto the clipboard that it needs to share with the
+server.
+
+Currently there is only support for plaintext, but HTML and image data could be
+supported with some effort.
+
+@param context	Context to send clipboard data to
+@param text		Text to set to the clipboard
+**/
+extern void		uSynergySendClipboard(uSynergyContext *context, const char *text);
+
+
+
+#ifdef __cplusplus
+};
+#endif
diff --git a/third_party/imgui/imconfig.h b/third_party/imgui/imconfig.h
new file mode 100644
index 0000000000000000000000000000000000000000..b8d55842b9bfb8833d9cdc5d9f578a1c82969b57
--- /dev/null
+++ b/third_party/imgui/imconfig.h
@@ -0,0 +1,136 @@
+//-----------------------------------------------------------------------------
+// DEAR IMGUI COMPILE-TIME OPTIONS
+// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
+// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
+//-----------------------------------------------------------------------------
+// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
+// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
+//-----------------------------------------------------------------------------
+// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
+// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
+// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
+// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+//---- Define assertion handler. Defaults to calling assert().
+// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
+//#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)
+//#define IM_ASSERT(_EXPR)  ((void)(_EXPR))     // Disable asserts
+
+//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
+// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
+// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
+//   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
+//#define IMGUI_API __declspec(dllexport)                   // MSVC Windows: DLL export
+//#define IMGUI_API __declspec(dllimport)                   // MSVC Windows: DLL import
+//#define IMGUI_API __attribute__((visibility("default")))  // GCC/Clang: override visibility when set is hidden
+
+//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
+//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+//#define IMGUI_DISABLE_OBSOLETE_KEYIO                      // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
+
+//---- Disable all of Dear ImGui or don't implement standard windows/tools.
+// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
+//#define IMGUI_DISABLE                                     // Disable everything: all headers and source files will be empty.
+//#define IMGUI_DISABLE_DEMO_WINDOWS                        // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
+//#define IMGUI_DISABLE_DEBUG_TOOLS                         // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
+
+//---- Don't implement some functions to reduce linkage requirements.
+//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS   // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
+//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS          // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
+//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS         // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
+//#define IMGUI_DISABLE_WIN32_FUNCTIONS                     // [Win32] Won't use and link with any Win32 function (clipboard, IME).
+//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS      // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
+//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS             // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
+//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS            // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
+//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS              // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
+//#define IMGUI_DISABLE_FILE_FUNCTIONS                      // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
+//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS              // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
+//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS                  // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
+//#define IMGUI_DISABLE_SSE                                 // Disable use of SSE intrinsics even if available
+
+//---- Enable Test Engine / Automation features.
+//#define IMGUI_ENABLE_TEST_ENGINE                          // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
+
+//---- Include imgui_user.h at the end of imgui.h as a convenience
+// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
+//#define IMGUI_INCLUDE_IMGUI_USER_H
+//#define IMGUI_USER_H_FILENAME         "my_folder/my_imgui_user.h"
+
+//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
+//#define IMGUI_USE_BGRA_PACKED_COLOR
+
+//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
+//#define IMGUI_USE_WCHAR32
+
+//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
+// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
+//#define IMGUI_STB_TRUETYPE_FILENAME   "my_folder/stb_truetype.h"
+//#define IMGUI_STB_RECT_PACK_FILENAME  "my_folder/stb_rect_pack.h"
+//#define IMGUI_STB_SPRINTF_FILENAME    "my_folder/stb_sprintf.h"    // only used if IMGUI_USE_STB_SPRINTF is defined.
+//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION                   // only disabled if IMGUI_USE_STB_SPRINTF is defined.
+
+//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
+// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
+//#define IMGUI_USE_STB_SPRINTF
+
+//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
+// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
+// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
+//#define IMGUI_ENABLE_FREETYPE
+
+//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
+// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
+// Only works in combination with IMGUI_ENABLE_FREETYPE.
+// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
+//#define IMGUI_ENABLE_FREETYPE_LUNASVG
+
+//---- Use stb_truetype to build and rasterize the font atlas (default)
+// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
+//#define IMGUI_ENABLE_STB_TRUETYPE
+
+//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
+// This will be inlined as part of ImVec2 and ImVec4 class declarations.
+/*
+#define IM_VEC2_CLASS_EXTRA                                                     \
+        constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {}                   \
+        operator MyVec2() const { return MyVec2(x,y); }
+
+#define IM_VEC4_CLASS_EXTRA                                                     \
+        constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {}   \
+        operator MyVec4() const { return MyVec4(x,y,z,w); }
+*/
+//---- ...Or use Dear ImGui's own very basic math operators.
+//#define IMGUI_DEFINE_MATH_OPERATORS
+
+//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
+// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
+// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
+// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
+//#define ImDrawIdx unsigned int
+
+//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
+//struct ImDrawList;
+//struct ImDrawCmd;
+//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
+//#define ImDrawCallback MyImDrawCallback
+
+//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
+// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
+//#define IM_DEBUG_BREAK  IM_ASSERT(0)
+//#define IM_DEBUG_BREAK  __debugbreak()
+
+//---- Debug Tools: Enable slower asserts
+//#define IMGUI_DEBUG_PARANOID
+
+//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
+/*
+namespace ImGui
+{
+    void MyFunction(const char* name, MyMatrix44* mtx);
+}
+*/
diff --git a/third_party/imgui/imgui.cpp b/third_party/imgui/imgui.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..9dddb55c25cd2c7a3618a3b1275279809b8d4fc8
--- /dev/null
+++ b/third_party/imgui/imgui.cpp
@@ -0,0 +1,16435 @@
+// dear imgui, v1.91.2 WIP
+// (main code and documentation)
+
+// Help:
+// - See links below.
+// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
+// - Read top of imgui.cpp for more details, links and comments.
+
+// Resources:
+// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
+// - Homepage ................... https://github.com/ocornut/imgui
+// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
+// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
+// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
+//   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
+//   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
+//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
+//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
+//   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
+//   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
+// - Issues & support ........... https://github.com/ocornut/imgui/issues
+// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
+
+// For first-time users having issues compiling/linking/running/loading fonts:
+// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
+// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
+
+// Copyright (c) 2014-2024 Omar Cornut
+// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
+// See LICENSE.txt for copyright and licensing details (standard MIT License).
+// This library is free but needs your support to sustain development and maintenance.
+// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
+// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding
+// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
+
+// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
+// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
+// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
+// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
+// to a better solution or official support for them.
+
+/*
+
+Index of this file:
+
+DOCUMENTATION
+
+- MISSION STATEMENT
+- CONTROLS GUIDE
+- PROGRAMMER GUIDE
+  - READ FIRST
+  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
+  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
+- API BREAKING CHANGES (read me when you update!)
+- FREQUENTLY ASKED QUESTIONS (FAQ)
+  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
+
+CODE
+(search for "[SECTION]" in the code to find them)
+
+// [SECTION] INCLUDES
+// [SECTION] FORWARD DECLARATIONS
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO)
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
+// [SECTION] MISC HELPERS/UTILITIES (File functions)
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
+// [SECTION] ImGuiStorage
+// [SECTION] ImGuiTextFilter
+// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
+// [SECTION] ImGuiListClipper
+// [SECTION] STYLING
+// [SECTION] RENDER HELPERS
+// [SECTION] INITIALIZATION, SHUTDOWN
+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+// [SECTION] ID STACK
+// [SECTION] INPUTS
+// [SECTION] ERROR CHECKING
+// [SECTION] ITEM SUBMISSION
+// [SECTION] LAYOUT
+// [SECTION] SCROLLING
+// [SECTION] TOOLTIPS
+// [SECTION] POPUPS
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+// [SECTION] DRAG AND DROP
+// [SECTION] LOGGING/CAPTURING
+// [SECTION] SETTINGS
+// [SECTION] LOCALIZATION
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+// [SECTION] PLATFORM DEPENDENT HELPERS
+// [SECTION] METRICS/DEBUGGER WINDOW
+// [SECTION] DEBUG LOG WINDOW
+// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
+
+*/
+
+//-----------------------------------------------------------------------------
+// DOCUMENTATION
+//-----------------------------------------------------------------------------
+
+/*
+
+ MISSION STATEMENT
+ =================
+
+ - Easy to use to create code-driven and data-driven tools.
+ - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
+ - Easy to hack and improve.
+ - Minimize setup and maintenance.
+ - Minimize state storage on user side.
+ - Minimize state synchronization.
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).
+ - Efficient runtime and memory consumption.
+
+ Designed primarily for developers and content-creators, not the typical end-user!
+ Some of the current weaknesses (which we aim to address in the future) includes:
+
+ - Doesn't look fancy.
+ - Limited layout features, intricate layouts are typically crafted in code.
+
+
+ CONTROLS GUIDE
+ ==============
+
+ - MOUSE CONTROLS
+   - Mouse wheel:                   Scroll vertically.
+   - SHIFT+Mouse wheel:             Scroll horizontally.
+   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
+   - Click ^, Double-Click title:   Collapse window.
+   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
+   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
+   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
+
+ - TEXT EDITOR
+   - Hold SHIFT or Drag Mouse:      Select text.
+   - CTRL+Left/Right:               Word jump.
+   - CTRL+Shift+Left/Right:         Select words.
+   - CTRL+A or Double-Click:        Select All.
+   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
+   - CTRL+Z, CTRL+Y:                Undo, Redo.
+   - ESCAPE:                        Revert text to its original value.
+   - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors.
+
+ - KEYBOARD CONTROLS
+   - Basic:
+     - Tab, SHIFT+Tab               Cycle through text editable fields.
+     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
+     - CTRL+Click                   Input text into a Slider or Drag widget.
+   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
+     - Tab, SHIFT+Tab:              Cycle through every items.
+     - Arrow keys                   Move through items using directional navigation. Tweak value.
+     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
+     - Enter                        Activate item (prefer text input when possible).
+     - Space                        Activate item (prefer tweaking with arrows when possible).
+     - Escape                       Deactivate item, leave child window, close popup.
+     - Page Up, Page Down           Previous page, next page.
+     - Home, End                    Scroll to top, scroll to bottom.
+     - Alt                          Toggle between scrolling layer and menu layer.
+     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
+   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
+     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
+     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
+     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
+
+ - GAMEPAD CONTROLS
+   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
+   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
+   - Backend support: backend needs to:
+      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
+      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
+        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
+      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
+   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
+     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
+
+ - REMOTE INPUTS SHARING & MOUSE EMULATION
+   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
+   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
+     in order to share your PC mouse/keyboard.
+   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
+   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
+     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
+     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
+     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
+     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
+     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
+     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
+
+
+ PROGRAMMER GUIDE
+ ================
+
+ READ FIRST
+ ----------
+ - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
+ - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
+   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
+   data retention on your side, less state duplication, less state synchronization, fewer bugs.
+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
+   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
+ - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
+ - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
+   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
+ - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
+   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
+   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
+ - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
+ - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
+   If you get an assert, read the messages and comments around the assert.
+ - This codebase aims to be highly optimized:
+   - A typical idle frame should never call malloc/free.
+   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
+   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
+     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
+ - This codebase aims to be both highly opinionated and highly flexible:
+   - This code works because of the things it choose to solve or not solve.
+   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
+     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
+     This is to increase compatibility, increase maintainability and facilitate use from other languages.
+   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
+     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
+     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
+   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
+     (so don't use ImVector in your code or at our own risk!).
+   - Building: We don't use nor mandate a build system for the main library.
+     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
+     This is also because providing a build system for the main library would be of little-value.
+     The build problems are almost never coming from the main library but from specific backends.
+
+
+ HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+ ----------------------------------------------
+ - Update submodule or copy/overwrite every file.
+ - About imconfig.h:
+   - You may modify your copy of imconfig.h, in this case don't overwrite it.
+   - or you may locally branch to modify imconfig.h and merge/rebase latest.
+   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
+     specify a custom path for your imconfig.h file and instead not have to modify the default one.
+
+ - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
+ - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
+ - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
+ - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
+   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
+   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
+   likely be a comment about it. Please report any issue to the GitHub page!
+ - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
+ - Try to keep your copy of Dear ImGui reasonably up to date!
+
+
+ GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+ ---------------------------------------------------------------
+ - See https://github.com/ocornut/imgui/wiki/Getting-Started.
+ - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
+ - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
+ - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
+   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
+ - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
+ - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
+ - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
+   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
+   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
+ - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
+ - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
+
+
+ HOW A SIMPLE APPLICATION MAY LOOK LIKE
+ --------------------------------------
+ EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
+ The sub-folders in examples/ contain examples applications following this structure.
+
+     // Application init: create a dear imgui context, setup some options, load fonts
+     ImGui::CreateContext();
+     ImGuiIO& io = ImGui::GetIO();
+     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
+     // TODO: Fill optional fields of the io structure later.
+     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+
+     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
+     ImGui_ImplWin32_Init(hwnd);
+     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+     // Application main loop
+     while (true)
+     {
+         // Feed inputs to dear imgui, start new frame
+         ImGui_ImplDX11_NewFrame();
+         ImGui_ImplWin32_NewFrame();
+         ImGui::NewFrame();
+
+         // Any application code here
+         ImGui::Text("Hello, world!");
+
+         // Render dear imgui into screen
+         ImGui::Render();
+         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+         g_pSwapChain->Present(1, 0);
+     }
+
+     // Shutdown
+     ImGui_ImplDX11_Shutdown();
+     ImGui_ImplWin32_Shutdown();
+     ImGui::DestroyContext();
+
+ EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
+
+     // Application init: create a dear imgui context, setup some options, load fonts
+     ImGui::CreateContext();
+     ImGuiIO& io = ImGui::GetIO();
+     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
+     // TODO: Fill optional fields of the io structure later.
+     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+
+     // Build and load the texture atlas into a texture
+     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
+     int width, height;
+     unsigned char* pixels = nullptr;
+     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+     // At this point you've got the texture data and you need to upload that to your graphic system:
+     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
+     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
+     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
+     io.Fonts->SetTexID((void*)texture);
+
+     // Application main loop
+     while (true)
+     {
+        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
+        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
+        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
+        io.DisplaySize.x = 1920.0f;             // set the current display width
+        io.DisplaySize.y = 1280.0f;             // set the current display height here
+        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
+        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
+        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
+
+        // Call NewFrame(), after this point you can use ImGui::* functions anytime
+        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
+        ImGui::NewFrame();
+
+        // Most of your application code here
+        ImGui::Text("Hello, world!");
+        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
+        MyGameRender(); // may use any Dear ImGui functions as well!
+
+        // Render dear imgui, swap buffers
+        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
+        ImGui::EndFrame();
+        ImGui::Render();
+        ImDrawData* draw_data = ImGui::GetDrawData();
+        MyImGuiRenderFunction(draw_data);
+        SwapBuffers();
+     }
+
+     // Shutdown
+     ImGui::DestroyContext();
+
+ To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
+ you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
+
+
+ HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
+ ---------------------------------------------
+ The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
+
+    void MyImGuiRenderFunction(ImDrawData* draw_data)
+    {
+       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
+       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
+       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
+       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
+       ImVec2 clip_off = draw_data->DisplayPos;
+       for (int n = 0; n < draw_data->CmdListsCount; n++)
+       {
+          const ImDrawList* cmd_list = draw_data->CmdLists[n];
+          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
+          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
+          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+          {
+             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+             if (pcmd->UserCallback)
+             {
+                 pcmd->UserCallback(cmd_list, pcmd);
+             }
+             else
+             {
+                 // Project scissor/clipping rectangles into framebuffer space
+                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+                     continue;
+
+                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
+                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
+                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
+                 // - Clipping coordinates are provided in imgui coordinates space:
+                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
+                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
+                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
+                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
+                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
+                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
+
+                 // The texture for the draw call is specified by pcmd->GetTexID().
+                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
+                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
+
+                 // Render 'pcmd->ElemCount/3' indexed triangles.
+                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
+                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
+             }
+          }
+       }
+    }
+
+
+ API BREAKING CHANGES
+ ====================
+
+ Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
+ Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
+ When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
+ You can read releases logs https://github.com/ocornut/imgui/releases for more details.
+
+ - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag.
+ - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure:
+                            - io.GetClipboardTextFn         -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData.
+                            - io.SetClipboardTextFn         -> platform_io.Platform_SetClipboardTextFn + same as above line.
+                            - io.PlatformOpenInShellFn      -> platform_io.Platform_OpenInShellFn (#7660)
+                            - io.PlatformSetImeDataFn       -> platform_io.Platform_SetImeDataFn
+                            - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278)
+                            - access those via GetPlatformIO() instead of GetIO().
+                         some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol.
+                       - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder:
+                            - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID)
+                            - new ImageButton() since 1.89 requires an explicit 'const char* str_id'
+                            - old ImageButton() before 1.89 had frame_padding' override argument.
+                            - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar().
+ - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info)
+                         you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way.
+                            - instead of:  GetWindowContentRegionMax().x - GetCursorPos().x
+                            - you can use: GetContentRegionAvail().x
+                            - instead of:  GetWindowContentRegionMax().x + GetWindowPos().x
+                            - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
+                            - instead of:  GetContentRegionMax()
+                            - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
+                            - instead of:  GetWindowContentRegionMax().x - GetWindowContentRegionMin().x
+                            - you can use: GetContentRegionAvail() // when called from left edge of window
+ - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573)
+                         (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors)
+ - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag().
+ - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456)
+                       - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456)
+                            - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc.
+ - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness.
+                            - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+                            - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+ - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow.
+                            - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
+                            - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0);
+ - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does.
+ - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire.
+ - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected.
+ - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages).
+ - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library.
+ - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading.
+ - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022):
+                            - old: CaptureKeyboardFromApp(bool)
+                            - new: SetNextFrameWantCaptureKeyboard(bool)
+                            - old: CaptureMouseFromApp(bool)
+                            - new: SetNextFrameWantCaptureMouse(bool)
+ - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs).
+                       - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest.
+                       - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures:
+                            - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
+                            - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
+                       - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures.
+                            - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+                            - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
+                            - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+                            - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
+                         for various reasons those changes makes sense. They are being made because making some of those API public.
+                         only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
+ - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
+                           - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
+                           - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
+ - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
+ - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
+                           - old: TreeNode("##Hidden"); SameLine(); Text("Hello");     // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
+                           - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.
+                         with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item.
+                         You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent.
+                         (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
+ - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417)
+ - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
+                           - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
+ - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
+ - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
+ - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
+ - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
+ - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
+ - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
+ - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
+                         those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
+ - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
+                           - old: BeginChild("Name", size, true)
+                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
+                           - old: BeginChild("Name", size, false)
+                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
+                         **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
+ - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
+                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
+                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
+ - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
+ - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
+ - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
+                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
+                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
+                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
+                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
+ - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
+                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
+                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
+                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
+ - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
+ - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
+ - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
+ - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
+ - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
+ - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
+ - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
+ - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
+ - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
+                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
+                           - ListBoxFooter()  -> use EndListBox()
+ - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
+ - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
+ - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
+                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
+                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
+                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
+                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
+ - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
+ - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
+ - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
+                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
+                         it has been frequently requested by people to use our own. We had an opt-in define which was
+                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
+                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
+                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
+ - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
+ - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
+ - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
+ - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
+                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
+                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
+                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
+                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
+                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
+                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
+                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
+ - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
+                         this will require uses of legacy backend-dependent indices to be casted, e.g.
+                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
+                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
+                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
+ - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
+ - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
+                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
+                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
+                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
+ - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
+                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
+                         - previously this would make the window content size ~200x200:
+                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+                         - instead, please submit an item:
+                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+                         - alternative:
+                              Begin(...) + Dummy(ImVec2(200,200)) + End();
+                         - content size is now only extended when submitting an item!
+                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
+                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
+ - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
+                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
+                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
+                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
+                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
+                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
+ - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
+                        - Official backends from 1.87+                  -> no issue.
+                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
+                        - Custom backends not writing to io.NavInputs[] -> no issue.
+                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
+                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
+ - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
+ - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
+ - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
+ - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
+                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
+ - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
+ - 2022/01/17 (1.87) - inputs: reworked mouse IO.
+                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
+                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
+                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
+                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
+                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
+                       read https://github.com/ocornut/imgui/issues/4921 for details.
+ - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
+                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
+                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
+                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
+                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
+                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
+                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
+ - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
+ - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
+ - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
+                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
+                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
+                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
+                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
+                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
+ - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
+ - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
+ - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
+ - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
+                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
+                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
+ - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
+                        - if you are using official backends from the source tree: you have nothing to do.
+                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
+ - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
+                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
+                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
+                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
+                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
+                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
+                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
+                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
+                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
+                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
+                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
+                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
+                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
+ - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
+                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
+ - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
+ - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
+ - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
+ - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
+ - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
+                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
+                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
+ - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
+                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
+                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
+ - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
+                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
+                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
+                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
+                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
+ - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
+ - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
+ - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
+ - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
+ - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
+ - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
+                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
+                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
+                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
+                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
+                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
+                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
+                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
+                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
+ - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
+ - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
+ - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
+ - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
+ - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
+ - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
+ - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
+                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
+                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
+                       - if you omitted the 'power' parameter (likely!), you are not affected.
+                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
+                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
+                       see https://github.com/ocornut/imgui/issues/3361 for all details.
+                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
+                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
+                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
+ - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
+ - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
+ - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
+ - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
+ - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
+ - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
+ - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
+ - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
+                       - ShowTestWindow()                    -> use ShowDemoWindow()
+                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
+                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
+                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
+                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
+                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
+                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
+                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
+                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
+ - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
+ - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
+ - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
+ - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
+ - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
+ - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
+                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
+                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
+                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
+                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
+                       - ImFont::Glyph                       -> use ImFontGlyph
+ - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
+                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
+                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
+                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
+ - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
+ - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
+ - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
+ - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
+                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
+                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
+                       Please reach out if you are affected.
+ - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
+ - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
+ - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
+ - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
+ - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
+ - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
+ - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
+ - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
+ - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
+ - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
+ - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
+ - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
+ - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
+ - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
+ - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
+                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
+ - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
+ - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
+                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
+                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
+ - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
+ - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
+ - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
+ - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
+ - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
+ - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
+ - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
+ - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
+                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
+                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
+                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
+ - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
+ - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
+ - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
+                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
+                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
+                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
+ - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
+                       consistent with other functions. Kept redirection functions (will obsolete).
+ - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
+ - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
+ - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
+ - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
+ - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
+ - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
+ - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
+ - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
+                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
+                       - removed Shutdown() function, as DestroyContext() serve this purpose.
+                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
+                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
+                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
+ - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
+ - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
+ - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
+ - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
+ - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
+ - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
+                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
+ - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
+ - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
+ - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
+ - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
+                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
+ - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
+ - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
+ - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
+ - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
+ - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
+ - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
+ - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
+                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
+                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
+                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
+                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
+ - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
+ - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
+ - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
+ - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
+ - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
+ - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
+                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
+                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
+ - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
+ - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
+ - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
+ - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
+ - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
+ - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
+ - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
+ - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
+                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
+                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
+ - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
+ - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
+ - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
+ - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
+ - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
+ - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
+ - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
+ - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
+                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
+                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
+                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
+                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
+ - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
+ - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
+ - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
+ - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
+ - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
+ - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
+ - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
+ - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
+ - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
+ - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
+ - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
+ - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
+                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
+                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
+ - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
+ - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
+ - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
+ - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
+                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
+ - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
+                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
+                     - the signature of the io.RenderDrawListsFn handler has changed!
+                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
+                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
+                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
+                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
+                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
+                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
+ - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
+ - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
+ - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
+ - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
+ - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
+ - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
+ - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
+ - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
+ - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
+ - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
+ - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
+ - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
+ - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
+ - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
+ - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
+ - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
+ - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
+ - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
+ - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
+ - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
+ - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
+ - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
+ - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
+ - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
+ - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
+ - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
+ - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
+                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
+                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
+                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
+ - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
+ - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
+ - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
+ - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
+ - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
+ - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
+ - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
+ - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
+ - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
+ - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
+ - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
+ - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
+ - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
+ - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
+
+
+ FREQUENTLY ASKED QUESTIONS (FAQ)
+ ================================
+
+ Read all answers online:
+   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
+ Read all answers locally (with a text editor or ideally a Markdown viewer):
+   docs/FAQ.md
+ Some answers are copied down here to facilitate searching in code.
+
+ Q&A: Basics
+ ===========
+
+ Q: Where is the documentation?
+ A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
+    - Run the examples/ applications and explore them.
+    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
+    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
+    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
+    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
+    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
+      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
+    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
+    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
+    - Your programming IDE is your friend, find the type or function declaration to find comments
+      associated with it.
+
+ Q: What is this library called?
+ Q: Which version should I get?
+ >> This library is called "Dear ImGui", please don't call it "ImGui" :)
+ >> See https://www.dearimgui.com/faq for details.
+
+ Q&A: Integration
+ ================
+
+ Q: How to get started?
+ A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
+
+ Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
+ A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
+
+ Q. How can I enable keyboard or gamepad controls?
+ Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
+ Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
+ Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
+ Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
+ >> See https://www.dearimgui.com/faq
+
+ Q&A: Usage
+ ----------
+
+ Q: About the ID Stack system..
+   - Why is my widget not reacting when I click on it?
+   - How can I have widgets with an empty label?
+   - How can I have multiple widgets with the same label?
+   - How can I have multiple windows with the same label?
+ Q: How can I display an image? What is ImTextureID, how does it work?
+ Q: How can I use my own math types instead of ImVec2?
+ Q: How can I interact with standard C++ types (such as std::string and std::vector)?
+ Q: How can I display custom shapes? (using low-level ImDrawList API)
+ >> See https://www.dearimgui.com/faq
+
+ Q&A: Fonts, Text
+ ================
+
+ Q: How should I handle DPI in my application?
+ Q: How can I load a different font than the default?
+ Q: How can I easily use icons in my application?
+ Q: How can I load multiple fonts?
+ Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
+
+ Q&A: Concerns
+ =============
+
+ Q: Who uses Dear ImGui?
+ Q: Can you create elaborate/serious tools with Dear ImGui?
+ Q: Can you reskin the look of Dear ImGui?
+ Q: Why using C++ (as opposed to C)?
+ >> See https://www.dearimgui.com/faq
+
+ Q&A: Community
+ ==============
+
+ Q: How can I help?
+ A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
+      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
+      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
+      >>> See https://github.com/ocornut/imgui/wiki/Funding
+    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
+    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
+    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
+      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
+      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
+    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
+
+*/
+
+//-------------------------------------------------------------------------
+// [SECTION] INCLUDES
+//-------------------------------------------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_internal.h"
+
+// System includes
+#include <stdio.h>      // vsnprintf, sscanf, printf
+#include <stdint.h>     // intptr_t
+
+// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
+#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+#endif
+
+// [Windows] OS specific includes (optional)
+#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#define IMGUI_DISABLE_WIN32_FUNCTIONS
+#endif
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#ifndef NOMINMAX
+#define NOMINMAX
+#endif
+#ifndef __MINGW32__
+#include <Windows.h>        // _wfopen, OpenClipboard
+#else
+#include <windows.h>
+#endif
+#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)
+// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions
+#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
+#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#endif
+#endif
+
+// [Apple] OS specific includes
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127)             // condition expression is constant
+#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
+#endif
+#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
+#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
+#elif defined(__GNUC__)
+// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
+#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#endif
+
+// Debug options
+#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction.
+#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
+
+// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
+static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
+static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
+
+static const float NAV_ACTIVATE_HIGHLIGHT_TIMER             = 0.10f;    // Time to highlight an item activated by a shortcut.
+
+// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
+static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
+static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
+static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
+
+// Tooltip offset
+static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
+
+//-------------------------------------------------------------------------
+// [SECTION] FORWARD DECLARATIONS
+//-------------------------------------------------------------------------
+
+static void             SetCurrentWindow(ImGuiWindow* window);
+static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
+static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
+
+static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
+
+// Settings
+static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
+static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
+static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
+static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
+static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
+
+// Platform Dependents default implementation for ImGuiPlatformIO functions
+static const char*      Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx);
+static void             Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text);
+static void             Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+static bool             Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path);
+
+namespace ImGui
+{
+// Item
+static void             ItemHandleShortcut(ImGuiID id);
+
+// Navigation
+static void             NavUpdate();
+static void             NavUpdateWindowing();
+static void             NavUpdateWindowingOverlay();
+static void             NavUpdateCancelRequest();
+static void             NavUpdateCreateMoveRequest();
+static void             NavUpdateCreateTabbingRequest();
+static float            NavUpdatePageUpPageDown();
+static inline void      NavUpdateAnyRequestFlag();
+static void             NavUpdateCreateWrappingRequest();
+static void             NavEndFrame();
+static bool             NavScoreItem(ImGuiNavItemData* result);
+static void             NavApplyItemToResult(ImGuiNavItemData* result);
+static void             NavProcessItem();
+static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
+static ImVec2           NavCalcPreferredRefPos();
+static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
+static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
+static void             NavRestoreLayer(ImGuiNavLayer layer);
+static int              FindWindowFocusIndex(ImGuiWindow* window);
+
+// Error Checking and Debug Tools
+static void             ErrorCheckNewFrameSanityChecks();
+static void             ErrorCheckEndFrameSanityChecks();
+static void             UpdateDebugToolItemPicker();
+static void             UpdateDebugToolStackQueries();
+static void             UpdateDebugToolFlashStyleColor();
+
+// Inputs
+static void             UpdateKeyboardInputs();
+static void             UpdateMouseInputs();
+static void             UpdateMouseWheel();
+static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
+
+// Misc
+static void             UpdateSettings();
+static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
+static void             RenderWindowOuterBorders(ImGuiWindow* window);
+static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
+static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
+static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
+static void             RenderDimmedBackgrounds();
+static void             SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect);
+
+// Viewports
+const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
+static void             UpdateViewportsNewFrame();
+
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
+//-----------------------------------------------------------------------------
+
+// DLL users:
+// - Heaps and globals are not shared across DLL boundaries!
+// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
+// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
+// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
+// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
+
+// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
+// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
+//   Change to a different context by calling ImGui::SetCurrentContext().
+// - Important: Dear ImGui functions are not thread-safe because of this pointer.
+//   If you want thread-safety to allow N threads to access N different contexts:
+//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
+//         struct ImGuiContext;
+//         extern thread_local ImGuiContext* MyImGuiTLS;
+//         #define GImGui MyImGuiTLS
+//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
+//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
+//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
+// - DLL users: read comments above.
+#ifndef GImGui
+ImGuiContext*   GImGui = NULL;
+#endif
+
+// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
+// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
+// - DLL users: read comments above.
+#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
+static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
+static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
+#else
+static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
+static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
+#endif
+static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
+static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
+static void*                GImAllocatorUserData = NULL;
+
+//-----------------------------------------------------------------------------
+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO)
+//-----------------------------------------------------------------------------
+
+ImGuiStyle::ImGuiStyle()
+{
+    Alpha                       = 1.0f;             // Global alpha applies to everything in Dear ImGui.
+    DisabledAlpha               = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
+    WindowPadding               = ImVec2(8,8);      // Padding within a window
+    WindowRounding              = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
+    WindowBorderSize            = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    WindowMinSize               = ImVec2(32,32);    // Minimum window size
+    WindowTitleAlign            = ImVec2(0.0f,0.5f);// Alignment for title bar text
+    WindowMenuButtonPosition    = ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
+    ChildRounding               = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
+    ChildBorderSize             = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    PopupRounding               = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
+    PopupBorderSize             = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    FramePadding                = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
+    FrameRounding               = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
+    FrameBorderSize             = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
+    ItemSpacing                 = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
+    ItemInnerSpacing            = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+    CellPadding                 = ImVec2(4,2);      // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
+    TouchExtraPadding           = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+    IndentSpacing               = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
+    ColumnsMinSpacing           = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
+    ScrollbarSize               = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
+    ScrollbarRounding           = 9.0f;             // Radius of grab corners rounding for scrollbar
+    GrabMinSize                 = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
+    GrabRounding                = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+    LogSliderDeadzone           = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
+    TabRounding                 = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+    TabBorderSize               = 0.0f;             // Thickness of border around tabs.
+    TabMinWidthForCloseButton   = 0.0f;             // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
+    TabBarBorderSize            = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
+    TabBarOverlineSize          = 2.0f;             // Thickness of tab-bar overline, which highlights the selected tab-bar.
+    TableAngledHeadersAngle     = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
+    TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
+    ColorButtonPosition         = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
+    ButtonTextAlign             = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
+    SelectableTextAlign         = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
+    SeparatorTextBorderSize     = 3.0f;             // Thickness of border in SeparatorText()
+    SeparatorTextAlign          = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
+    SeparatorTextPadding        = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
+    DisplayWindowPadding        = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
+    DisplaySafeAreaPadding      = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    MouseCursorScale            = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
+    AntiAliasedLines            = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
+    AntiAliasedLinesUseTex      = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
+    AntiAliasedFill             = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
+    CurveTessellationTol        = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
+    CircleTessellationMaxError  = 0.30f;            // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
+
+    // Behaviors
+    HoverStationaryDelay        = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
+    HoverDelayShort             = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
+    HoverDelayNormal            = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
+    HoverFlagsForTooltipMouse   = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
+    HoverFlagsForTooltipNav     = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
+
+    // Default theme
+    ImGui::StyleColorsDark(this);
+}
+
+// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
+// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
+void ImGuiStyle::ScaleAllSizes(float scale_factor)
+{
+    WindowPadding = ImTrunc(WindowPadding * scale_factor);
+    WindowRounding = ImTrunc(WindowRounding * scale_factor);
+    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
+    ChildRounding = ImTrunc(ChildRounding * scale_factor);
+    PopupRounding = ImTrunc(PopupRounding * scale_factor);
+    FramePadding = ImTrunc(FramePadding * scale_factor);
+    FrameRounding = ImTrunc(FrameRounding * scale_factor);
+    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
+    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
+    CellPadding = ImTrunc(CellPadding * scale_factor);
+    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
+    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
+    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
+    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
+    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
+    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
+    GrabRounding = ImTrunc(GrabRounding * scale_factor);
+    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
+    TabRounding = ImTrunc(TabRounding * scale_factor);
+    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
+    TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor);
+    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
+    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
+    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
+    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
+}
+
+ImGuiIO::ImGuiIO()
+{
+    // Most fields are initialized with zero
+    memset(this, 0, sizeof(*this));
+    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
+
+    // Settings
+    ConfigFlags = ImGuiConfigFlags_None;
+    BackendFlags = ImGuiBackendFlags_None;
+    DisplaySize = ImVec2(-1.0f, -1.0f);
+    DeltaTime = 1.0f / 60.0f;
+    IniSavingRate = 5.0f;
+    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
+    LogFilename = "imgui_log.txt";
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    for (int i = 0; i < ImGuiKey_COUNT; i++)
+        KeyMap[i] = -1;
+#endif
+    UserData = NULL;
+
+    Fonts = NULL;
+    FontGlobalScale = 1.0f;
+    FontDefault = NULL;
+    FontAllowUserScaling = false;
+    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
+
+    // Miscellaneous options
+    MouseDrawCursor = false;
+#ifdef __APPLE__
+    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
+#else
+    ConfigMacOSXBehaviors = false;
+#endif
+    ConfigNavSwapGamepadButtons = false;
+    ConfigInputTrickleEventQueue = true;
+    ConfigInputTextCursorBlink = true;
+    ConfigInputTextEnterKeepActive = false;
+    ConfigDragClickToInputText = false;
+    ConfigWindowsResizeFromEdges = true;
+    ConfigWindowsMoveFromTitleBarOnly = false;
+    ConfigMemoryCompactTimer = 60.0f;
+    ConfigDebugIsDebuggerPresent = false;
+    ConfigDebugHighlightIdConflicts = true;
+    ConfigDebugBeginReturnValueOnce = false;
+    ConfigDebugBeginReturnValueLoop = false;
+
+    // Inputs Behaviors
+    MouseDoubleClickTime = 0.30f;
+    MouseDoubleClickMaxDist = 6.0f;
+    MouseDragThreshold = 6.0f;
+    KeyRepeatDelay = 0.275f;
+    KeyRepeatRate = 0.050f;
+
+    // Platform Functions
+    // Note: Initialize() will setup default clipboard/ime handlers.
+    BackendPlatformName = BackendRendererName = NULL;
+    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
+
+    // Input (NB: we already have memset zero the entire structure!)
+    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
+    MouseSource = ImGuiMouseSource_Mouse;
+    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
+    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
+    AppAcceptingEvents = true;
+    BackendUsingLegacyKeyArrays = (ImS8)-1;
+    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
+}
+
+// Pass in translated ASCII characters for text input.
+// - with glfw you can get those from the callback set in glfwSetCharCallback()
+// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
+// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
+void ImGuiIO::AddInputCharacter(unsigned int c)
+{
+    IM_ASSERT(Ctx != NULL);
+    ImGuiContext& g = *Ctx;
+    if (c == 0 || !AppAcceptingEvents)
+        return;
+
+    ImGuiInputEvent e;
+    e.Type = ImGuiInputEventType_Text;
+    e.Source = ImGuiInputSource_Keyboard;
+    e.EventId = g.InputEventsNextEventId++;
+    e.Text.Char = c;
+    g.InputEventsQueue.push_back(e);
+}
+
+// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
+// we should save the high surrogate.
+void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
+{
+    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
+        return;
+
+    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
+    {
+        if (InputQueueSurrogate != 0)
+            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
+        InputQueueSurrogate = c;
+        return;
+    }
+
+    ImWchar cp = c;
+    if (InputQueueSurrogate != 0)
+    {
+        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
+        {
+            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
+        }
+        else
+        {
+#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
+            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
+#else
+            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
+#endif
+        }
+
+        InputQueueSurrogate = 0;
+    }
+    AddInputCharacter((unsigned)cp);
+}
+
+void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
+{
+    if (!AppAcceptingEvents)
+        return;
+    while (*utf8_chars != 0)
+    {
+        unsigned int c = 0;
+        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
+        AddInputCharacter(c);
+    }
+}
+
+// Clear all incoming events.
+void ImGuiIO::ClearEventsQueue()
+{
+    IM_ASSERT(Ctx != NULL);
+    ImGuiContext& g = *Ctx;
+    g.InputEventsQueue.clear();
+}
+
+// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
+void ImGuiIO::ClearInputKeys()
+{
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    memset(KeysDown, 0, sizeof(KeysDown));
+#endif
+    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
+    {
+        if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET)))
+            continue;
+        KeysData[n].Down             = false;
+        KeysData[n].DownDuration     = -1.0f;
+        KeysData[n].DownDurationPrev = -1.0f;
+    }
+    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
+    KeyMods = ImGuiMod_None;
+    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
+}
+
+void ImGuiIO::ClearInputMouse()
+{
+    for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1))
+    {
+        ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_KeysData_OFFSET];
+        key_data->Down = false;
+        key_data->DownDuration = -1.0f;
+        key_data->DownDurationPrev = -1.0f;
+    }
+    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
+    {
+        MouseDown[n] = false;
+        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
+    }
+    MouseWheel = MouseWheelH = 0.0f;
+}
+
+// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
+// Current frame character buffer is now also cleared by ClearInputKeys().
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+void ImGuiIO::ClearInputCharacters()
+{
+    InputQueueCharacters.resize(0);
+}
+#endif
+
+static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
+{
+    ImGuiContext& g = *ctx;
+    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
+    {
+        ImGuiInputEvent* e = &g.InputEventsQueue[n];
+        if (e->Type != type)
+            continue;
+        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
+            continue;
+        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
+            continue;
+        return e;
+    }
+    return NULL;
+}
+
+// Queue a new key down/up event.
+// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
+// - bool down:          Is the key down? use false to signify a key release.
+// - float analog_value: 0.0f..1.0f
+// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
+// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
+void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
+{
+    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
+    IM_ASSERT(Ctx != NULL);
+    if (key == ImGuiKey_None || !AppAcceptingEvents)
+        return;
+    ImGuiContext& g = *Ctx;
+    IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
+    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
+
+    // MacOS: swap Cmd(Super) and Ctrl
+    if (g.IO.ConfigMacOSXBehaviors)
+    {
+        if (key == ImGuiMod_Super)          { key = ImGuiMod_Ctrl; }
+        else if (key == ImGuiMod_Ctrl)      { key = ImGuiMod_Super; }
+        else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; }
+        else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; }
+        else if (key == ImGuiKey_LeftCtrl)  { key = ImGuiKey_LeftSuper; }
+        else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
+    }
+
+    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
+    if (BackendUsingLegacyKeyArrays == -1)
+        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
+            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
+    BackendUsingLegacyKeyArrays = 0;
+#endif
+    if (ImGui::IsGamepadKey(key))
+        BackendUsingLegacyNavInputArray = false;
+
+    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
+    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
+    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
+    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
+    if (latest_key_down == down && latest_key_analog == analog_value)
+        return;
+
+    // Add event
+    ImGuiInputEvent e;
+    e.Type = ImGuiInputEventType_Key;
+    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
+    e.EventId = g.InputEventsNextEventId++;
+    e.Key.Key = key;
+    e.Key.Down = down;
+    e.Key.AnalogValue = analog_value;
+    g.InputEventsQueue.push_back(e);
+}
+
+void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
+{
+    if (!AppAcceptingEvents)
+        return;
+    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
+}
+
+// [Optional] Call after AddKeyEvent().
+// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
+// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
+void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
+{
+    if (key == ImGuiKey_None)
+        return;
+    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
+    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
+    IM_UNUSED(native_keycode);  // Yet unused
+    IM_UNUSED(native_scancode); // Yet unused
+
+    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
+    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
+        return;
+    KeyMap[legacy_key] = key;
+    KeyMap[key] = legacy_key;
+#else
+    IM_UNUSED(key);
+    IM_UNUSED(native_legacy_index);
+#endif
+}
+
+// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
+void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
+{
+    AppAcceptingEvents = accepting_events;
+}
+
+// Queue a mouse move event
+void ImGuiIO::AddMousePosEvent(float x, float y)
+{
+    IM_ASSERT(Ctx != NULL);
+    ImGuiContext& g = *Ctx;
+    if (!AppAcceptingEvents)
+        return;
+
+    // Apply same flooring as UpdateMouseInputs()
+    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
+
+    // Filter duplicate
+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
+    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
+    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
+        return;
+
+    ImGuiInputEvent e;
+    e.Type = ImGuiInputEventType_MousePos;
+    e.Source = ImGuiInputSource_Mouse;
+    e.EventId = g.InputEventsNextEventId++;
+    e.MousePos.PosX = pos.x;
+    e.MousePos.PosY = pos.y;
+    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
+    g.InputEventsQueue.push_back(e);
+}
+
+void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
+{
+    IM_ASSERT(Ctx != NULL);
+    ImGuiContext& g = *Ctx;
+    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
+    if (!AppAcceptingEvents)
+        return;
+
+    // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
+    if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
+    {
+        // Order of both statements matterns: this event will still release mouse button 1
+        mouse_button = 1;
+        if (!down)
+            MouseCtrlLeftAsRightClick = false;
+    }
+
+    // Filter duplicate
+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
+    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
+    if (latest_button_down == down)
+        return;
+
+    // On MacOS X: Convert Ctrl(Super)+Left click into Right-click.
+    // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us.
+    // - At this point we want from !down to down, so this is handling the initial press.
+    if (ConfigMacOSXBehaviors && mouse_button == 0 && down)
+    {
+        const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super);
+        if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper)
+        {
+            IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n");
+            MouseCtrlLeftAsRightClick = true;
+            AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again.
+            return;
+        }
+    }
+
+    ImGuiInputEvent e;
+    e.Type = ImGuiInputEventType_MouseButton;
+    e.Source = ImGuiInputSource_Mouse;
+    e.EventId = g.InputEventsNextEventId++;
+    e.MouseButton.Button = mouse_button;
+    e.MouseButton.Down = down;
+    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
+    g.InputEventsQueue.push_back(e);
+}
+
+// Queue a mouse wheel event (some mouse/API may only have a Y component)
+void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
+{
+    IM_ASSERT(Ctx != NULL);
+    ImGuiContext& g = *Ctx;
+
+    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
+    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
+        return;
+
+    ImGuiInputEvent e;
+    e.Type = ImGuiInputEventType_MouseWheel;
+    e.Source = ImGuiInputSource_Mouse;
+    e.EventId = g.InputEventsNextEventId++;
+    e.MouseWheel.WheelX = wheel_x;
+    e.MouseWheel.WheelY = wheel_y;
+    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
+    g.InputEventsQueue.push_back(e);
+}
+
+// This is not a real event, the data is latched in order to be stored in actual Mouse events.
+// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
+void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
+{
+    IM_ASSERT(Ctx != NULL);
+    ImGuiContext& g = *Ctx;
+    g.InputEventsNextMouseSource = source;
+}
+
+void ImGuiIO::AddFocusEvent(bool focused)
+{
+    IM_ASSERT(Ctx != NULL);
+    ImGuiContext& g = *Ctx;
+
+    // Filter duplicate
+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
+    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
+    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
+        return;
+
+    ImGuiInputEvent e;
+    e.Type = ImGuiInputEventType_Focus;
+    e.EventId = g.InputEventsNextEventId++;
+    e.AppFocused.Focused = focused;
+    g.InputEventsQueue.push_back(e);
+}
+
+ImGuiPlatformIO::ImGuiPlatformIO()
+{
+    // Most fields are initialized with zero
+    memset(this, 0, sizeof(*this));
+    Platform_LocaleDecimalPoint = '.';
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
+//-----------------------------------------------------------------------------
+
+ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
+{
+    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
+    ImVec2 p_last = p1;
+    ImVec2 p_closest;
+    float p_closest_dist2 = FLT_MAX;
+    float t_step = 1.0f / (float)num_segments;
+    for (int i_step = 1; i_step <= num_segments; i_step++)
+    {
+        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
+        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
+        float dist2 = ImLengthSqr(p - p_line);
+        if (dist2 < p_closest_dist2)
+        {
+            p_closest = p_line;
+            p_closest_dist2 = dist2;
+        }
+        p_last = p_current;
+    }
+    return p_closest;
+}
+
+// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
+static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+{
+    float dx = x4 - x1;
+    float dy = y4 - y1;
+    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
+    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
+    d2 = (d2 >= 0) ? d2 : -d2;
+    d3 = (d3 >= 0) ? d3 : -d3;
+    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
+    {
+        ImVec2 p_current(x4, y4);
+        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
+        float dist2 = ImLengthSqr(p - p_line);
+        if (dist2 < p_closest_dist2)
+        {
+            p_closest = p_line;
+            p_closest_dist2 = dist2;
+        }
+        p_last = p_current;
+    }
+    else if (level < 10)
+    {
+        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
+        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
+        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
+        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
+        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
+        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
+        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
+    }
+}
+
+// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
+// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
+ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
+{
+    IM_ASSERT(tess_tol > 0.0f);
+    ImVec2 p_last = p1;
+    ImVec2 p_closest;
+    float p_closest_dist2 = FLT_MAX;
+    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
+    return p_closest;
+}
+
+ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
+{
+    ImVec2 ap = p - a;
+    ImVec2 ab_dir = b - a;
+    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
+    if (dot < 0.0f)
+        return a;
+    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
+    if (dot > ab_len_sqr)
+        return b;
+    return a + ab_dir * dot / ab_len_sqr;
+}
+
+bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
+{
+    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
+    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
+    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
+    return ((b1 == b2) && (b2 == b3));
+}
+
+void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
+{
+    ImVec2 v0 = b - a;
+    ImVec2 v1 = c - a;
+    ImVec2 v2 = p - a;
+    const float denom = v0.x * v1.y - v1.x * v0.y;
+    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
+    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
+    out_u = 1.0f - out_v - out_w;
+}
+
+ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
+{
+    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
+    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
+    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
+    float dist2_ab = ImLengthSqr(p - proj_ab);
+    float dist2_bc = ImLengthSqr(p - proj_bc);
+    float dist2_ca = ImLengthSqr(p - proj_ca);
+    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
+    if (m == dist2_ab)
+        return proj_ab;
+    if (m == dist2_bc)
+        return proj_bc;
+    return proj_ca;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
+//-----------------------------------------------------------------------------
+
+// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
+int ImStricmp(const char* str1, const char* str2)
+{
+    int d;
+    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
+    return d;
+}
+
+int ImStrnicmp(const char* str1, const char* str2, size_t count)
+{
+    int d = 0;
+    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
+    return d;
+}
+
+void ImStrncpy(char* dst, const char* src, size_t count)
+{
+    if (count < 1)
+        return;
+    if (count > 1)
+        strncpy(dst, src, count - 1);
+    dst[count - 1] = 0;
+}
+
+char* ImStrdup(const char* str)
+{
+    size_t len = strlen(str);
+    void* buf = IM_ALLOC(len + 1);
+    return (char*)memcpy(buf, (const void*)str, len + 1);
+}
+
+char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
+{
+    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
+    size_t src_size = strlen(src) + 1;
+    if (dst_buf_size < src_size)
+    {
+        IM_FREE(dst);
+        dst = (char*)IM_ALLOC(src_size);
+        if (p_dst_size)
+            *p_dst_size = src_size;
+    }
+    return (char*)memcpy(dst, (const void*)src, src_size);
+}
+
+const char* ImStrchrRange(const char* str, const char* str_end, char c)
+{
+    const char* p = (const char*)memchr(str, (int)c, str_end - str);
+    return p;
+}
+
+int ImStrlenW(const ImWchar* str)
+{
+    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
+    int n = 0;
+    while (*str++) n++;
+    return n;
+}
+
+// Find end-of-line. Return pointer will point to either first \n, either str_end.
+const char* ImStreolRange(const char* str, const char* str_end)
+{
+    const char* p = (const char*)memchr(str, '\n', str_end - str);
+    return p ? p : str_end;
+}
+
+const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line
+{
+    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
+        buf_mid_line--;
+    return buf_mid_line;
+}
+
+const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
+{
+    if (!needle_end)
+        needle_end = needle + strlen(needle);
+
+    const char un0 = (char)ImToUpper(*needle);
+    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
+    {
+        if (ImToUpper(*haystack) == un0)
+        {
+            const char* b = needle + 1;
+            for (const char* a = haystack + 1; b < needle_end; a++, b++)
+                if (ImToUpper(*a) != ImToUpper(*b))
+                    break;
+            if (b == needle_end)
+                return haystack;
+        }
+        haystack++;
+    }
+    return NULL;
+}
+
+// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
+void ImStrTrimBlanks(char* buf)
+{
+    char* p = buf;
+    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
+        p++;
+    char* p_start = p;
+    while (*p != 0)                         // Find end of string
+        p++;
+    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
+        p--;
+    if (p_start != buf)                     // Copy memory if we had leading blanks
+        memmove(buf, p_start, p - p_start);
+    buf[p - p_start] = 0;                   // Zero terminate
+}
+
+const char* ImStrSkipBlank(const char* str)
+{
+    while (str[0] == ' ' || str[0] == '\t')
+        str++;
+    return str;
+}
+
+// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
+// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
+// B) When buf==NULL vsnprintf() will return the output size.
+#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+
+// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
+// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
+// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
+#ifdef IMGUI_USE_STB_SPRINTF
+#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
+#define STB_SPRINTF_IMPLEMENTATION
+#endif
+#ifdef IMGUI_STB_SPRINTF_FILENAME
+#include IMGUI_STB_SPRINTF_FILENAME
+#else
+#include "stb_sprintf.h"
+#endif
+#endif // #ifdef IMGUI_USE_STB_SPRINTF
+
+#if defined(_MSC_VER) && !defined(vsnprintf)
+#define vsnprintf _vsnprintf
+#endif
+
+int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+#ifdef IMGUI_USE_STB_SPRINTF
+    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
+    int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
+    va_end(args);
+    if (buf == NULL)
+        return w;
+    if (w == -1 || w >= (int)buf_size)
+        w = (int)buf_size - 1;
+    buf[w] = 0;
+    return w;
+}
+
+int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
+{
+#ifdef IMGUI_USE_STB_SPRINTF
+    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
+    int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
+    if (buf == NULL)
+        return w;
+    if (w == -1 || w >= (int)buf_size)
+        w = (int)buf_size - 1;
+    buf[w] = 0;
+    return w;
+}
+#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+
+void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
+    va_end(args);
+}
+
+// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller)
+// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g.
+//  ImGuiTempBufferToken token;
+//  ImFormatStringToTempBuffer(token, ...);
+void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
+{
+    ImGuiContext& g = *GImGui;
+    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
+    {
+        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
+        if (buf == NULL)
+            buf = "(null)";
+        *out_buf = buf;
+        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
+    }
+    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
+    {
+        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
+        const char* buf = va_arg(args, const char*);
+        if (buf == NULL)
+        {
+            buf = "(null)";
+            buf_len = ImMin(buf_len, 6);
+        }
+        *out_buf = buf;
+        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
+    }
+    else
+    {
+        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
+        *out_buf = g.TempBuffer.Data;
+        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
+    }
+}
+
+// CRC32 needs a 1KB lookup table (not cache friendly)
+// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
+// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
+static const ImU32 GCrc32LookupTable[256] =
+{
+    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
+    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
+    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
+    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
+    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
+    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
+    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
+    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
+    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
+    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
+    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
+    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
+    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
+    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
+    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
+    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
+};
+
+// Known size hash
+// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
+{
+    ImU32 crc = ~seed;
+    const unsigned char* data = (const unsigned char*)data_p;
+    const ImU32* crc32_lut = GCrc32LookupTable;
+    while (data_size-- != 0)
+        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
+    return ~crc;
+}
+
+// Zero-terminated string hash, with support for ### to reset back to seed value
+// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+// Because this syntax is rarely used we are optimizing for the common case.
+// - If we reach ### in the string we discard the hash so far and reset to the seed.
+// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
+{
+    seed = ~seed;
+    ImU32 crc = seed;
+    const unsigned char* data = (const unsigned char*)data_p;
+    const ImU32* crc32_lut = GCrc32LookupTable;
+    if (data_size != 0)
+    {
+        while (data_size-- != 0)
+        {
+            unsigned char c = *data++;
+            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
+                crc = seed;
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+        }
+    }
+    else
+    {
+        while (unsigned char c = *data++)
+        {
+            if (c == '#' && data[0] == '#' && data[1] == '#')
+                crc = seed;
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+        }
+    }
+    return ~crc;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (File functions)
+//-----------------------------------------------------------------------------
+
+// Default file functions
+#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+
+ImFileHandle ImFileOpen(const char* filename, const char* mode)
+{
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
+    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
+    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
+    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
+    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
+
+    // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator.
+    // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314).
+    wchar_t local_temp_stack[FILENAME_MAX];
+    ImVector<wchar_t> local_temp_heap;
+    if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack))
+        local_temp_heap.resize(filename_wsize + mode_wsize);
+    wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack;
+    wchar_t* mode_wbuf = filename_wbuf + filename_wsize;
+    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize);
+    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize);
+    return ::_wfopen(filename_wbuf, mode_wbuf);
+#else
+    return fopen(filename, mode);
+#endif
+}
+
+// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
+bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
+ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
+ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
+ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+
+// Helper: Load file content into memory
+// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
+// This can't really be used with "rt" because fseek size won't match read size.
+void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
+{
+    IM_ASSERT(filename && mode);
+    if (out_file_size)
+        *out_file_size = 0;
+
+    ImFileHandle f;
+    if ((f = ImFileOpen(filename, mode)) == NULL)
+        return NULL;
+
+    size_t file_size = (size_t)ImFileGetSize(f);
+    if (file_size == (size_t)-1)
+    {
+        ImFileClose(f);
+        return NULL;
+    }
+
+    void* file_data = IM_ALLOC(file_size + padding_bytes);
+    if (file_data == NULL)
+    {
+        ImFileClose(f);
+        return NULL;
+    }
+    if (ImFileRead(file_data, 1, file_size, f) != file_size)
+    {
+        ImFileClose(f);
+        IM_FREE(file_data);
+        return NULL;
+    }
+    if (padding_bytes > 0)
+        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
+
+    ImFileClose(f);
+    if (out_file_size)
+        *out_file_size = file_size;
+
+    return file_data;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
+//-----------------------------------------------------------------------------
+
+IM_MSVC_RUNTIME_CHECKS_OFF
+
+// Convert UTF-8 to 32-bit character, process single character input.
+// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
+// We handle UTF-8 decoding error by skipping forward.
+int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
+{
+    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
+    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
+    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
+    static const int shiftc[] = { 0, 18, 12, 6, 0 };
+    static const int shifte[] = { 0, 6, 4, 2, 0 };
+    int len = lengths[*(const unsigned char*)in_text >> 3];
+    int wanted = len + (len ? 0 : 1);
+
+    if (in_text_end == NULL)
+        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
+
+    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
+    // so it is fast even with excessive branching.
+    unsigned char s[4];
+    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
+    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
+    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
+    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
+
+    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
+    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
+    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
+    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
+    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
+    *out_char >>= shiftc[len];
+
+    // Accumulate the various error conditions.
+    int e = 0;
+    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
+    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
+    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
+    e |= (s[1] & 0xc0) >> 2;
+    e |= (s[2] & 0xc0) >> 4;
+    e |= (s[3]       ) >> 6;
+    e ^= 0x2a; // top two bits of each tail byte correct?
+    e >>= shifte[len];
+
+    if (e)
+    {
+        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
+        // One byte is consumed in case of invalid first byte of in_text.
+        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
+        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
+        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
+        *out_char = IM_UNICODE_CODEPOINT_INVALID;
+    }
+
+    return wanted;
+}
+
+int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
+{
+    ImWchar* buf_out = buf;
+    ImWchar* buf_end = buf + buf_size;
+    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c;
+        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+        *buf_out++ = (ImWchar)c;
+    }
+    *buf_out = 0;
+    if (in_text_remaining)
+        *in_text_remaining = in_text;
+    return (int)(buf_out - buf);
+}
+
+int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
+{
+    int char_count = 0;
+    while ((!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c;
+        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+        char_count++;
+    }
+    return char_count;
+}
+
+// Based on stb_to_utf8() from github.com/nothings/stb/
+static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
+{
+    if (c < 0x80)
+    {
+        buf[0] = (char)c;
+        return 1;
+    }
+    if (c < 0x800)
+    {
+        if (buf_size < 2) return 0;
+        buf[0] = (char)(0xc0 + (c >> 6));
+        buf[1] = (char)(0x80 + (c & 0x3f));
+        return 2;
+    }
+    if (c < 0x10000)
+    {
+        if (buf_size < 3) return 0;
+        buf[0] = (char)(0xe0 + (c >> 12));
+        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
+        buf[2] = (char)(0x80 + ((c ) & 0x3f));
+        return 3;
+    }
+    if (c <= 0x10FFFF)
+    {
+        if (buf_size < 4) return 0;
+        buf[0] = (char)(0xf0 + (c >> 18));
+        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
+        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
+        buf[3] = (char)(0x80 + ((c ) & 0x3f));
+        return 4;
+    }
+    // Invalid code point, the max unicode is 0x10FFFF
+    return 0;
+}
+
+const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
+{
+    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
+    out_buf[count] = 0;
+    return out_buf;
+}
+
+// Not optimal but we very rarely use this function.
+int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
+{
+    unsigned int unused = 0;
+    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
+}
+
+static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
+{
+    if (c < 0x80) return 1;
+    if (c < 0x800) return 2;
+    if (c < 0x10000) return 3;
+    if (c <= 0x10FFFF) return 4;
+    return 3;
+}
+
+int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
+{
+    char* buf_p = out_buf;
+    const char* buf_end = out_buf + out_buf_size;
+    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c = (unsigned int)(*in_text++);
+        if (c < 0x80)
+            *buf_p++ = (char)c;
+        else
+            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
+    }
+    *buf_p = 0;
+    return (int)(buf_p - out_buf);
+}
+
+int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
+{
+    int bytes_count = 0;
+    while ((!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c = (unsigned int)(*in_text++);
+        if (c < 0x80)
+            bytes_count++;
+        else
+            bytes_count += ImTextCountUtf8BytesFromChar(c);
+    }
+    return bytes_count;
+}
+
+const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
+{
+    while (in_text_curr > in_text_start)
+    {
+        in_text_curr--;
+        if ((*in_text_curr & 0xC0) != 0x80)
+            return in_text_curr;
+    }
+    return in_text_start;
+}
+
+int ImTextCountLines(const char* in_text, const char* in_text_end)
+{
+    if (in_text_end == NULL)
+        in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
+    int count = 0;
+    while (in_text < in_text_end)
+    {
+        const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text);
+        in_text = line_end ? line_end + 1 : in_text_end;
+        count++;
+    }
+    return count;
+}
+
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
+// Note: The Convert functions are early design which are not consistent with other API.
+//-----------------------------------------------------------------------------
+
+IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
+{
+    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
+    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
+    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
+    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
+    return IM_COL32(r, g, b, 0xFF);
+}
+
+ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
+{
+    float s = 1.0f / 255.0f;
+    return ImVec4(
+        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
+}
+
+ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
+{
+    ImU32 out;
+    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
+    return out;
+}
+
+// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
+// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
+void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
+{
+    float K = 0.f;
+    if (g < b)
+    {
+        ImSwap(g, b);
+        K = -1.f;
+    }
+    if (r < g)
+    {
+        ImSwap(r, g);
+        K = -2.f / 6.f - K;
+    }
+
+    const float chroma = r - (g < b ? g : b);
+    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
+    out_s = chroma / (r + 1e-20f);
+    out_v = r;
+}
+
+// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
+// also http://en.wikipedia.org/wiki/HSL_and_HSV
+void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
+{
+    if (s == 0.0f)
+    {
+        // gray
+        out_r = out_g = out_b = v;
+        return;
+    }
+
+    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
+    int   i = (int)h;
+    float f = h - (float)i;
+    float p = v * (1.0f - s);
+    float q = v * (1.0f - s * f);
+    float t = v * (1.0f - s * (1.0f - f));
+
+    switch (i)
+    {
+    case 0: out_r = v; out_g = t; out_b = p; break;
+    case 1: out_r = q; out_g = v; out_b = p; break;
+    case 2: out_r = p; out_g = v; out_b = t; break;
+    case 3: out_r = p; out_g = q; out_b = v; break;
+    case 4: out_r = t; out_g = p; out_b = v; break;
+    case 5: default: out_r = v; out_g = p; out_b = q; break;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiStorage
+// Helper: Key->value storage
+//-----------------------------------------------------------------------------
+
+// std::lower_bound but without the bullshit
+ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key)
+{
+    ImGuiStoragePair* in_p = in_begin;
+    for (size_t count = (size_t)(in_end - in_p); count > 0; )
+    {
+        size_t count2 = count >> 1;
+        ImGuiStoragePair* mid = in_p + count2;
+        if (mid->key < key)
+        {
+            in_p = ++mid;
+            count -= count2 + 1;
+        }
+        else
+        {
+            count = count2;
+        }
+    }
+    return in_p;
+}
+
+IM_MSVC_RUNTIME_CHECKS_OFF
+static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
+{
+    // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
+    ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key;
+    ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key;
+    return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0);
+}
+
+// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
+void ImGuiStorage::BuildSortByKey()
+{
+    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID);
+}
+
+int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
+{
+    ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        return default_val;
+    return it->val_i;
+}
+
+bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
+{
+    return GetInt(key, default_val ? 1 : 0) != 0;
+}
+
+float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
+{
+    ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        return default_val;
+    return it->val_f;
+}
+
+void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
+{
+    ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        return NULL;
+    return it->val_p;
+}
+
+// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
+int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
+{
+    ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        it = Data.insert(it, ImGuiStoragePair(key, default_val));
+    return &it->val_i;
+}
+
+bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
+{
+    return (bool*)GetIntRef(key, default_val ? 1 : 0);
+}
+
+float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
+{
+    ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        it = Data.insert(it, ImGuiStoragePair(key, default_val));
+    return &it->val_f;
+}
+
+void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
+{
+    ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        it = Data.insert(it, ImGuiStoragePair(key, default_val));
+    return &it->val_p;
+}
+
+// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
+void ImGuiStorage::SetInt(ImGuiID key, int val)
+{
+    ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        Data.insert(it, ImGuiStoragePair(key, val));
+    else
+        it->val_i = val;
+}
+
+void ImGuiStorage::SetBool(ImGuiID key, bool val)
+{
+    SetInt(key, val ? 1 : 0);
+}
+
+void ImGuiStorage::SetFloat(ImGuiID key, float val)
+{
+    ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        Data.insert(it, ImGuiStoragePair(key, val));
+    else
+        it->val_f = val;
+}
+
+void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
+{
+    ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+    if (it == Data.Data + Data.Size || it->key != key)
+        Data.insert(it, ImGuiStoragePair(key, val));
+    else
+        it->val_p = val;
+}
+
+void ImGuiStorage::SetAllInt(int v)
+{
+    for (int i = 0; i < Data.Size; i++)
+        Data[i].val_i = v;
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiTextFilter
+//-----------------------------------------------------------------------------
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
+{
+    InputBuf[0] = 0;
+    CountGrep = 0;
+    if (default_filter)
+    {
+        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
+        Build();
+    }
+}
+
+bool ImGuiTextFilter::Draw(const char* label, float width)
+{
+    if (width != 0.0f)
+        ImGui::SetNextItemWidth(width);
+    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
+    if (value_changed)
+        Build();
+    return value_changed;
+}
+
+void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
+{
+    out->resize(0);
+    const char* wb = b;
+    const char* we = wb;
+    while (we < e)
+    {
+        if (*we == separator)
+        {
+            out->push_back(ImGuiTextRange(wb, we));
+            wb = we + 1;
+        }
+        we++;
+    }
+    if (wb != we)
+        out->push_back(ImGuiTextRange(wb, we));
+}
+
+void ImGuiTextFilter::Build()
+{
+    Filters.resize(0);
+    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
+    input_range.split(',', &Filters);
+
+    CountGrep = 0;
+    for (ImGuiTextRange& f : Filters)
+    {
+        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
+            f.b++;
+        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
+            f.e--;
+        if (f.empty())
+            continue;
+        if (f.b[0] != '-')
+            CountGrep += 1;
+    }
+}
+
+bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
+{
+    if (Filters.Size == 0)
+        return true;
+
+    if (text == NULL)
+        text = text_end = "";
+
+    for (const ImGuiTextRange& f : Filters)
+    {
+        if (f.b == f.e)
+            continue;
+        if (f.b[0] == '-')
+        {
+            // Subtract
+            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
+                return false;
+        }
+        else
+        {
+            // Grep
+            if (ImStristr(text, text_end, f.b, f.e) != NULL)
+                return true;
+        }
+    }
+
+    // Implicit * grep
+    if (CountGrep == 0)
+        return true;
+
+    return false;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
+//-----------------------------------------------------------------------------
+
+// On some platform vsnprintf() takes va_list by reference and modifies it.
+// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
+#ifndef va_copy
+#if defined(__GNUC__) || defined(__clang__)
+#define va_copy(dest, src) __builtin_va_copy(dest, src)
+#else
+#define va_copy(dest, src) (dest = src)
+#endif
+#endif
+
+char ImGuiTextBuffer::EmptyString[1] = { 0 };
+
+void ImGuiTextBuffer::append(const char* str, const char* str_end)
+{
+    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
+
+    // Add zero-terminator the first time
+    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
+    const int needed_sz = write_off + len;
+    if (write_off + len >= Buf.Capacity)
+    {
+        int new_capacity = Buf.Capacity * 2;
+        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
+    }
+
+    Buf.resize(needed_sz);
+    memcpy(&Buf[write_off - 1], str, (size_t)len);
+    Buf[write_off - 1 + len] = 0;
+}
+
+void ImGuiTextBuffer::appendf(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    appendfv(fmt, args);
+    va_end(args);
+}
+
+// Helper: Text buffer for logging/accumulating text
+void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
+{
+    va_list args_copy;
+    va_copy(args_copy, args);
+
+    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
+    if (len <= 0)
+    {
+        va_end(args_copy);
+        return;
+    }
+
+    // Add zero-terminator the first time
+    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
+    const int needed_sz = write_off + len;
+    if (write_off + len >= Buf.Capacity)
+    {
+        int new_capacity = Buf.Capacity * 2;
+        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
+    }
+
+    Buf.resize(needed_sz);
+    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
+    va_end(args_copy);
+}
+
+void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
+{
+    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
+    if (old_size == new_size)
+        return;
+    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
+        LineOffsets.push_back(EndOffset);
+    const char* base_end = base + new_size;
+    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
+        if (++p < base_end) // Don't push a trailing offset on last \n
+            LineOffsets.push_back((int)(intptr_t)(p - base));
+    EndOffset = ImMax(EndOffset, new_size);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiListClipper
+//-----------------------------------------------------------------------------
+
+// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
+// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
+static bool GetSkipItemForListClipping()
+{
+    ImGuiContext& g = *GImGui;
+    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
+}
+
+static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
+{
+    if (ranges.Size - offset <= 1)
+        return;
+
+    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
+    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
+        for (int i = offset; i < sort_end + offset; ++i)
+            if (ranges[i].Min > ranges[i + 1].Min)
+                ImSwap(ranges[i], ranges[i + 1]);
+
+    // Now fuse ranges together as much as possible.
+    for (int i = 1 + offset; i < ranges.Size; i++)
+    {
+        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
+        if (ranges[i - 1].Max < ranges[i].Min)
+            continue;
+        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
+        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
+        ranges.erase(ranges.Data + i);
+        i--;
+    }
+}
+
+static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
+{
+    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
+    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
+    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float off_y = pos_y - window->DC.CursorPos.y;
+    window->DC.CursorPos.y = pos_y;
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
+    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
+    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
+    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
+        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
+    if (ImGuiTable* table = g.CurrentTable)
+    {
+        if (table->IsInsideRow)
+            ImGui::TableEndRow(table);
+        table->RowPosY2 = window->DC.CursorPos.y;
+        const int row_increase = (int)((off_y / line_height) + 0.5f);
+        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
+        table->RowBgColorCounter += row_increase;
+    }
+}
+
+ImGuiListClipper::ImGuiListClipper()
+{
+    memset(this, 0, sizeof(*this));
+}
+
+ImGuiListClipper::~ImGuiListClipper()
+{
+    End();
+}
+
+void ImGuiListClipper::Begin(int items_count, float items_height)
+{
+    if (Ctx == NULL)
+        Ctx = ImGui::GetCurrentContext();
+
+    ImGuiContext& g = *Ctx;
+    ImGuiWindow* window = g.CurrentWindow;
+    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
+
+    if (ImGuiTable* table = g.CurrentTable)
+        if (table->IsInsideRow)
+            ImGui::TableEndRow(table);
+
+    StartPosY = window->DC.CursorPos.y;
+    ItemsHeight = items_height;
+    ItemsCount = items_count;
+    DisplayStart = -1;
+    DisplayEnd = 0;
+
+    // Acquire temporary buffer
+    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
+        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
+    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
+    data->Reset(this);
+    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
+    TempData = data;
+    StartSeekOffsetY = data->LossynessOffset;
+}
+
+void ImGuiListClipper::End()
+{
+    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
+    {
+        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
+        ImGuiContext& g = *Ctx;
+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
+        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
+            SeekCursorForItem(ItemsCount);
+
+        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
+        IM_ASSERT(data->ListClipper == this);
+        data->StepNo = data->Ranges.Size;
+        if (--g.ClipperTempDataStacked > 0)
+        {
+            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
+            data->ListClipper->TempData = data;
+        }
+        TempData = NULL;
+    }
+    ItemsCount = -1;
+}
+
+void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
+{
+    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
+    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
+    IM_ASSERT(item_begin <= item_end);
+    if (item_begin < item_end)
+        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
+}
+
+// This is already called while stepping.
+// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand.
+void ImGuiListClipper::SeekCursorForItem(int item_n)
+{
+    // - Perform the add and multiply with double to allow seeking through larger ranges.
+    // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight).
+    // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done.
+    float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight);
+    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight);
+}
+
+static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
+{
+    ImGuiContext& g = *clipper->Ctx;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
+    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
+
+    ImGuiTable* table = g.CurrentTable;
+    if (table && table->IsInsideRow)
+        ImGui::TableEndRow(table);
+
+    // No items
+    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
+        return false;
+
+    // While we are in frozen row state, keep displaying items one by one, unclipped
+    // FIXME: Could be stored as a table-agnostic state.
+    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
+    {
+        clipper->DisplayStart = data->ItemsFrozen;
+        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
+        if (clipper->DisplayStart < clipper->DisplayEnd)
+            data->ItemsFrozen++;
+        return true;
+    }
+
+    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
+    bool calc_clipping = false;
+    if (data->StepNo == 0)
+    {
+        clipper->StartPosY = window->DC.CursorPos.y;
+        if (clipper->ItemsHeight <= 0.0f)
+        {
+            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
+            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
+            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
+            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
+            data->StepNo = 1;
+            return true;
+        }
+        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
+    }
+
+    // Step 1: Let the clipper infer height from first range
+    if (clipper->ItemsHeight <= 0.0f)
+    {
+        IM_ASSERT(data->StepNo == 1);
+        if (table)
+            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
+
+        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
+        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
+        if (affected_by_floating_point_precision)
+            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
+        if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode.
+            return false;
+        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
+        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
+    }
+
+    // Step 0 or 1: Calculate the actual ranges of visible elements.
+    const int already_submitted = clipper->DisplayEnd;
+    if (calc_clipping)
+    {
+        // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done
+        clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight;
+
+        if (g.LogEnabled)
+        {
+            // If logging is active, do not perform any clipping
+            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
+        }
+        else
+        {
+            // Add range selected to be included for navigation
+            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
+            if (is_nav_request)
+                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
+            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
+                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
+
+            // Add focused/active item
+            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
+            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
+                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
+
+            // Add visible range
+            float min_y = window->ClipRect.Min.y;
+            float max_y = window->ClipRect.Max.y;
+
+            // Add box selection range
+            ImGuiBoxSelectState* bs = &g.BoxSelectState;
+            if (bs->IsActive && bs->Window == window)
+            {
+                // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos.
+                // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that.
+                // As a workaround we currently half ItemSpacing worth on each side.
+                min_y -= g.Style.ItemSpacing.y;
+                max_y += g.Style.ItemSpacing.y;
+
+                // Box-select on 2D area requires different clipping.
+                if (bs->UnclipMode)
+                    data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0));
+            }
+
+            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
+            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
+            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max));
+        }
+
+        // Convert position ranges to item index ranges
+        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
+        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
+        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
+        for (ImGuiListClipperRange& range : data->Ranges)
+            if (range.PosToIndexConvert)
+            {
+                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
+                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
+                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
+                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
+                range.PosToIndexConvert = false;
+            }
+        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
+    }
+
+    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
+    while (data->StepNo < data->Ranges.Size)
+    {
+        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
+        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
+        if (clipper->DisplayStart > already_submitted) //-V1051
+            clipper->SeekCursorForItem(clipper->DisplayStart);
+        data->StepNo++;
+        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
+            continue;
+        return true;
+    }
+
+    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
+    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
+    if (clipper->ItemsCount < INT_MAX)
+        clipper->SeekCursorForItem(clipper->ItemsCount);
+
+    return false;
+}
+
+bool ImGuiListClipper::Step()
+{
+    ImGuiContext& g = *Ctx;
+    bool need_items_height = (ItemsHeight <= 0.0f);
+    bool ret = ImGuiListClipper_StepInternal(this);
+    if (ret && (DisplayStart == DisplayEnd))
+        ret = false;
+    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
+    if (need_items_height && ItemsHeight > 0.0f)
+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
+    if (ret)
+    {
+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
+    }
+    else
+    {
+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
+        End();
+    }
+    return ret;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] STYLING
+//-----------------------------------------------------------------------------
+
+ImGuiStyle& ImGui::GetStyle()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+    return GImGui->Style;
+}
+
+ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
+{
+    ImGuiStyle& style = GImGui->Style;
+    ImVec4 c = style.Colors[idx];
+    c.w *= style.Alpha * alpha_mul;
+    return ColorConvertFloat4ToU32(c);
+}
+
+ImU32 ImGui::GetColorU32(const ImVec4& col)
+{
+    ImGuiStyle& style = GImGui->Style;
+    ImVec4 c = col;
+    c.w *= style.Alpha;
+    return ColorConvertFloat4ToU32(c);
+}
+
+const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
+{
+    ImGuiStyle& style = GImGui->Style;
+    return style.Colors[idx];
+}
+
+ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul)
+{
+    ImGuiStyle& style = GImGui->Style;
+    alpha_mul *= style.Alpha;
+    if (alpha_mul >= 1.0f)
+        return col;
+    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
+    a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
+    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
+}
+
+// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
+void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiColorMod backup;
+    backup.Col = idx;
+    backup.BackupValue = g.Style.Colors[idx];
+    g.ColorStack.push_back(backup);
+    if (g.DebugFlashStyleColorIdx != idx)
+        g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
+}
+
+void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiColorMod backup;
+    backup.Col = idx;
+    backup.BackupValue = g.Style.Colors[idx];
+    g.ColorStack.push_back(backup);
+    if (g.DebugFlashStyleColorIdx != idx)
+        g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ColorStack.Size < count)
+    {
+        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!");
+        count = g.ColorStack.Size;
+    }
+    while (count > 0)
+    {
+        ImGuiColorMod& backup = g.ColorStack.back();
+        g.Style.Colors[backup.Col] = backup.BackupValue;
+        g.ColorStack.pop_back();
+        count--;
+    }
+}
+
+static const ImGuiDataVarInfo GStyleVarInfo[] =
+{
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                     // ImGuiStyleVar_Alpha
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },             // ImGuiStyleVar_DisabledAlpha
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },             // ImGuiStyleVar_WindowPadding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },            // ImGuiStyleVar_WindowRounding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },          // ImGuiStyleVar_WindowBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },             // ImGuiStyleVar_WindowMinSize
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },          // ImGuiStyleVar_WindowTitleAlign
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },             // ImGuiStyleVar_ChildRounding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },           // ImGuiStyleVar_ChildBorderSize
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },             // ImGuiStyleVar_PopupRounding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },           // ImGuiStyleVar_PopupBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },              // ImGuiStyleVar_FramePadding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },             // ImGuiStyleVar_FrameRounding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },           // ImGuiStyleVar_FrameBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },               // ImGuiStyleVar_ItemSpacing
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },          // ImGuiStyleVar_ItemInnerSpacing
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },             // ImGuiStyleVar_IndentSpacing
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },               // ImGuiStyleVar_CellPadding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },             // ImGuiStyleVar_ScrollbarSize
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },         // ImGuiStyleVar_ScrollbarRounding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },               // ImGuiStyleVar_GrabMinSize
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },              // ImGuiStyleVar_GrabRounding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },               // ImGuiStyleVar_TabRounding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) },             // ImGuiStyleVar_TabBorderSize
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },          // ImGuiStyleVar_TabBarBorderSize
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) },        // ImGuiStyleVar_TabBarOverlineSize
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)},    // ImGuiStyleVar_TableAngledHeadersAngle
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },           // ImGuiStyleVar_ButtonTextAlign
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },       // ImGuiStyleVar_SelectableTextAlign
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)},    // ImGuiStyleVar_SeparatorTextBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },        // ImGuiStyleVar_SeparatorTextAlign
+    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },      // ImGuiStyleVar_SeparatorTextPadding
+};
+
+const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
+{
+    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
+    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
+    return &GStyleVarInfo[idx];
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1)
+    {
+        IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
+        return;
+    }
+    float* pvar = (float*)var_info->GetVarPtr(&g.Style);
+    g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+    *pvar = val;
+}
+
+void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+    {
+        IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
+        return;
+    }
+    ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+    g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+    pvar->x = val_x;
+}
+
+void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+    {
+        IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
+        return;
+    }
+    ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+    g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+    pvar->y = val_y;
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+    {
+        IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
+        return;
+    }
+    ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+    g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+    *pvar = val;
+}
+
+void ImGui::PopStyleVar(int count)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.StyleVarStack.Size < count)
+    {
+        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!");
+        count = g.StyleVarStack.Size;
+    }
+    while (count > 0)
+    {
+        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
+        ImGuiStyleMod& backup = g.StyleVarStack.back();
+        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
+        void* data = info->GetVarPtr(&g.Style);
+        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
+        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
+        g.StyleVarStack.pop_back();
+        count--;
+    }
+}
+
+const char* ImGui::GetStyleColorName(ImGuiCol idx)
+{
+    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
+    switch (idx)
+    {
+    case ImGuiCol_Text: return "Text";
+    case ImGuiCol_TextDisabled: return "TextDisabled";
+    case ImGuiCol_WindowBg: return "WindowBg";
+    case ImGuiCol_ChildBg: return "ChildBg";
+    case ImGuiCol_PopupBg: return "PopupBg";
+    case ImGuiCol_Border: return "Border";
+    case ImGuiCol_BorderShadow: return "BorderShadow";
+    case ImGuiCol_FrameBg: return "FrameBg";
+    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
+    case ImGuiCol_FrameBgActive: return "FrameBgActive";
+    case ImGuiCol_TitleBg: return "TitleBg";
+    case ImGuiCol_TitleBgActive: return "TitleBgActive";
+    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
+    case ImGuiCol_MenuBarBg: return "MenuBarBg";
+    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
+    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
+    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
+    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
+    case ImGuiCol_CheckMark: return "CheckMark";
+    case ImGuiCol_SliderGrab: return "SliderGrab";
+    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
+    case ImGuiCol_Button: return "Button";
+    case ImGuiCol_ButtonHovered: return "ButtonHovered";
+    case ImGuiCol_ButtonActive: return "ButtonActive";
+    case ImGuiCol_Header: return "Header";
+    case ImGuiCol_HeaderHovered: return "HeaderHovered";
+    case ImGuiCol_HeaderActive: return "HeaderActive";
+    case ImGuiCol_Separator: return "Separator";
+    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
+    case ImGuiCol_SeparatorActive: return "SeparatorActive";
+    case ImGuiCol_ResizeGrip: return "ResizeGrip";
+    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
+    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+    case ImGuiCol_TabHovered: return "TabHovered";
+    case ImGuiCol_Tab: return "Tab";
+    case ImGuiCol_TabSelected: return "TabSelected";
+    case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline";
+    case ImGuiCol_TabDimmed: return "TabDimmed";
+    case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected";
+    case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline";
+    case ImGuiCol_PlotLines: return "PlotLines";
+    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
+    case ImGuiCol_PlotHistogram: return "PlotHistogram";
+    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
+    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
+    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
+    case ImGuiCol_TableBorderLight: return "TableBorderLight";
+    case ImGuiCol_TableRowBg: return "TableRowBg";
+    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
+    case ImGuiCol_TextLink: return "TextLink";
+    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
+    case ImGuiCol_DragDropTarget: return "DragDropTarget";
+    case ImGuiCol_NavHighlight: return "NavHighlight";
+    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
+    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
+    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
+    }
+    IM_ASSERT(0);
+    return "Unknown";
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] RENDER HELPERS
+// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
+// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
+// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
+//-----------------------------------------------------------------------------
+
+const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
+{
+    const char* text_display_end = text;
+    if (!text_end)
+        text_end = (const char*)-1;
+
+    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+        text_display_end++;
+    return text_display_end;
+}
+
+// Internal ImGui functions to render text
+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Hide anything after a '##' string
+    const char* text_display_end;
+    if (hide_text_after_hash)
+    {
+        text_display_end = FindRenderedTextEnd(text, text_end);
+    }
+    else
+    {
+        if (!text_end)
+            text_end = text + strlen(text); // FIXME-OPT
+        text_display_end = text_end;
+    }
+
+    if (text != text_display_end)
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
+        if (g.LogEnabled)
+            LogRenderedText(&pos, text, text_display_end);
+    }
+}
+
+void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (!text_end)
+        text_end = text + strlen(text); // FIXME-OPT
+
+    if (text != text_end)
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
+        if (g.LogEnabled)
+            LogRenderedText(&pos, text, text_end);
+    }
+}
+
+// Default clip_rect uses (pos_min,pos_max)
+// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
+// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
+// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
+// better advantage of the render function taking size into account for coarse clipping.
+void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+    // Perform CPU side clipping for single clipped element to avoid using scissor state
+    ImVec2 pos = pos_min;
+    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
+
+    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
+    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
+    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
+    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
+        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
+
+    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
+    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
+    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
+
+    // Render
+    if (need_clipping)
+    {
+        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
+        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+    }
+    else
+    {
+        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+    }
+}
+
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+    // Hide anything after a '##' string
+    const char* text_display_end = FindRenderedTextEnd(text, text_end);
+    const int text_len = (int)(text_display_end - text);
+    if (text_len == 0)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
+    if (g.LogEnabled)
+        LogRenderedText(&pos_min, text, text_display_end);
+}
+
+// Another overly complex function until we reorganize everything into a nice all-in-one helper.
+// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
+// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
+void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
+{
+    ImGuiContext& g = *GImGui;
+    if (text_end_full == NULL)
+        text_end_full = FindRenderedTextEnd(text);
+    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
+
+    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
+    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
+    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
+    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
+    if (text_size.x > pos_max.x - pos_min.x)
+    {
+        // Hello wo...
+        // |       |   |
+        // min   max   ellipsis_max
+        //          <-> this is generally some padding value
+
+        const ImFont* font = draw_list->_Data->Font;
+        const float font_size = draw_list->_Data->FontSize;
+        const float font_scale = draw_list->_Data->FontScale;
+        const char* text_end_ellipsis = NULL;
+        const float ellipsis_width = font->EllipsisWidth * font_scale;
+
+        // We can now claim the space between pos_max.x and ellipsis_max.x
+        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
+        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
+        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
+        {
+            // Always display at least 1 character if there's no room for character + ellipsis
+            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
+            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
+        }
+        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
+        {
+            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
+            text_end_ellipsis--;
+            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
+        }
+
+        // Render text, render ellipsis
+        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
+        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
+        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
+            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
+                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
+    }
+    else
+    {
+        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
+    }
+
+    if (g.LogEnabled)
+        LogRenderedText(&pos_min, text, text_end_full);
+}
+
+// Render a rectangle shaped with optional rounding and borders
+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
+    const float border_size = g.Style.FrameBorderSize;
+    if (borders && border_size > 0.0f)
+    {
+        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
+    }
+}
+
+void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const float border_size = g.Style.FrameBorderSize;
+    if (border_size > 0.0f)
+    {
+        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
+    }
+}
+
+void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (id != g.NavId)
+        return;
+    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
+        return;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->DC.NavHideHighlightOneFrame)
+        return;
+
+    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
+    ImRect display_rect = bb;
+    display_rect.ClipWith(window->ClipRect);
+    const float thickness = 2.0f;
+    if (flags & ImGuiNavHighlightFlags_Compact)
+    {
+        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
+    }
+    else
+    {
+        const float distance = 3.0f + thickness * 0.5f;
+        display_rect.Expand(ImVec2(distance, distance));
+        bool fully_visible = window->ClipRect.Contains(display_rect);
+        if (!fully_visible)
+            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
+        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
+        if (!fully_visible)
+            window->DrawList->PopClipRect();
+    }
+}
+
+void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
+{
+    ImGuiContext& g = *GImGui;
+    if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values.
+        mouse_cursor = ImGuiMouseCursor_Arrow;
+    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
+    for (ImGuiViewportP* viewport : g.Viewports)
+    {
+        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
+        ImVec2 offset, size, uv[4];
+        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
+            continue;
+        const ImVec2 pos = base_pos - offset;
+        const float scale = base_scale;
+        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
+            continue;
+        ImDrawList* draw_list = GetForegroundDrawList(viewport);
+        ImTextureID tex_id = font_atlas->TexID;
+        draw_list->PushTextureID(tex_id);
+        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
+        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
+        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
+        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
+        draw_list->PopTextureID();
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] INITIALIZATION, SHUTDOWN
+//-----------------------------------------------------------------------------
+
+// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
+// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
+ImGuiContext* ImGui::GetCurrentContext()
+{
+    return GImGui;
+}
+
+void ImGui::SetCurrentContext(ImGuiContext* ctx)
+{
+#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
+    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
+#else
+    GImGui = ctx;
+#endif
+}
+
+void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
+{
+    GImAllocatorAllocFunc = alloc_func;
+    GImAllocatorFreeFunc = free_func;
+    GImAllocatorUserData = user_data;
+}
+
+// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
+void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
+{
+    *p_alloc_func = GImAllocatorAllocFunc;
+    *p_free_func = GImAllocatorFreeFunc;
+    *p_user_data = GImAllocatorUserData;
+}
+
+ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
+{
+    ImGuiContext* prev_ctx = GetCurrentContext();
+    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
+    SetCurrentContext(ctx);
+    Initialize();
+    if (prev_ctx != NULL)
+        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
+    return ctx;
+}
+
+void ImGui::DestroyContext(ImGuiContext* ctx)
+{
+    ImGuiContext* prev_ctx = GetCurrentContext();
+    if (ctx == NULL) //-V1051
+        ctx = prev_ctx;
+    SetCurrentContext(ctx);
+    Shutdown();
+    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
+    IM_DELETE(ctx);
+}
+
+// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation.
+static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
+{
+    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
+    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
+    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
+    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
+    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
+    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
+    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
+    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
+    { ImGuiLocKey_OpenLink_s,           "Open '%s'"                             },
+    { ImGuiLocKey_CopyLink,             "Copy Link###CopyLink"                  },
+};
+
+void ImGui::Initialize()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
+
+    // Add .ini handle for ImGuiWindow and ImGuiTable types
+    {
+        ImGuiSettingsHandler ini_handler;
+        ini_handler.TypeName = "Window";
+        ini_handler.TypeHash = ImHashStr("Window");
+        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
+        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
+        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
+        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
+        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
+        AddSettingsHandler(&ini_handler);
+    }
+    TableSettingsAddSettingsHandler();
+
+    // Setup default localization table
+    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
+
+    // Setup default ImGuiPlatformIO clipboard/IME handlers.
+    g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
+    g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl;
+    g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl;
+    g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl;
+
+    // Create default viewport
+    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
+    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
+    g.Viewports.push_back(viewport);
+    g.TempBuffer.resize(1024 * 3 + 1, 0);
+
+    // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
+    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+        if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
+            || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
+            || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
+            || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
+            g.KeysMayBeCharInput.SetBit(key);
+
+#ifdef IMGUI_HAS_DOCK
+#endif
+
+    g.Initialized = true;
+}
+
+// This function is merely here to free heap allocations.
+void ImGui::Shutdown()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
+    IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
+
+    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
+    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
+    {
+        g.IO.Fonts->Locked = false;
+        IM_DELETE(g.IO.Fonts);
+    }
+    g.IO.Fonts = NULL;
+    g.DrawListSharedData.TempBuffer.clear();
+
+    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
+    if (!g.Initialized)
+        return;
+
+    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
+    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
+        SaveIniSettingsToDisk(g.IO.IniFilename);
+
+    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
+
+    // Clear everything else
+    g.Windows.clear_delete();
+    g.WindowsFocusOrder.clear();
+    g.WindowsTempSortBuffer.clear();
+    g.CurrentWindow = NULL;
+    g.CurrentWindowStack.clear();
+    g.WindowsById.Clear();
+    g.NavWindow = NULL;
+    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
+    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
+    g.MovingWindow = NULL;
+
+    g.KeysRoutingTable.Clear();
+
+    g.ColorStack.clear();
+    g.StyleVarStack.clear();
+    g.FontStack.clear();
+    g.OpenPopupStack.clear();
+    g.BeginPopupStack.clear();
+    g.TreeNodeStack.clear();
+
+    g.Viewports.clear_delete();
+
+    g.TabBars.Clear();
+    g.CurrentTabBarStack.clear();
+    g.ShrinkWidthBuffer.clear();
+
+    g.ClipperTempData.clear_destruct();
+
+    g.Tables.Clear();
+    g.TablesTempData.clear_destruct();
+    g.DrawChannelsTempMergeBuffer.clear();
+
+    g.MultiSelectStorage.Clear();
+    g.MultiSelectTempData.clear_destruct();
+
+    g.ClipboardHandlerData.clear();
+    g.MenusIdSubmittedThisFrame.clear();
+    g.InputTextState.ClearFreeMemory();
+    g.InputTextDeactivatedState.ClearFreeMemory();
+
+    g.SettingsWindows.clear();
+    g.SettingsHandlers.clear();
+
+    if (g.LogFile)
+    {
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+        if (g.LogFile != stdout)
+#endif
+            ImFileClose(g.LogFile);
+        g.LogFile = NULL;
+    }
+    g.LogBuffer.clear();
+    g.DebugLogBuf.clear();
+    g.DebugLogIndex.clear();
+
+    g.Initialized = false;
+}
+
+// No specific ordering/dependency support, will see as needed
+ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
+{
+    ImGuiContext& g = *ctx;
+    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
+    g.Hooks.push_back(*hook);
+    g.Hooks.back().HookId = ++g.HookIdNext;
+    return g.HookIdNext;
+}
+
+// Deferred removal, avoiding issue with changing vector while iterating it
+void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
+{
+    ImGuiContext& g = *ctx;
+    IM_ASSERT(hook_id != 0);
+    for (ImGuiContextHook& hook : g.Hooks)
+        if (hook.HookId == hook_id)
+            hook.Type = ImGuiContextHookType_PendingRemoval_;
+}
+
+// Call context hooks (used by e.g. test engine)
+// We assume a small number of hooks so all stored in same array
+void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
+{
+    ImGuiContext& g = *ctx;
+    for (ImGuiContextHook& hook : g.Hooks)
+        if (hook.Type == hook_type)
+            hook.Callback(&g, &hook);
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+//-----------------------------------------------------------------------------
+
+// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
+ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
+{
+    memset(this, 0, sizeof(*this));
+    Ctx = ctx;
+    Name = ImStrdup(name);
+    NameBufLen = (int)strlen(name) + 1;
+    ID = ImHashStr(name);
+    IDStack.push_back(ID);
+    MoveId = GetID("#MOVE");
+    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
+    AutoFitFramesX = AutoFitFramesY = -1;
+    AutoPosLastDirection = ImGuiDir_None;
+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0;
+    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
+    LastFrameActive = -1;
+    LastTimeActive = -1.0f;
+    FontWindowScale = 1.0f;
+    SettingsOffset = -1;
+    DrawList = &DrawListInst;
+    DrawList->_Data = &Ctx->DrawListSharedData;
+    DrawList->_OwnerName = Name;
+    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
+}
+
+ImGuiWindow::~ImGuiWindow()
+{
+    IM_ASSERT(DrawList == &DrawListInst);
+    IM_DELETE(Name);
+    ColumnsStorage.clear_destruct();
+}
+
+static void SetCurrentWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow = window;
+    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
+    g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking
+    if (window)
+    {
+        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+        g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize;
+        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
+    }
+}
+
+void ImGui::GcCompactTransientMiscBuffers()
+{
+    ImGuiContext& g = *GImGui;
+    g.ItemFlagsStack.clear();
+    g.GroupStack.clear();
+    g.MultiSelectTempDataStacked = 0;
+    g.MultiSelectTempData.clear_destruct();
+    TableGcCompactSettings();
+}
+
+// Free up/compact internal window buffers, we can use this when a window becomes unused.
+// Not freed:
+// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
+// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
+void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
+{
+    window->MemoryCompacted = true;
+    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
+    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
+    window->IDStack.clear();
+    window->DrawList->_ClearFreeMemory();
+    window->DC.ChildWindows.clear();
+    window->DC.ItemWidthStack.clear();
+    window->DC.TextWrapPosStack.clear();
+}
+
+void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
+{
+    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
+    // The other buffers tends to amortize much faster.
+    window->MemoryCompacted = false;
+    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
+    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
+    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
+}
+
+void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Clear previous active id
+    if (g.ActiveId != 0)
+    {
+        // While most behaved code would make an effort to not steal active id during window move/drag operations,
+        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
+        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
+        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
+        {
+            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
+            g.MovingWindow = NULL;
+        }
+
+        // This could be written in a more general way (e.g associate a hook to ActiveId),
+        // but since this is currently quite an exception we'll leave it as is.
+        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
+        if (g.InputTextState.ID == g.ActiveId)
+            InputTextDeactivateHook(g.ActiveId);
+    }
+
+    // Set active id
+    g.ActiveIdIsJustActivated = (g.ActiveId != id);
+    if (g.ActiveIdIsJustActivated)
+    {
+        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
+        g.ActiveIdTimer = 0.0f;
+        g.ActiveIdHasBeenPressedBefore = false;
+        g.ActiveIdHasBeenEditedBefore = false;
+        g.ActiveIdMouseButton = -1;
+        if (id != 0)
+        {
+            g.LastActiveId = id;
+            g.LastActiveIdTimer = 0.0f;
+        }
+    }
+    g.ActiveId = id;
+    g.ActiveIdAllowOverlap = false;
+    g.ActiveIdNoClearOnFocusLoss = false;
+    g.ActiveIdWindow = window;
+    g.ActiveIdHasBeenEditedThisFrame = false;
+    g.ActiveIdFromShortcut = false;
+    if (id)
+    {
+        g.ActiveIdIsAlive = id;
+        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
+        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
+    }
+
+    // Clear declaration of inputs claimed by the widget
+    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
+    g.ActiveIdUsingNavDirMask = 0x00;
+    g.ActiveIdUsingAllKeyboardKeys = false;
+}
+
+void ImGui::ClearActiveID()
+{
+    SetActiveID(0, NULL); // g.ActiveId = 0;
+}
+
+void ImGui::SetHoveredID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    g.HoveredId = id;
+    g.HoveredIdAllowOverlap = false;
+    if (id != 0 && g.HoveredIdPreviousFrame != id)
+        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
+}
+
+ImGuiID ImGui::GetHoveredID()
+{
+    ImGuiContext& g = *GImGui;
+    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
+}
+
+void ImGui::MarkItemEdited(ImGuiID id)
+{
+    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
+    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
+    ImGuiContext& g = *GImGui;
+    if (g.LockMarkEdited > 0)
+        return;
+    if (g.ActiveId == id || g.ActiveId == 0)
+    {
+        g.ActiveIdHasBeenEditedThisFrame = true;
+        g.ActiveIdHasBeenEditedBefore = true;
+    }
+
+    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
+    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
+    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive));
+
+    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
+    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
+}
+
+bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
+{
+    // An active popup disable hovering on other windows (apart from its own children)
+    // FIXME-OPT: This could be cached/stored within the window.
+    ImGuiContext& g = *GImGui;
+    if (g.NavWindow)
+        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
+            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
+            {
+                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
+                // NB: The 'else' is important because Modal windows are also Popups.
+                bool want_inhibit = false;
+                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
+                    want_inhibit = true;
+                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+                    want_inhibit = true;
+
+                // Inhibit hover unless the window is within the stack of our modal/popup
+                if (want_inhibit)
+                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
+                        return false;
+            }
+    return true;
+}
+
+static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (flags & ImGuiHoveredFlags_DelayNormal)
+        return g.Style.HoverDelayNormal;
+    if (flags & ImGuiHoveredFlags_DelayShort)
+        return g.Style.HoverDelayShort;
+    return 0.0f;
+}
+
+static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
+{
+    // Allow instance flags to override shared flags
+    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
+        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
+    return user_flags | shared_flags;
+}
+
+// This is roughly matching the behavior of internal-facing ItemHoverable()
+// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
+// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
+bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
+
+    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
+    {
+        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
+            return false;
+        if (!IsItemFocused())
+            return false;
+
+        if (flags & ImGuiHoveredFlags_ForTooltip)
+            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
+    }
+    else
+    {
+        // Test for bounding box overlap, as updated as ItemAdd()
+        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
+        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
+            return false;
+
+        if (flags & ImGuiHoveredFlags_ForTooltip)
+            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
+
+        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0);   // Flags not supported by this function
+
+        // Done with rectangle culling so we can perform heavier checks now
+        // Test if we are hovering the right window (our window could be behind another window)
+        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
+        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
+        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
+        // the test that has been running for a long while.
+        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
+            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
+                return false;
+
+        // Test if another item is active (e.g. being dragged)
+        const ImGuiID id = g.LastItemData.ID;
+        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
+            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
+                if (g.ActiveId != window->MoveId)
+                    return false;
+
+        // Test if interactions on this window are blocked by an active popup or modal.
+        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
+        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
+            return false;
+
+        // Test if the item is disabled
+        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
+            return false;
+
+        // Special handling for calling after Begin() which represent the title bar or tab.
+        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
+        // will never be overwritten so we need to detect the case.
+        if (id == window->MoveId && window->WriteAccessed)
+            return false;
+
+        // Test if using AllowOverlap and overlapped
+        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
+            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
+                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
+                    return false;
+    }
+
+    // Handle hover delay
+    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
+    const float delay = CalcDelayFromHoveredFlags(flags);
+    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
+    {
+        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min);
+        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
+            g.HoverItemDelayTimer = 0.0f;
+        g.HoverItemDelayId = hover_delay_id;
+
+        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
+        // but once unlocked on a given item we also moving.
+        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
+        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
+            return false;
+
+        if (g.HoverItemDelayTimer < delay)
+            return false;
+    }
+
+    return true;
+}
+
+// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
+// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
+// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
+// If you used this in your legacy/custom widgets code:
+// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
+// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
+bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Detect ID conflicts
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0)
+    {
+        g.HoveredIdPreviousFrameItemCount++;
+        if (g.DebugDrawIdConflicts == id)
+            window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
+    }
+#endif
+
+    if (g.HoveredWindow != window)
+        return false;
+    if (!IsMouseHoveringRect(bb.Min, bb.Max))
+        return false;
+
+    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
+        return false;
+    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
+        if (!g.ActiveIdFromShortcut)
+            return false;
+
+    // Done with rectangle culling so we can perform heavier checks now.
+    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
+    {
+        g.HoveredIdIsDisabled = true;
+        return false;
+    }
+
+    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
+    // hover test in widgets code. We could also decide to split this function is two.
+    if (id != 0)
+    {
+        // Drag source doesn't report as hovered
+        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
+            return false;
+
+        SetHoveredID(id);
+
+        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
+        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
+        if (item_flags & ImGuiItemFlags_AllowOverlap)
+        {
+            g.HoveredIdAllowOverlap = true;
+            if (g.HoveredIdPreviousFrame != id)
+                return false;
+        }
+
+        // Display shortcut (only works with mouse)
+        // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip)
+        if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id)
+            if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal))
+                SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut));
+    }
+
+    // When disabled we'll return false but still set HoveredId
+    if (item_flags & ImGuiItemFlags_Disabled)
+    {
+        // Release active id if turning disabled
+        if (g.ActiveId == id && id != 0)
+            ClearActiveID();
+        g.HoveredIdIsDisabled = true;
+        return false;
+    }
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (id != 0)
+    {
+        // [DEBUG] Item Picker tool!
+        // We perform the check here because reaching is path is rare (1~ time a frame),
+        // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered
+        // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost.
+        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
+            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
+        if (g.DebugItemPickerBreakId == id)
+            IM_DEBUG_BREAK();
+    }
+#endif
+
+    if (g.NavDisableMouseHover)
+        return false;
+
+    return true;
+}
+
+// FIXME: This is inlined/duplicated in ItemAdd()
+// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
+bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!bb.Overlaps(window->ClipRect))
+        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
+            if (!g.ItemUnclipByLog)
+                return true;
+    return false;
+}
+
+// This is also inlined in ItemAdd()
+// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
+void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
+{
+    ImGuiContext& g = *GImGui;
+    g.LastItemData.ID = item_id;
+    g.LastItemData.InFlags = in_flags;
+    g.LastItemData.StatusFlags = item_flags;
+    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
+}
+
+float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
+{
+    if (wrap_pos_x < 0.0f)
+        return 0.0f;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (wrap_pos_x == 0.0f)
+    {
+        // We could decide to setup a default wrapping max point for auto-resizing windows,
+        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
+        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
+        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
+        //else
+        wrap_pos_x = window->WorkRect.Max.x;
+    }
+    else if (wrap_pos_x > 0.0f)
+    {
+        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
+    }
+
+    return ImMax(wrap_pos_x - pos.x, 1.0f);
+}
+
+// IM_ALLOC() == ImGui::MemAlloc()
+void* ImGui::MemAlloc(size_t size)
+{
+    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (ImGuiContext* ctx = GImGui)
+        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
+#endif
+    return ptr;
+}
+
+// IM_FREE() == ImGui::MemFree()
+void ImGui::MemFree(void* ptr)
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (ptr != NULL)
+        if (ImGuiContext* ctx = GImGui)
+            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
+#endif
+    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
+}
+
+// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
+void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
+{
+    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
+    IM_UNUSED(ptr);
+    if (entry->FrameCount != frame_count)
+    {
+        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
+        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
+        entry->FrameCount = frame_count;
+        entry->AllocCount = entry->FreeCount = 0;
+    }
+    if (size != (size_t)-1)
+    {
+        entry->AllocCount++;
+        info->TotalAllocCount++;
+        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
+    }
+    else
+    {
+        entry->FreeCount++;
+        info->TotalFreeCount++;
+        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
+    }
+}
+
+const char* ImGui::GetClipboardText()
+{
+    ImGuiContext& g = *GImGui;
+    return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : "";
+}
+
+void ImGui::SetClipboardText(const char* text)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.PlatformIO.Platform_SetClipboardTextFn != NULL)
+        g.PlatformIO.Platform_SetClipboardTextFn(&g, text);
+}
+
+const char* ImGui::GetVersion()
+{
+    return IMGUI_VERSION;
+}
+
+ImGuiIO& ImGui::GetIO()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+    return GImGui->IO;
+}
+
+ImGuiPlatformIO& ImGui::GetPlatformIO()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?");
+    return GImGui->PlatformIO;
+}
+
+// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
+ImDrawData* ImGui::GetDrawData()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiViewportP* viewport = g.Viewports[0];
+    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
+}
+
+double ImGui::GetTime()
+{
+    return GImGui->Time;
+}
+
+int ImGui::GetFrameCount()
+{
+    return GImGui->FrameCount;
+}
+
+static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
+{
+    // Create the draw list on demand, because they are not frequently used for all viewports
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
+    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
+    if (draw_list == NULL)
+    {
+        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
+        draw_list->_OwnerName = drawlist_name;
+        viewport->BgFgDrawLists[drawlist_no] = draw_list;
+    }
+
+    // Our ImDrawList system requires that there is always a command
+    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
+    {
+        draw_list->_ResetForNewFrame();
+        draw_list->PushTextureID(g.IO.Fonts->TexID);
+        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
+        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
+    }
+    return draw_list;
+}
+
+ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
+{
+    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
+}
+
+ImDrawList* ImGui::GetBackgroundDrawList()
+{
+    ImGuiContext& g = *GImGui;
+    return GetBackgroundDrawList(g.Viewports[0]);
+}
+
+ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
+{
+    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
+}
+
+ImDrawList* ImGui::GetForegroundDrawList()
+{
+    ImGuiContext& g = *GImGui;
+    return GetForegroundDrawList(g.Viewports[0]);
+}
+
+ImDrawListSharedData* ImGui::GetDrawListSharedData()
+{
+    return &GImGui->DrawListSharedData;
+}
+
+void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
+{
+    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
+    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
+    // This is because we want ActiveId to be set even when the window is not permitted to move.
+    ImGuiContext& g = *GImGui;
+    FocusWindow(window);
+    SetActiveID(window->MoveId, window);
+    g.NavDisableHighlight = true;
+    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
+    g.ActiveIdNoClearOnFocusLoss = true;
+    SetActiveIdUsingAllKeyboardKeys();
+
+    bool can_move_window = true;
+    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+        can_move_window = false;
+    if (can_move_window)
+        g.MovingWindow = window;
+}
+
+// Handle mouse moving window
+// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
+// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
+// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
+// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
+void ImGui::UpdateMouseMovingWindowNewFrame()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.MovingWindow != NULL)
+    {
+        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
+        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
+        KeepAliveID(g.ActiveId);
+        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
+        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
+        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
+        {
+            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
+            SetWindowPos(moving_window, pos, ImGuiCond_Always);
+            FocusWindow(g.MovingWindow);
+        }
+        else
+        {
+            g.MovingWindow = NULL;
+            ClearActiveID();
+        }
+    }
+    else
+    {
+        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
+        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
+        {
+            KeepAliveID(g.ActiveId);
+            if (!g.IO.MouseDown[0])
+                ClearActiveID();
+        }
+    }
+}
+
+// Initiate moving window when clicking on empty space or title bar.
+// Handle left-click and right-click focus.
+void ImGui::UpdateMouseMovingWindowEndFrame()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId != 0 || g.HoveredId != 0)
+        return;
+
+    // Unless we just made a window/popup appear
+    if (g.NavWindow && g.NavWindow->Appearing)
+        return;
+
+    // Click on empty space to focus window and start moving
+    // (after we're done with all our widgets)
+    if (g.IO.MouseClicked[0])
+    {
+        // Handle the edge case of a popup being closed while clicking in its empty space.
+        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
+        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
+        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
+
+        if (root_window != NULL && !is_closed_popup)
+        {
+            StartMouseMovingWindow(g.HoveredWindow); //-V595
+
+            // Cancel moving if clicked outside of title bar
+            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
+                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
+                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+                        g.MovingWindow = NULL;
+
+            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
+            if (g.HoveredIdIsDisabled)
+                g.MovingWindow = NULL;
+        }
+        else if (root_window == NULL && g.NavWindow != NULL)
+        {
+            // Clicking on void disable focus
+            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
+        }
+    }
+
+    // With right mouse button we close popups without changing focus based on where the mouse is aimed
+    // Instead, focus will be restored to the window under the bottom-most closed popup.
+    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
+    if (g.IO.MouseClicked[1])
+    {
+        // Find the top-most window between HoveredWindow and the top-most Modal Window.
+        // This is where we can trim the popup stack.
+        ImGuiWindow* modal = GetTopMostPopupModal();
+        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
+        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
+    }
+}
+
+static bool IsWindowActiveAndVisible(ImGuiWindow* window)
+{
+    return (window->Active) && (!window->Hidden);
+}
+
+// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
+void ImGui::UpdateHoveredWindowAndCaptureFlags()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+
+    // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING
+    // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow.
+    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
+
+    // Find the window hovered by mouse:
+    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
+    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
+    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
+    bool clear_hovered_windows = false;
+    FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
+    g.HoveredWindowBeforeClear = g.HoveredWindow;
+
+    // Modal windows prevents mouse from hovering behind them.
+    ImGuiWindow* modal_window = GetTopMostPopupModal();
+    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))
+        clear_hovered_windows = true;
+
+    // Disabled mouse hovering (we don't currently clear MousePos, we could)
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
+        clear_hovered_windows = true;
+
+    // We track click ownership. When clicked outside of a window the click is owned by the application and
+    // won't report hovering nor request capture even while dragging over our windows afterward.
+    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
+    const bool has_open_modal = (modal_window != NULL);
+    int mouse_earliest_down = -1;
+    bool mouse_any_down = false;
+    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+    {
+        if (io.MouseClicked[i])
+        {
+            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
+            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
+        }
+        mouse_any_down |= io.MouseDown[i];
+        if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392)
+            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
+                mouse_earliest_down = i;
+    }
+    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
+    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
+
+    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
+    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
+    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
+    if (!mouse_avail && !mouse_dragging_extern_payload)
+        clear_hovered_windows = true;
+
+    if (clear_hovered_windows)
+        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
+
+    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
+    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
+    if (g.WantCaptureMouseNextFrame != -1)
+    {
+        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
+    }
+    else
+    {
+        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
+        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
+    }
+
+    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
+    io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
+    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
+        io.WantCaptureKeyboard = true;
+    if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
+        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
+
+    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
+    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
+}
+
+// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data.
+static void SetupDrawListSharedData()
+{
+    ImGuiContext& g = *GImGui;
+    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+    for (ImGuiViewportP* viewport : g.Viewports)
+        virtual_space.Add(viewport->GetMainRect());
+    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
+    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
+    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
+    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
+    if (g.Style.AntiAliasedLines)
+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
+    if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines))
+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
+    if (g.Style.AntiAliasedFill)
+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
+    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
+}
+
+void ImGui::NewFrame()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+    ImGuiContext& g = *GImGui;
+
+    // Remove pending delete hooks before frame start.
+    // This deferred removal avoid issues of removal while iterating the hook vector
+    for (int n = g.Hooks.Size - 1; n >= 0; n--)
+        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
+            g.Hooks.erase(&g.Hooks[n]);
+
+    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
+
+    // Check and assert for various common IO and Configuration mistakes
+    ErrorCheckNewFrameSanityChecks();
+
+    // Load settings on first frame, save settings when modified (after a delay)
+    UpdateSettings();
+
+    g.Time += g.IO.DeltaTime;
+    g.WithinFrameScope = true;
+    g.FrameCount += 1;
+    g.TooltipOverrideCount = 0;
+    g.WindowsActiveCount = 0;
+    g.MenusIdSubmittedThisFrame.resize(0);
+
+    // Calculate frame-rate for the user, as a purely luxurious feature
+    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
+    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
+    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
+    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
+    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
+
+    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
+    g.InputEventsTrail.resize(0);
+    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
+
+    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
+    UpdateViewportsNewFrame();
+
+    // Setup current font and draw list shared data
+    g.IO.Fonts->Locked = true;
+    SetupDrawListSharedData();
+    SetCurrentFont(GetDefaultFont());
+    IM_ASSERT(g.Font->IsLoaded());
+
+    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
+    for (ImGuiViewportP* viewport : g.Viewports)
+        viewport->DrawDataP.Valid = false;
+
+    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
+    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
+        KeepAliveID(g.DragDropPayload.SourceId);
+
+    // [DEBUG]
+    g.DebugDrawIdConflicts = 0;
+    if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1)
+        g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame;
+
+    // Update HoveredId data
+    if (!g.HoveredIdPreviousFrame)
+        g.HoveredIdTimer = 0.0f;
+    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
+        g.HoveredIdNotActiveTimer = 0.0f;
+    if (g.HoveredId)
+        g.HoveredIdTimer += g.IO.DeltaTime;
+    if (g.HoveredId && g.ActiveId != g.HoveredId)
+        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
+    g.HoveredIdPreviousFrame = g.HoveredId;
+    g.HoveredIdPreviousFrameItemCount = 0;
+    g.HoveredId = 0;
+    g.HoveredIdAllowOverlap = false;
+    g.HoveredIdIsDisabled = false;
+
+    // Clear ActiveID if the item is not alive anymore.
+    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
+    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
+    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
+    {
+        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
+        ClearActiveID();
+    }
+
+    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
+    if (g.ActiveId)
+        g.ActiveIdTimer += g.IO.DeltaTime;
+    g.LastActiveIdTimer += g.IO.DeltaTime;
+    g.ActiveIdPreviousFrame = g.ActiveId;
+    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
+    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
+    g.ActiveIdIsAlive = 0;
+    g.ActiveIdHasBeenEditedThisFrame = false;
+    g.ActiveIdPreviousFrameIsAlive = false;
+    g.ActiveIdIsJustActivated = false;
+    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
+        g.TempInputId = 0;
+    if (g.ActiveId == 0)
+    {
+        g.ActiveIdUsingNavDirMask = 0x00;
+        g.ActiveIdUsingAllKeyboardKeys = false;
+    }
+
+    // Record when we have been stationary as this state is preserved while over same item.
+    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
+    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
+    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
+        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
+    else if (g.HoverItemDelayId == 0)
+        g.HoverItemUnlockedStationaryId = 0;
+    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
+        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
+    else if (g.HoveredWindow == NULL)
+        g.HoverWindowUnlockedStationaryId = 0;
+
+    // Update hover delay for IsItemHovered() with delays and tooltips
+    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
+    if (g.HoverItemDelayId != 0)
+    {
+        g.HoverItemDelayTimer += g.IO.DeltaTime;
+        g.HoverItemDelayClearTimer = 0.0f;
+        g.HoverItemDelayId = 0;
+    }
+    else if (g.HoverItemDelayTimer > 0.0f)
+    {
+        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
+        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
+        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
+        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
+            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
+    }
+
+    // Drag and drop
+    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
+    g.DragDropAcceptIdCurr = 0;
+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+    g.DragDropWithinSource = false;
+    g.DragDropWithinTarget = false;
+    g.DragDropHoldJustPressedId = 0;
+
+    // Close popups on focus lost (currently wip/opt-in)
+    //if (g.IO.AppFocusLost)
+    //    ClosePopupsExceptModals();
+
+    // Update keyboard input state
+    UpdateKeyboardInputs();
+
+    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
+    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
+    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
+    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
+
+    // Update gamepad/keyboard navigation
+    NavUpdate();
+
+    // Update mouse input state
+    UpdateMouseInputs();
+
+    // Find hovered window
+    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
+    UpdateHoveredWindowAndCaptureFlags();
+
+    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
+    UpdateMouseMovingWindowNewFrame();
+
+    // Background darkening/whitening
+    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
+        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
+    else
+        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
+
+    g.MouseCursor = ImGuiMouseCursor_Arrow;
+    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
+
+    // Platform IME data: reset for the frame
+    g.PlatformImeDataPrev = g.PlatformImeData;
+    g.PlatformImeData.WantVisible = false;
+
+    // Mouse wheel scrolling, scale
+    UpdateMouseWheel();
+
+    // Mark all windows as not visible and compact unused memory.
+    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
+    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
+    for (ImGuiWindow* window : g.Windows)
+    {
+        window->WasActive = window->Active;
+        window->Active = false;
+        window->WriteAccessed = false;
+        window->BeginCountPreviousFrame = window->BeginCount;
+        window->BeginCount = 0;
+
+        // Garbage collect transient buffers of recently unused windows
+        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
+            GcCompactTransientWindowBuffers(window);
+    }
+
+    // Garbage collect transient buffers of recently unused tables
+    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
+        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
+            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
+    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
+        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
+            TableGcCompactTransientBuffers(&table_temp_data);
+    if (g.GcCompactAll)
+        GcCompactTransientMiscBuffers();
+    g.GcCompactAll = false;
+
+    // Closing the focused window restore focus to the first active root window in descending z-order
+    if (g.NavWindow && !g.NavWindow->WasActive)
+        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
+
+    // No window should be open at the beginning of the frame.
+    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
+    g.CurrentWindowStack.resize(0);
+    g.BeginPopupStack.resize(0);
+    g.ItemFlagsStack.resize(0);
+    g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags
+    g.CurrentItemFlags = g.ItemFlagsStack.back();
+    g.GroupStack.resize(0);
+
+    // [DEBUG] Update debug features
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    UpdateDebugToolItemPicker();
+    UpdateDebugToolStackQueries();
+    UpdateDebugToolFlashStyleColor();
+    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
+    {
+        g.DebugLocateId = 0;
+        g.DebugBreakInLocateId = false;
+    }
+    if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0)
+    {
+        DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n");
+        g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags;
+        g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
+    }
+#endif
+
+    // Create implicit/fallback window - which we will only render it if the user has added something to it.
+    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
+    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
+    g.WithinFrameScopeWithImplicitWindow = true;
+    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
+    Begin("Debug##Default");
+    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
+
+    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
+    // allowing to validate correct Begin/End behavior in user code.
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (g.IO.ConfigDebugBeginReturnValueLoop)
+        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
+    else
+        g.DebugBeginReturnValueCullDepth = -1;
+#endif
+
+    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
+}
+
+// FIXME: Add a more explicit sort order in the window structure.
+static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
+{
+    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
+    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
+    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
+        return d;
+    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
+        return d;
+    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
+}
+
+static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
+{
+    out_sorted_windows->push_back(window);
+    if (window->Active)
+    {
+        int count = window->DC.ChildWindows.Size;
+        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
+        for (int i = 0; i < count; i++)
+        {
+            ImGuiWindow* child = window->DC.ChildWindows[i];
+            if (child->Active)
+                AddWindowToSortBuffer(out_sorted_windows, child);
+        }
+    }
+}
+
+static void AddWindowToDrawData(ImGuiWindow* window, int layer)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiViewportP* viewport = g.Viewports[0];
+    g.IO.MetricsRenderWindows++;
+    if (window->DrawList->_Splitter._Count > 1)
+        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
+    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
+    for (ImGuiWindow* child : window->DC.ChildWindows)
+        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
+            AddWindowToDrawData(child, layer);
+}
+
+static inline int GetWindowDisplayLayer(ImGuiWindow* window)
+{
+    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
+}
+
+// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
+static inline void AddRootWindowToDrawData(ImGuiWindow* window)
+{
+    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
+}
+
+static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
+{
+    int n = builder->Layers[0]->Size;
+    int full_size = n;
+    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
+        full_size += builder->Layers[i]->Size;
+    builder->Layers[0]->resize(full_size);
+    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
+    {
+        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
+        if (layer->empty())
+            continue;
+        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
+        n += layer->Size;
+        layer->resize(0);
+    }
+}
+
+static void InitViewportDrawData(ImGuiViewportP* viewport)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImDrawData* draw_data = &viewport->DrawDataP;
+
+    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
+    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
+    viewport->DrawDataBuilder.Layers[0]->resize(0);
+    viewport->DrawDataBuilder.Layers[1]->resize(0);
+
+    draw_data->Valid = true;
+    draw_data->CmdListsCount = 0;
+    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
+    draw_data->DisplayPos = viewport->Pos;
+    draw_data->DisplaySize = viewport->Size;
+    draw_data->FramebufferScale = io.DisplayFramebufferScale;
+    draw_data->OwnerViewport = viewport;
+}
+
+// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
+// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
+//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
+// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
+//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
+//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
+// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
+//   which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts.
+void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
+    window->ClipRect = window->DrawList->_ClipRectStack.back();
+}
+
+void ImGui::PopClipRect()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DrawList->PopClipRect();
+    window->ClipRect = window->DrawList->_ClipRectStack.back();
+}
+
+static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();
+    ImRect viewport_rect = viewport->GetMainRect();
+
+    // Draw behind window by moving the draw command at the FRONT of the draw list
+    {
+        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
+        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
+        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
+        ImDrawList* draw_list = window->RootWindow->DrawList;
+        if (draw_list->CmdBuffer.Size == 0)
+            draw_list->AddDrawCmd();
+        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
+        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
+        ImDrawCmd cmd = draw_list->CmdBuffer.back();
+        IM_ASSERT(cmd.ElemCount == 6);
+        draw_list->CmdBuffer.pop_back();
+        draw_list->CmdBuffer.push_front(cmd);
+        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
+        draw_list->PopClipRect();
+    }
+}
+
+ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* bottom_most_visible_window = parent_window;
+    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (window->Flags & ImGuiWindowFlags_ChildWindow)
+            continue;
+        if (!IsWindowWithinBeginStackOf(window, parent_window))
+            break;
+        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
+            bottom_most_visible_window = window;
+    }
+    return bottom_most_visible_window;
+}
+
+static void ImGui::RenderDimmedBackgrounds()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
+    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
+        return;
+    const bool dim_bg_for_modal = (modal_window != NULL);
+    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
+    if (!dim_bg_for_modal && !dim_bg_for_window_list)
+        return;
+
+    if (dim_bg_for_modal)
+    {
+        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
+        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
+        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio));
+    }
+    else if (dim_bg_for_window_list)
+    {
+        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
+        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
+
+        // Draw border around CTRL+Tab target window
+        ImGuiWindow* window = g.NavWindowingTargetAnim;
+        ImGuiViewport* viewport = GetMainViewport();
+        float distance = g.FontSize;
+        ImRect bb = window->Rect();
+        bb.Expand(distance);
+        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
+            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
+        if (window->DrawList->CmdBuffer.Size == 0)
+            window->DrawList->AddDrawCmd();
+        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
+        window->DrawList->PopClipRect();
+    }
+}
+
+// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
+void ImGui::EndFrame()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);
+
+    // Don't process EndFrame() multiple times.
+    if (g.FrameCountEnded == g.FrameCount)
+        return;
+    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (g.DebugDrawIdConflicts != 0)
+    {
+        PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.10f));
+        if (g.DebugItemPickerActive == false && BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
+        {
+            SeparatorText("MESSAGE FROM DEAR IMGUI");
+            Text("Programmer error: %d visible items with conflicting ID!", g.HoveredIdPreviousFrameItemCount);
+            BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!");
+            BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!");
+            BulletText("Press F1 to open \"FAQ -> About the ID Stack System\" and read details.");
+            BulletText("Press CTRL+P to activate Item Picker and debug-break in item call-stack.");
+            BulletText("Set io.ConfigDebugDetectIdConflicts=false to disable this warning in non-programmers builds.");
+            EndTooltip();
+        }
+        PopStyleColor();
+        if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_P, ImGuiInputFlags_RouteGlobal))
+            DebugStartItemPicker();
+        if (Shortcut(ImGuiKey_F1, ImGuiInputFlags_RouteGlobal) && g.PlatformIO.Platform_OpenInShellFn != NULL)
+            g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage");
+    }
+#endif
+
+    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
+
+    ErrorCheckEndFrameSanityChecks();
+
+    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
+    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
+    if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
+    {
+        IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
+        ImGuiViewport* viewport = GetMainViewport();
+        g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data);
+    }
+
+    // Hide implicit/fallback "Debug" window if it hasn't been used
+    g.WithinFrameScopeWithImplicitWindow = false;
+    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
+        g.CurrentWindow->Active = false;
+    End();
+
+    // Update navigation: CTRL+Tab, wrap-around requests
+    NavEndFrame();
+
+    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
+    if (g.DragDropActive)
+    {
+        bool is_delivered = g.DragDropPayload.Delivery;
+        bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton));
+        if (is_delivered || is_elapsed)
+            ClearDragDrop();
+    }
+
+    // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing.
+    // If you want to handle source item disappearing: instead of submitting your description tooltip
+    // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot
+    // (e.g. end of your item loop, or before EndFrame) by reading payload data.
+    // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data.
+    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+    {
+        g.DragDropWithinSource = true;
+        SetTooltip("...");
+        g.DragDropWithinSource = false;
+    }
+
+    // End frame
+    g.WithinFrameScope = false;
+    g.FrameCountEnded = g.FrameCount;
+
+    // Initiate moving window + handle left-click and right-click focus
+    UpdateMouseMovingWindowEndFrame();
+
+    // Sort the window list so that all child windows are after their parent
+    // We cannot do that on FocusWindow() because children may not exist yet
+    g.WindowsTempSortBuffer.resize(0);
+    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
+    for (ImGuiWindow* window : g.Windows)
+    {
+        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
+            continue;
+        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
+    }
+
+    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
+    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
+    g.Windows.swap(g.WindowsTempSortBuffer);
+    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
+
+    // Unlock font atlas
+    g.IO.Fonts->Locked = false;
+
+    // Clear Input data for next frame
+    g.IO.MousePosPrev = g.IO.MousePos;
+    g.IO.AppFocusLost = false;
+    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
+    g.IO.InputQueueCharacters.resize(0);
+
+    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
+}
+
+// Prepare the data for rendering so you can call GetDrawData()
+// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
+// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
+void ImGui::Render()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);
+
+    if (g.FrameCountEnded != g.FrameCount)
+        EndFrame();
+    if (g.FrameCountRendered == g.FrameCount)
+        return;
+    g.FrameCountRendered = g.FrameCount;
+
+    g.IO.MetricsRenderWindows = 0;
+    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
+
+    // Add background ImDrawList (for each active viewport)
+    for (ImGuiViewportP* viewport : g.Viewports)
+    {
+        InitViewportDrawData(viewport);
+        if (viewport->BgFgDrawLists[0] != NULL)
+            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
+    }
+
+    // Draw modal/window whitening backgrounds
+    RenderDimmedBackgrounds();
+
+    // Add ImDrawList to render
+    ImGuiWindow* windows_to_render_top_most[2];
+    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
+    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
+    for (ImGuiWindow* window : g.Windows)
+    {
+        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
+        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
+            AddRootWindowToDrawData(window);
+    }
+    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
+        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
+            AddRootWindowToDrawData(windows_to_render_top_most[n]);
+
+    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
+    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
+        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+
+    // Setup ImDrawData structures for end-user
+    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
+    for (ImGuiViewportP* viewport : g.Viewports)
+    {
+        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
+
+        // Add foreground ImDrawList (for each active viewport)
+        if (viewport->BgFgDrawLists[1] != NULL)
+            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
+
+        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
+        ImDrawData* draw_data = &viewport->DrawDataP;
+        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
+        for (ImDrawList* draw_list : draw_data->CmdLists)
+            draw_list->_PopUnusedDrawCmd();
+
+        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
+        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
+    }
+
+    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
+}
+
+// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
+// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
+ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
+{
+    ImGuiContext& g = *GImGui;
+
+    const char* text_display_end;
+    if (hide_text_after_double_hash)
+        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
+    else
+        text_display_end = text_end;
+
+    ImFont* font = g.Font;
+    const float font_size = g.FontSize;
+    if (text == text_display_end)
+        return ImVec2(0.0f, font_size);
+    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
+
+    // Round
+    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
+    // FIXME: Investigate using ceilf or e.g.
+    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
+    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
+    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
+
+    return text_size;
+}
+
+// Find window given position, search front-to-back
+// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow.
+// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
+//   with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
+//   called, aka before the next Begin(). Moving window isn't affected.
+// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here.
+void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* hovered_window = NULL;
+    ImGuiWindow* hovered_window_under_moving_window = NULL;
+
+    if (find_first_and_in_any_viewport == false && g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
+        hovered_window = g.MovingWindow;
+
+    ImVec2 padding_regular = g.Style.TouchExtraPadding;
+    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
+    for (int i = g.Windows.Size - 1; i >= 0; i--)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
+        if (!window->Active || window->Hidden)
+            continue;
+        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
+            continue;
+
+        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
+        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
+        if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding))
+            continue;
+
+        // Support for one rectangular hole in any given window
+        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
+        if (window->HitTestHoleSize.x != 0)
+        {
+            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
+            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
+            if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos))
+                continue;
+        }
+
+        if (find_first_and_in_any_viewport)
+        {
+            hovered_window = window;
+            break;
+        }
+        else
+        {
+            if (hovered_window == NULL)
+                hovered_window = window;
+            IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
+            if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
+                hovered_window_under_moving_window = window;
+            if (hovered_window && hovered_window_under_moving_window)
+                break;
+        }
+    }
+
+    *out_hovered_window = hovered_window;
+    if (out_hovered_window_under_moving_window != NULL)
+        *out_hovered_window_under_moving_window = hovered_window_under_moving_window;
+}
+
+bool ImGui::IsItemActive()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId)
+        return g.ActiveId == g.LastItemData.ID;
+    return false;
+}
+
+bool ImGui::IsItemActivated()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId)
+        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
+            return true;
+    return false;
+}
+
+bool ImGui::IsItemDeactivated()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
+        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
+    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
+}
+
+bool ImGui::IsItemDeactivatedAfterEdit()
+{
+    ImGuiContext& g = *GImGui;
+    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
+}
+
+// == GetItemID() == GetFocusID()
+bool ImGui::IsItemFocused()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
+        return false;
+    return true;
+}
+
+// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
+// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
+bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
+{
+    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
+}
+
+bool ImGui::IsItemToggledOpen()
+{
+    ImGuiContext& g = *GImGui;
+    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
+}
+
+// Call after a Selectable() or TreeNode() involved in multi-selection.
+// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
+// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block.
+// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets
+// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.)
+bool ImGui::IsItemToggledSelection()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect()
+    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
+}
+
+// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
+// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
+// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
+bool ImGui::IsAnyItemHovered()
+{
+    ImGuiContext& g = *GImGui;
+    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
+}
+
+bool ImGui::IsAnyItemActive()
+{
+    ImGuiContext& g = *GImGui;
+    return g.ActiveId != 0;
+}
+
+bool ImGui::IsAnyItemFocused()
+{
+    ImGuiContext& g = *GImGui;
+    return g.NavId != 0 && !g.NavDisableHighlight;
+}
+
+bool ImGui::IsItemVisible()
+{
+    ImGuiContext& g = *GImGui;
+    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
+}
+
+bool ImGui::IsItemEdited()
+{
+    ImGuiContext& g = *GImGui;
+    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
+}
+
+// Allow next item to be overlapped by subsequent items.
+// This works by requiring HoveredId to match for two subsequent frames,
+// so if a following items overwrite it our interactions will naturally be disabled.
+void ImGui::SetNextItemAllowOverlap()
+{
+    ImGuiContext& g = *GImGui;
+    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
+// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
+void ImGui::SetItemAllowOverlap()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = g.LastItemData.ID;
+    if (g.HoveredId == id)
+        g.HoveredIdAllowOverlap = true;
+    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
+        g.ActiveIdAllowOverlap = true;
+}
+#endif
+
+// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations.
+// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed?
+void ImGui::SetActiveIdUsingAllKeyboardKeys()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.ActiveId != 0);
+    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
+    g.ActiveIdUsingAllKeyboardKeys = true;
+    NavMoveRequestCancel();
+}
+
+ImGuiID ImGui::GetItemID()
+{
+    ImGuiContext& g = *GImGui;
+    return g.LastItemData.ID;
+}
+
+ImVec2 ImGui::GetItemRectMin()
+{
+    ImGuiContext& g = *GImGui;
+    return g.LastItemData.Rect.Min;
+}
+
+ImVec2 ImGui::GetItemRectMax()
+{
+    ImGuiContext& g = *GImGui;
+    return g.LastItemData.Rect.Max;
+}
+
+ImVec2 ImGui::GetItemRectSize()
+{
+    ImGuiContext& g = *GImGui;
+    return g.LastItemData.Rect.GetSize();
+}
+
+// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
+// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details!
+bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
+{
+    ImGuiID id = GetCurrentWindow()->GetID(str_id);
+    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
+}
+
+bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
+{
+    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
+}
+
+bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* parent_window = g.CurrentWindow;
+    IM_ASSERT(id != 0);
+
+    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
+    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened;
+    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
+    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
+    IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
+    if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
+    {
+        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
+        IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
+    }
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
+        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
+    if (window_flags & ImGuiWindowFlags_NavFlattened)
+        child_flags |= ImGuiChildFlags_NavFlattened;
+#endif
+    if (child_flags & ImGuiChildFlags_AutoResizeX)
+        child_flags &= ~ImGuiChildFlags_ResizeX;
+    if (child_flags & ImGuiChildFlags_AutoResizeY)
+        child_flags &= ~ImGuiChildFlags_ResizeY;
+
+    // Set window flags
+    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar;
+    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
+    if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
+        window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
+    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
+        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
+
+    // Special framed style
+    if (child_flags & ImGuiChildFlags_FrameStyle)
+    {
+        PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
+        PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
+        PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
+        PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
+        child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding;
+        window_flags |= ImGuiWindowFlags_NoMove;
+    }
+
+    // Forward child flags
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
+    g.NextWindowData.ChildFlags = child_flags;
+
+    // Forward size
+    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
+    // (the alternative would to store conditional flags per axis, which is possible but more code)
+    const ImVec2 size_avail = GetContentRegionAvail();
+    const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
+    const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
+    SetNextWindowSize(size);
+
+    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
+    // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
+    // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
+    const char* temp_window_name;
+    /*if (name && parent_window->IDStack.back() == parent_window->ID)
+        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
+    else*/
+    if (name)
+        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
+    else
+        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
+
+    // Set style
+    const float backup_border_size = g.Style.ChildBorderSize;
+    if ((child_flags & ImGuiChildFlags_Borders) == 0)
+        g.Style.ChildBorderSize = 0.0f;
+
+    // Begin into window
+    const bool ret = Begin(temp_window_name, NULL, window_flags);
+
+    // Restore style
+    g.Style.ChildBorderSize = backup_border_size;
+    if (child_flags & ImGuiChildFlags_FrameStyle)
+    {
+        PopStyleVar(3);
+        PopStyleColor();
+    }
+
+    ImGuiWindow* child_window = g.CurrentWindow;
+    child_window->ChildId = id;
+
+    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
+    // While this is not really documented/defined, it seems that the expected thing to do.
+    if (child_window->BeginCount == 1)
+        parent_window->DC.CursorPos = child_window->Pos;
+
+    // Process navigation-in immediately so NavInit can run on first frame
+    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
+    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
+    if (g.ActiveId == temp_id_for_activation)
+        ClearActiveID();
+    if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
+    {
+        FocusWindow(child_window);
+        NavInitWindow(child_window, false);
+        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
+        g.ActiveIdSource = g.NavInputSource;
+    }
+    return ret;
+}
+
+void ImGui::EndChild()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* child_window = g.CurrentWindow;
+
+    IM_ASSERT(g.WithinEndChild == false);
+    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
+
+    g.WithinEndChild = true;
+    ImVec2 child_size = child_window->Size;
+    End();
+    if (child_window->BeginCount == 1)
+    {
+        ImGuiWindow* parent_window = g.CurrentWindow;
+        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
+        ItemSize(child_size);
+        const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0;
+        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened)
+        {
+            ItemAdd(bb, child_window->ChildId);
+            RenderNavHighlight(bb, child_window->ChildId);
+
+            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
+            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
+                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_Compact);
+        }
+        else
+        {
+            // Not navigable into
+            // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs.
+            // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set.
+            ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav);
+
+            // But when flattened we directly reach items, adjust active layer mask accordingly
+            if (nav_flattened)
+                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
+        }
+        if (g.HoveredWindow == child_window)
+            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+    }
+    g.WithinEndChild = false;
+    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
+}
+
+static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
+{
+    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
+    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
+    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
+}
+
+ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
+}
+
+ImGuiWindow* ImGui::FindWindowByName(const char* name)
+{
+    ImGuiID id = ImHashStr(name);
+    return FindWindowByID(id);
+}
+
+static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
+{
+    window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y));
+    if (settings->Size.x > 0 && settings->Size.y > 0)
+        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
+    window->Collapsed = settings->Collapsed;
+}
+
+static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
+    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
+    if ((just_created || child_flag_changed) && !new_is_explicit_child)
+    {
+        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
+        g.WindowsFocusOrder.push_back(window);
+        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
+    }
+    else if (!just_created && child_flag_changed && new_is_explicit_child)
+    {
+        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
+        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
+            g.WindowsFocusOrder[n]->FocusOrder--;
+        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
+        window->FocusOrder = -1;
+    }
+    window->IsExplicitChild = new_is_explicit_child;
+}
+
+static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
+{
+    // Initial window state with e.g. default/arbitrary window position
+    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
+    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    window->Pos = main_viewport->Pos + ImVec2(60, 60);
+    window->Size = window->SizeFull = ImVec2(0, 0);
+    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
+
+    if (settings != NULL)
+    {
+        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
+        ApplyWindowSettings(window, settings);
+    }
+    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
+
+    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
+    {
+        window->AutoFitFramesX = window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+    else
+    {
+        if (window->Size.x <= 0.0f)
+            window->AutoFitFramesX = 2;
+        if (window->Size.y <= 0.0f)
+            window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
+    }
+}
+
+static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
+{
+    // Create window the first time
+    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
+    window->Flags = flags;
+    g.WindowsById.SetVoidPtr(window->ID, window);
+
+    ImGuiWindowSettings* settings = NULL;
+    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
+            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
+
+    InitOrLoadWindowSettings(window, settings);
+
+    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
+        g.Windows.push_front(window); // Quite slow but rare and only once
+    else
+        g.Windows.push_back(window);
+
+    return window;
+}
+
+static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
+{
+    // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
+    // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
+    // Perhaps should tend further a neater test for this.
+    ImGuiContext& g = *GImGui;
+    ImVec2 size_min;
+    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
+    {
+        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
+        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
+    }
+    else
+    {
+        size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
+        size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
+    }
+
+    // Reduce artifacts with very small windows
+    ImGuiWindow* window_for_height = window;
+    size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
+    return size_min;
+}
+
+static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
+{
+    ImGuiContext& g = *GImGui;
+    ImVec2 new_size = size_desired;
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
+    {
+        // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
+        ImRect cr = g.NextWindowData.SizeConstraintRect;
+        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
+        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
+        if (g.NextWindowData.SizeCallback)
+        {
+            ImGuiSizeCallbackData data;
+            data.UserData = g.NextWindowData.SizeCallbackUserData;
+            data.Pos = window->Pos;
+            data.CurrentSize = window->SizeFull;
+            data.DesiredSize = new_size;
+            g.NextWindowData.SizeCallback(&data);
+            new_size = data.DesiredSize;
+        }
+        new_size.x = IM_TRUNC(new_size.x);
+        new_size.y = IM_TRUNC(new_size.y);
+    }
+
+    // Minimum size
+    ImVec2 size_min = CalcWindowMinSize(window);
+    return ImMax(new_size, size_min);
+}
+
+static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
+{
+    bool preserve_old_content_sizes = false;
+    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+        preserve_old_content_sizes = true;
+    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
+        preserve_old_content_sizes = true;
+    if (preserve_old_content_sizes)
+    {
+        *content_size_current = window->ContentSize;
+        *content_size_ideal = window->ContentSizeIdeal;
+        return;
+    }
+
+    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
+    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
+    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
+    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
+}
+
+static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
+    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
+    ImVec2 size_pad = window->WindowPadding * 2.0f;
+    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
+    if (window->Flags & ImGuiWindowFlags_Tooltip)
+    {
+        // Tooltip always resize
+        return size_desired;
+    }
+    else
+    {
+        // Maximum window size is determined by the viewport size or monitor size
+        ImVec2 size_min = CalcWindowMinSize(window);
+        ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
+        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max);
+
+        // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars,
+        // we may need to compute/store three variants of size_auto_fit, for x/y/xy.
+        // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well:
+        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY))
+            size_auto_fit.y = window->SizeFull.y;
+        else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY))
+            size_auto_fit.x = window->SizeFull.x;
+
+        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
+        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
+        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
+        if (will_have_scrollbar_x)
+            size_auto_fit.y += style.ScrollbarSize;
+        if (will_have_scrollbar_y)
+            size_auto_fit.x += style.ScrollbarSize;
+        return size_auto_fit;
+    }
+}
+
+ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
+{
+    ImVec2 size_contents_current;
+    ImVec2 size_contents_ideal;
+    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
+    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
+    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+    return size_final;
+}
+
+static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
+{
+    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
+        return ImGuiCol_PopupBg;
+    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+        return ImGuiCol_ChildBg;
+    return ImGuiCol_WindowBg;
+}
+
+static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
+{
+    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
+    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
+    ImVec2 size_expected = pos_max - pos_min;
+    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
+    *out_pos = pos_min;
+    if (corner_norm.x == 0.0f)
+        out_pos->x -= (size_constrained.x - size_expected.x);
+    if (corner_norm.y == 0.0f)
+        out_pos->y -= (size_constrained.y - size_expected.y);
+    *out_size = size_constrained;
+}
+
+// Data for resizing from resize grip / corner
+struct ImGuiResizeGripDef
+{
+    ImVec2  CornerPosN;
+    ImVec2  InnerDir;
+    int     AngleMin12, AngleMax12;
+};
+static const ImGuiResizeGripDef resize_grip_def[4] =
+{
+    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
+    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
+    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
+    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
+};
+
+// Data for resizing from borders
+struct ImGuiResizeBorderDef
+{
+    ImVec2  InnerDir;               // Normal toward inside
+    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
+    float   OuterAngle;             // Angle toward outside
+};
+static const ImGuiResizeBorderDef resize_border_def[4] =
+{
+    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
+    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
+    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
+    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
+};
+
+static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
+{
+    ImRect rect = window->Rect();
+    if (thickness == 0.0f)
+        rect.Max -= ImVec2(1, 1);
+    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
+    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
+    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
+    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
+    IM_ASSERT(0);
+    return ImRect();
+}
+
+// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
+ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
+{
+    IM_ASSERT(n >= 0 && n < 4);
+    ImGuiID id = window->ID;
+    id = ImHashStr("#RESIZE", 0, id);
+    id = ImHashData(&n, sizeof(int), id);
+    return id;
+}
+
+// Borders (Left, Right, Up, Down)
+ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
+{
+    IM_ASSERT(dir >= 0 && dir < 4);
+    int n = (int)dir + 4;
+    ImGuiID id = window->ID;
+    id = ImHashStr("#RESIZE", 0, id);
+    id = ImHashData(&n, sizeof(int), id);
+    return id;
+}
+
+// Handle resize for: Resize Grips, Borders, Gamepad
+// Return true when using auto-fit (double-click on resize grip)
+static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindowFlags flags = window->Flags;
+
+    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+        return false;
+    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
+        return false;
+
+    int ret_auto_fit_mask = 0x00;
+    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
+    const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f;
+    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
+
+    ImRect clamp_rect = visibility_rect;
+    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
+    if (window_move_from_title_bar)
+        clamp_rect.Min.y -= window->TitleBarHeight;
+
+    ImVec2 pos_target(FLT_MAX, FLT_MAX);
+    ImVec2 size_target(FLT_MAX, FLT_MAX);
+
+    // Resize grips and borders are on layer 1
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+
+    // Manual resize grips
+    PushID("#RESIZE");
+    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
+    {
+        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
+        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
+
+        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
+        bool hovered, held;
+        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
+        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
+        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
+        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
+        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
+        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
+        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
+        if (hovered || held)
+            SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE);
+
+        if (held && g.IO.MouseDoubleClicked[0])
+        {
+            // Auto-fit when double-clicking
+            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+            ret_auto_fit_mask = 0x03; // Both axises
+            ClearActiveID();
+        }
+        else if (held)
+        {
+            // Resize from any of the four corners
+            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
+            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
+            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
+            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
+            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
+            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
+        }
+
+        // Only lower-left grip is visible before hovering/activating
+        if (resize_grip_n == 0 || held || hovered)
+            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
+    }
+
+    int resize_border_mask = 0x00;
+    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
+    else
+        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
+    for (int border_n = 0; border_n < 4; border_n++)
+    {
+        if ((resize_border_mask & (1 << border_n)) == 0)
+            continue;
+        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
+        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+
+        bool hovered, held;
+        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
+        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
+        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
+        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
+        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
+        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
+            hovered = false;
+        if (hovered || held)
+            SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS);
+        if (held && g.IO.MouseDoubleClicked[0])
+        {
+            // Double-clicking bottom or right border auto-fit on this axis
+            // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars.
+            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
+            if (border_n == 1 || border_n == 3) // Right and bottom border
+            {
+                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
+                ret_auto_fit_mask |= (1 << axis);
+                hovered = held = false; // So border doesn't show highlighted at new position
+            }
+            ClearActiveID();
+        }
+        else if (held)
+        {
+            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
+            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
+            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
+            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false));
+            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
+            {
+                g.WindowResizeBorderExpectedRect = border_rect;
+                g.WindowResizeRelativeMode = false;
+            }
+            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
+                g.WindowResizeRelativeMode = true;
+
+            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
+            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
+            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
+
+            // Use absolute mode position
+            ImVec2 border_target = window->Pos;
+            border_target[axis] = border_target_abs_mode_for_axis;
+
+            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
+            bool ignore_resize = false;
+            if (g.WindowResizeRelativeMode)
+            {
+                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
+                border_target[axis] = border_target_rel_mode_for_axis;
+                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
+                    ignore_resize = true;
+            }
+
+            // Clamp, apply
+            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
+            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
+            border_target = ImClamp(border_target, clamp_min, clamp_max);
+            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
+            {
+                ImGuiWindow* parent_window = window->ParentWindow;
+                ImGuiWindowFlags parent_flags = parent_window->Flags;
+                ImRect border_limit_rect = parent_window->InnerRect;
+                border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize)));
+                if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar)))
+                    border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x);
+                if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar))
+                    border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y);
+            }
+            if (!ignore_resize)
+                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
+        }
+        if (hovered)
+            *border_hovered = border_n;
+        if (held)
+            *border_held = border_n;
+    }
+    PopID();
+
+    // Restore nav layer
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+
+    // Navigation resize (keyboard/gamepad)
+    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
+    // Not even sure the callback works here.
+    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
+    {
+        ImVec2 nav_resize_dir;
+        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
+            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
+        if (g.NavInputSource == ImGuiInputSource_Gamepad)
+            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
+        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
+        {
+            const float NAV_RESIZE_SPEED = 600.0f;
+            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
+            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
+            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
+            g.NavWindowingToggleLayer = false;
+            g.NavDisableMouseHover = true;
+            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
+            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
+            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
+            {
+                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
+                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
+                g.NavWindowingAccumDeltaSize -= accum_floored;
+            }
+        }
+    }
+
+    // Apply back modified position/size to window
+    const ImVec2 curr_pos = window->Pos;
+    const ImVec2 curr_size = window->SizeFull;
+    if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x))
+        window->Size.x = window->SizeFull.x = size_target.x;
+    if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y))
+        window->Size.y = window->SizeFull.y = size_target.y;
+    if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x))
+        window->Pos.x = ImTrunc(pos_target.x);
+    if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y))
+        window->Pos.y = ImTrunc(pos_target.y);
+    if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y)
+        MarkIniSettingsDirty(window);
+
+    // Recalculate next expected border expected coordinates
+    if (*border_held != -1)
+        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
+
+    return ret_auto_fit_mask;
+}
+
+static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
+{
+    ImGuiContext& g = *GImGui;
+    ImVec2 size_for_clamping = window->Size;
+    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+        size_for_clamping.y = window->TitleBarHeight;
+    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
+}
+
+static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size)
+{
+    const ImGuiResizeBorderDef& def = resize_border_def[border_n];
+    const float rounding = window->WindowRounding;
+    const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
+    window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
+    window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
+    window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size);
+}
+
+static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    const float border_size = window->WindowBorderSize;
+    const ImU32 border_col = GetColorU32(ImGuiCol_Border);
+    if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0)
+        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize);
+    else if (border_size > 0.0f)
+    {
+        if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border.
+            RenderWindowOuterSingleBorder(window, 1, border_col, border_size);
+        if (window->ChildFlags & ImGuiChildFlags_ResizeY)
+            RenderWindowOuterSingleBorder(window, 3, border_col, border_size);
+    }
+    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
+    {
+        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
+        const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
+        RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual
+    }
+    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+    {
+        float y = window->Pos.y + window->TitleBarHeight - 1;
+        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
+    }
+}
+
+// Draw background and borders
+// Draw and handle scrollbars
+void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    ImGuiWindowFlags flags = window->Flags;
+
+    // Ensure that ScrollBar doesn't read last frame's SkipItems
+    IM_ASSERT(window->BeginCount == 0);
+    window->SkipItems = false;
+
+    // Draw window + handle manual resize
+    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
+    const float window_rounding = window->WindowRounding;
+    const float window_border_size = window->WindowBorderSize;
+    if (window->Collapsed)
+    {
+        // Title bar only
+        const float backup_border_size = style.FrameBorderSize;
+        g.Style.FrameBorderSize = window->WindowBorderSize;
+        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
+        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
+        g.Style.FrameBorderSize = backup_border_size;
+    }
+    else
+    {
+        // Window background
+        if (!(flags & ImGuiWindowFlags_NoBackground))
+        {
+            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
+            bool override_alpha = false;
+            float alpha = 1.0f;
+            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+            {
+                alpha = g.NextWindowData.BgAlphaVal;
+                override_alpha = true;
+            }
+            if (override_alpha)
+                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
+            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
+        }
+
+        // Title bar
+        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+        {
+            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
+            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
+        }
+
+        // Menu bar
+        if (flags & ImGuiWindowFlags_MenuBar)
+        {
+            ImRect menu_bar_rect = window->MenuBarRect();
+            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
+            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
+            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
+                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+        }
+
+        // Scrollbars
+        if (window->ScrollbarX)
+            Scrollbar(ImGuiAxis_X);
+        if (window->ScrollbarY)
+            Scrollbar(ImGuiAxis_Y);
+
+        // Render resize grips (after their input handling so we don't have a frame of latency)
+        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
+        {
+            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
+            {
+                const ImU32 col = resize_grip_col[resize_grip_n];
+                if ((col & IM_COL32_A_MASK) == 0)
+                    continue;
+                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
+                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
+                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
+                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
+                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
+                window->DrawList->PathFillConvex(col);
+            }
+        }
+
+        // Borders
+        if (handle_borders_and_resize_grips)
+            RenderWindowOuterBorders(window);
+    }
+}
+
+// Render title text, collapse button, close button
+void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    ImGuiWindowFlags flags = window->Flags;
+
+    const bool has_close_button = (p_open != NULL);
+    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
+
+    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
+    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
+    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
+    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+
+    // Layout buttons
+    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
+    float pad_l = style.FramePadding.x;
+    float pad_r = style.FramePadding.x;
+    float button_sz = g.FontSize;
+    ImVec2 close_button_pos;
+    ImVec2 collapse_button_pos;
+    if (has_close_button)
+    {
+        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
+        pad_r += button_sz + style.ItemInnerSpacing.x;
+    }
+    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
+    {
+        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
+        pad_r += button_sz + style.ItemInnerSpacing.x;
+    }
+    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
+    {
+        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
+        pad_l += button_sz + style.ItemInnerSpacing.x;
+    }
+
+    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
+    if (has_collapse_button)
+        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
+            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
+
+    // Close button
+    if (has_close_button)
+        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
+            *p_open = false;
+
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+    g.CurrentItemFlags = item_flags_backup;
+
+    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
+    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
+    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
+    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
+
+    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
+    // while uncentered title text will still reach edges correctly.
+    if (pad_l > style.FramePadding.x)
+        pad_l += g.Style.ItemInnerSpacing.x;
+    if (pad_r > style.FramePadding.x)
+        pad_r += g.Style.ItemInnerSpacing.x;
+    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
+    {
+        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
+        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
+        pad_l = ImMax(pad_l, pad_extend * centerness);
+        pad_r = ImMax(pad_r, pad_extend * centerness);
+    }
+
+    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
+    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
+    if (flags & ImGuiWindowFlags_UnsavedDocument)
+    {
+        ImVec2 marker_pos;
+        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
+        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
+        if (marker_pos.x > layout_r.Min.x)
+        {
+            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
+            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
+        }
+    }
+    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
+    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
+    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
+}
+
+void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
+{
+    window->ParentWindow = parent_window;
+    window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
+    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
+        window->RootWindow = parent_window->RootWindow;
+    if (parent_window && (flags & ImGuiWindowFlags_Popup))
+        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
+    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
+        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
+    while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened)
+    {
+        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
+        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
+    }
+}
+
+// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point.
+// This is designed as a toy/test-bed for
+void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    window->SkipRefresh = false;
+    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
+        return;
+    if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh)
+    {
+        // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused.
+        if (window->Appearing) // If currently appearing
+            return;
+        if (window->Hidden) // If was hidden (previous frame)
+            return;
+        if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow)
+            if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window))
+                return;
+        if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow)
+            if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window))
+                return;
+        window->DrawList = NULL;
+        window->SkipRefresh = true;
+    }
+}
+
+static void SetWindowActiveForSkipRefresh(ImGuiWindow* window)
+{
+    window->Active = true;
+    for (ImGuiWindow* child : window->DC.ChildWindows)
+        if (!child->Hidden)
+        {
+            child->Active = child->SkipRefresh = true;
+            SetWindowActiveForSkipRefresh(child);
+        }
+}
+
+// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
+// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
+// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
+// - WindowA            // FindBlockingModal() returns Modal1
+//   - WindowB          //                  .. returns Modal1
+//   - Modal1           //                  .. returns Modal2
+//      - WindowC       //                  .. returns Modal2
+//          - WindowD   //                  .. returns Modal2
+//          - Modal2    //                  .. returns Modal2
+//            - WindowE //                  .. returns NULL
+// Notes:
+// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
+//   Only difference is here we check for ->Active/WasActive but it may be unnecessary.
+ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.OpenPopupStack.Size <= 0)
+        return NULL;
+
+    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
+    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
+    {
+        ImGuiWindow* popup_window = popup_data.Window;
+        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
+            continue;
+        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
+            continue;
+        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
+            return popup_window;
+        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
+            continue;
+        return popup_window;                                        // Place window right below first block modal
+    }
+    return NULL;
+}
+
+// Push a new Dear ImGui window to add widgets to.
+// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
+// - Begin/End can be called multiple times during the frame with the same window name to append content.
+// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
+//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
+// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
+// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
+bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
+    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
+    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
+
+    // Find or create
+    ImGuiWindow* window = FindWindowByName(name);
+    const bool window_just_created = (window == NULL);
+    if (window_just_created)
+        window = CreateNewWindow(name, flags);
+
+    // [DEBUG] Debug break requested by user
+    if (g.DebugBreakInWindow == window->ID)
+        IM_DEBUG_BREAK();
+
+    // Automatically disable manual moving/resizing when NoInputs is set
+    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
+        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
+
+    const int current_frame = g.FrameCount;
+    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
+    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
+
+    // Update the Appearing flag
+    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+    if (flags & ImGuiWindowFlags_Popup)
+    {
+        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
+        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
+        window_just_activated_by_user |= (window != popup_ref.Window);
+    }
+    window->Appearing = window_just_activated_by_user;
+    if (window->Appearing)
+        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+
+    // Update Flags, LastFrameActive, BeginOrderXXX fields
+    if (first_begin_of_the_frame)
+    {
+        UpdateWindowInFocusOrderList(window, window_just_created, flags);
+        window->Flags = (ImGuiWindowFlags)flags;
+        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
+        window->LastFrameActive = current_frame;
+        window->LastTimeActive = (float)g.Time;
+        window->BeginOrderWithinParent = 0;
+        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
+    }
+    else
+    {
+        flags = window->Flags;
+    }
+
+    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
+    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
+    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
+    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
+
+    // We allow window memory to be compacted so recreate the base stack when needed.
+    if (window->IDStack.Size == 0)
+        window->IDStack.push_back(window->ID);
+
+    // Add to stack
+    g.CurrentWindow = window;
+    ImGuiWindowStackData window_stack_data;
+    window_stack_data.Window = window;
+    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
+    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
+    window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled);
+    g.CurrentWindowStack.push_back(window_stack_data);
+    if (flags & ImGuiWindowFlags_ChildMenu)
+        g.BeginMenuDepth++;
+
+    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
+    if (first_begin_of_the_frame)
+    {
+        UpdateWindowParentAndRootLinks(window, flags, parent_window);
+        window->ParentWindowInBeginStack = parent_window_in_stack;
+
+        // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
+        // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
+        window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL;
+    }
+
+    // Add to focus scope stack
+    PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID);
+    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
+
+    // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[]
+    if (flags & ImGuiWindowFlags_Popup)
+    {
+        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
+        popup_ref.Window = window;
+        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
+        g.BeginPopupStack.push_back(popup_ref);
+        window->PopupId = popup_ref.PopupId;
+    }
+
+    // Process SetNextWindow***() calls
+    // (FIXME: Consider splitting the HasXXX flags into X/Y components
+    bool window_pos_set_by_api = false;
+    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
+    {
+        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
+        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
+        {
+            // May be processed on the next frame if this is our first frame and we are measuring size
+            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
+            window->SetWindowPosVal = g.NextWindowData.PosVal;
+            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
+            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+        }
+        else
+        {
+            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
+        }
+    }
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
+    {
+        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
+        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
+        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
+            g.NextWindowData.SizeVal.x = window->SizeFull.x;
+        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
+            g.NextWindowData.SizeVal.y = window->SizeFull.y;
+        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
+    }
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
+    {
+        if (g.NextWindowData.ScrollVal.x >= 0.0f)
+        {
+            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
+            window->ScrollTargetCenterRatio.x = 0.0f;
+        }
+        if (g.NextWindowData.ScrollVal.y >= 0.0f)
+        {
+            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
+            window->ScrollTargetCenterRatio.y = 0.0f;
+        }
+    }
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
+        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
+    else if (first_begin_of_the_frame)
+        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
+        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
+        FocusWindow(window);
+    if (window->Appearing)
+        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
+
+    // [EXPERIMENTAL] Skip Refresh mode
+    UpdateWindowSkipRefresh(window);
+
+    // Nested root windows (typically tooltips) override disabled state
+    if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window)
+        BeginDisabledOverrideReenable();
+
+    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
+    g.CurrentWindow = NULL;
+
+    // When reusing window again multiple times a frame, just append content (don't need to setup again)
+    if (first_begin_of_the_frame && !window->SkipRefresh)
+    {
+        // Initialize
+        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
+        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
+        window->Active = true;
+        window->HasCloseButton = (p_open != NULL);
+        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
+        window->IDStack.resize(1);
+        window->DrawList->_ResetForNewFrame();
+        window->DC.CurrentTableIdx = -1;
+
+        // Restore buffer capacity when woken from a compacted state, to avoid
+        if (window->MemoryCompacted)
+            GcAwakeTransientWindowBuffers(window);
+
+        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
+        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
+        bool window_title_visible_elsewhere = false;
+        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
+            window_title_visible_elsewhere = true;
+        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
+        {
+            size_t buf_len = (size_t)window->NameBufLen;
+            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
+            window->NameBufLen = (int)buf_len;
+        }
+
+        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
+
+        // Update contents size from last frame for auto-fitting (or use explicit size)
+        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
+        if (window->HiddenFramesCanSkipItems > 0)
+            window->HiddenFramesCanSkipItems--;
+        if (window->HiddenFramesCannotSkipItems > 0)
+            window->HiddenFramesCannotSkipItems--;
+        if (window->HiddenFramesForRenderOnly > 0)
+            window->HiddenFramesForRenderOnly--;
+
+        // Hide new windows for one frame until they calculate their size
+        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
+            window->HiddenFramesCannotSkipItems = 1;
+
+        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
+        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
+        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
+        {
+            window->HiddenFramesCannotSkipItems = 1;
+            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
+            {
+                if (!window_size_x_set_by_api)
+                    window->Size.x = window->SizeFull.x = 0.f;
+                if (!window_size_y_set_by_api)
+                    window->Size.y = window->SizeFull.y = 0.f;
+                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
+            }
+        }
+
+        // SELECT VIEWPORT
+        // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
+
+        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+        SetWindowViewport(window, viewport);
+        SetCurrentWindow(window);
+
+        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
+
+        if (flags & ImGuiWindowFlags_ChildWindow)
+            window->WindowBorderSize = style.ChildBorderSize;
+        else
+            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
+        window->WindowPadding = style.WindowPadding;
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
+            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
+
+        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
+        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
+        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
+        window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f;
+        window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f;
+
+        // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible.
+        // Those flags will be altered further down in the function depending on more conditions.
+        bool use_current_size_for_scrollbar_x = window_just_created;
+        bool use_current_size_for_scrollbar_y = window_just_created;
+        if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f)
+            use_current_size_for_scrollbar_x = true;
+        if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252
+            use_current_size_for_scrollbar_y = true;
+
+        // Collapse window by double-clicking on title bar
+        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
+        {
+            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed),
+            // so verify that we don't have items over the title bar.
+            ImRect title_bar_rect = window->TitleBarRect();
+            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max))
+                if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner)
+                    window->WantCollapseToggle = true;
+            if (window->WantCollapseToggle)
+            {
+                window->Collapsed = !window->Collapsed;
+                if (!window->Collapsed)
+                    use_current_size_for_scrollbar_y = true;
+                MarkIniSettingsDirty(window);
+            }
+        }
+        else
+        {
+            window->Collapsed = false;
+        }
+        window->WantCollapseToggle = false;
+
+        // SIZE
+
+        // Outer Decoration Sizes
+        // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations).
+        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
+        window->DecoOuterSizeX1 = 0.0f;
+        window->DecoOuterSizeX2 = 0.0f;
+        window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight;
+        window->DecoOuterSizeY2 = 0.0f;
+        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
+
+        // Calculate auto-fit size, handle automatic resize
+        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
+        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
+        {
+            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
+            if (!window_size_x_set_by_api)
+            {
+                window->SizeFull.x = size_auto_fit.x;
+                use_current_size_for_scrollbar_x = true;
+            }
+            if (!window_size_y_set_by_api)
+            {
+                window->SizeFull.y = size_auto_fit.y;
+                use_current_size_for_scrollbar_y = true;
+            }
+        }
+        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+        {
+            // Auto-fit may only grow window during the first few frames
+            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
+            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
+            {
+                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+                use_current_size_for_scrollbar_x = true;
+            }
+            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
+            {
+                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+                use_current_size_for_scrollbar_y = true;
+            }
+            if (!window->Collapsed)
+                MarkIniSettingsDirty(window);
+        }
+
+        // Apply minimum/maximum window size constraints and final size
+        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
+        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
+
+        // POSITION
+
+        // Popup latch its initial position, will position itself when it appears next frame
+        if (window_just_activated_by_user)
+        {
+            window->AutoPosLastDirection = ImGuiDir_None;
+            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
+                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
+        }
+
+        // Position child window
+        if (flags & ImGuiWindowFlags_ChildWindow)
+        {
+            IM_ASSERT(parent_window && parent_window->Active);
+            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
+            parent_window->DC.ChildWindows.push_back(window);
+            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
+                window->Pos = parent_window->DC.CursorPos;
+        }
+
+        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
+        if (window_pos_with_pivot)
+            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
+        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
+            window->Pos = FindBestWindowPosForPopup(window);
+        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
+            window->Pos = FindBestWindowPosForPopup(window);
+        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
+            window->Pos = FindBestWindowPosForPopup(window);
+
+        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
+        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
+        ImRect viewport_rect(viewport->GetMainRect());
+        ImRect viewport_work_rect(viewport->GetWorkRect());
+        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
+        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
+
+        // Clamp position/size so window stays visible within its viewport or monitor
+        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
+            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
+                ClampWindowPos(window, visibility_rect);
+        window->Pos = ImTrunc(window->Pos);
+
+        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
+        // Large values tend to lead to variety of artifacts and are not recommended.
+        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
+
+        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
+        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
+
+        // Apply window focus (new and reactivated windows are moved to front)
+        bool want_focus = false;
+        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
+        {
+            if (flags & ImGuiWindowFlags_Popup)
+                want_focus = true;
+            else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+                want_focus = true;
+        }
+
+        // [Test Engine] Register whole window in the item system (before submitting further decorations)
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+        if (g.TestEngineHookItems)
+        {
+            IM_ASSERT(window->IDStack.Size == 1);
+            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
+            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
+            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
+            window->IDStack.Size = 1;
+        }
+#endif
+
+        // Handle manual resize: Resize Grips, Borders, Gamepad
+        int border_hovered = -1, border_held = -1;
+        ImU32 resize_grip_col[4] = {};
+        const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
+        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
+        if (!window->Collapsed)
+            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
+            {
+                if (auto_fit_mask & (1 << ImGuiAxis_X))
+                    use_current_size_for_scrollbar_x = true;
+                if (auto_fit_mask & (1 << ImGuiAxis_Y))
+                    use_current_size_for_scrollbar_y = true;
+            }
+        window->ResizeBorderHovered = (signed char)border_hovered;
+        window->ResizeBorderHeld = (signed char)border_held;
+
+        // SCROLLBAR VISIBILITY
+
+        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
+        if (!window->Collapsed)
+        {
+            // When reading the current size we need to read it after size constraints have been applied.
+            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
+            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
+            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
+            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
+            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
+            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
+            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
+            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
+            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
+            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
+            if (window->ScrollbarX && !window->ScrollbarY)
+                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
+            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
+
+            // Amend the partially filled window->DecorationXXX values.
+            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
+            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
+        }
+
+        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
+        // Update various regions. Variables they depend on should be set above in this function.
+        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
+
+        // Outer rectangle
+        // Not affected by window border size. Used by:
+        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
+        // - Begin() initial clipping rect for drawing window background and borders.
+        // - Begin() clipping whole child
+        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
+        const ImRect outer_rect = window->Rect();
+        const ImRect title_bar_rect = window->TitleBarRect();
+        window->OuterRectClipped = outer_rect;
+        window->OuterRectClipped.ClipWith(host_rect);
+
+        // Inner rectangle
+        // Not affected by window border size. Used by:
+        // - InnerClipRect
+        // - ScrollToRectEx()
+        // - NavUpdatePageUpPageDown()
+        // - Scrollbar()
+        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
+        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
+        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
+        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
+
+        // Inner clipping rectangle.
+        // - Extend a outside of normal work region up to borders.
+        // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
+        // - It also makes clipped items be more noticeable.
+        // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312
+        // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
+        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
+        // Affected by window/frame border size. Used by:
+        // - Begin() initial clip rect
+        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
+
+        // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner.
+        // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize,
+        // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here).
+        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f);
+        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f);
+        window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f);
+        window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f);
+        window->InnerClipRect.ClipWithFull(host_rect);
+
+        // Default item width. Make it proportional to window size if window manually resizes
+        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
+            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
+        else
+            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
+
+        // SCROLLING
+
+        // Lock down maximum scrolling
+        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
+        // for right/bottom aligned items without creating a scrollbar.
+        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
+        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
+
+        // Apply scrolling
+        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
+
+        // DRAWING
+
+        // Setup draw list and outer clipping rectangle
+        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
+        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
+        PushClipRect(host_rect.Min, host_rect.Max, false);
+
+        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
+        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
+        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
+        {
+            bool render_decorations_in_parent = false;
+            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
+            {
+                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
+                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
+                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
+                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
+                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
+                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
+                    render_decorations_in_parent = true;
+            }
+            if (render_decorations_in_parent)
+                window->DrawList = parent_window->DrawList;
+
+            // Handle title bar, scrollbar, resize grips and resize borders
+            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
+            const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
+            const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch.
+            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
+
+            if (render_decorations_in_parent)
+                window->DrawList = &window->DrawListInst;
+        }
+
+        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
+
+        // Work rectangle.
+        // Affected by window padding and border size. Used by:
+        // - Columns() for right-most edge
+        // - TreeNode(), CollapsingHeader() for right-most edge
+        // - BeginTabBar() for right-most edge
+        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
+        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
+        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
+        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
+        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
+        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
+        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
+        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
+        window->ParentWorkRect = window->WorkRect;
+
+        // [LEGACY] Content Region
+        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
+        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
+        // Used by:
+        // - Mouse wheel scrolling + many other things
+        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
+        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
+        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
+        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
+
+        // Setup drawing context
+        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
+        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
+        window->DC.GroupOffset.x = 0.0f;
+        window->DC.ColumnsOffset.x = 0.0f;
+
+        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
+        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
+        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
+        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
+        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
+        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
+        window->DC.CursorPos = window->DC.CursorStartPos;
+        window->DC.CursorPosPrevLine = window->DC.CursorPos;
+        window->DC.CursorMaxPos = window->DC.CursorStartPos;
+        window->DC.IdealMaxPos = window->DC.CursorStartPos;
+        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
+        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
+        window->DC.IsSameLine = window->DC.IsSetPos = false;
+
+        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
+        window->DC.NavLayersActiveMaskNext = 0x00;
+        window->DC.NavIsScrollPushableX = true;
+        window->DC.NavHideHighlightOneFrame = false;
+        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
+
+        window->DC.MenuBarAppending = false;
+        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
+        window->DC.TreeDepth = 0;
+        window->DC.TreeHasStackDataDepthMask = 0x00;
+        window->DC.ChildWindows.resize(0);
+        window->DC.StateStorage = &window->StateStorage;
+        window->DC.CurrentColumns = NULL;
+        window->DC.LayoutType = ImGuiLayoutType_Vertical;
+        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
+
+        window->DC.ItemWidth = window->ItemWidthDefault;
+        window->DC.TextWrapPos = -1.0f; // disabled
+        window->DC.ItemWidthStack.resize(0);
+        window->DC.TextWrapPosStack.resize(0);
+        if (flags & ImGuiWindowFlags_Modal)
+            window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg));
+
+        if (window->AutoFitFramesX > 0)
+            window->AutoFitFramesX--;
+        if (window->AutoFitFramesY > 0)
+            window->AutoFitFramesY--;
+
+        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
+        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
+        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
+        // - Position window behind the modal that is not a begin-parent of this window.
+        if (want_focus)
+            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
+        if (want_focus && window == g.NavWindow)
+            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
+
+        // Title bar
+        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
+
+        // Clear hit test shape every frame
+        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
+
+        // Pressing CTRL+C while holding on a window copy its content to the clipboard
+        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
+        // Maybe we can support CTRL+C on every element?
+        /*
+        //if (g.NavWindow == window && g.ActiveId == 0)
+        if (g.ActiveId == window->MoveId)
+            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
+                LogToClipboard();
+        */
+
+        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
+        // This is useful to allow creating context menus on title bar only, etc.
+        SetLastItemDataForWindow(window, title_bar_rect);
+
+        // [DEBUG]
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
+            DebugLocateItemResolveWithLastItem();
+#endif
+
+        // [Test Engine] Register title bar / tab with MoveId.
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
+#endif
+    }
+    else
+    {
+        // Skip refresh always mark active
+        if (window->SkipRefresh)
+            SetWindowActiveForSkipRefresh(window);
+
+        // Append
+        SetCurrentWindow(window);
+        SetLastItemDataForWindow(window, window->TitleBarRect());
+    }
+
+    if (!window->SkipRefresh)
+        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
+
+    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
+    window->WriteAccessed = false;
+    window->BeginCount++;
+    g.NextWindowData.ClearFlags();
+
+    // Update visibility
+    if (first_begin_of_the_frame && !window->SkipRefresh)
+    {
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
+        {
+            // Child window can be out of sight and have "negative" clip windows.
+            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
+            IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+            const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
+            if (!g.LogEnabled && !nav_request)
+                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
+                {
+                    if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+                        window->HiddenFramesCannotSkipItems = 1;
+                    else
+                        window->HiddenFramesCanSkipItems = 1;
+                }
+
+            // Hide along with parent or if parent is collapsed
+            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
+                window->HiddenFramesCanSkipItems = 1;
+            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
+                window->HiddenFramesCannotSkipItems = 1;
+        }
+
+        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
+        if (style.Alpha <= 0.0f)
+            window->HiddenFramesCanSkipItems = 1;
+
+        // Update the Hidden flag
+        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
+        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
+
+        // Disable inputs for requested number of frames
+        if (window->DisableInputsFrames > 0)
+        {
+            window->DisableInputsFrames--;
+            window->Flags |= ImGuiWindowFlags_NoInputs;
+        }
+
+        // Update the SkipItems flag, used to early out of all items functions (no layout required)
+        bool skip_items = false;
+        if (window->Collapsed || !window->Active || hidden_regular)
+            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
+                skip_items = true;
+        window->SkipItems = skip_items;
+    }
+    else if (first_begin_of_the_frame)
+    {
+        // Skip refresh mode
+        window->SkipItems = true;
+    }
+
+    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
+    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (!window->IsFallbackWindow)
+        if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))
+        {
+            if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
+            if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
+            return false;
+        }
+#endif
+
+    return !window->SkipItems;
+}
+
+static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
+{
+    ImGuiContext& g = *GImGui;
+    SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect);
+}
+
+void ImGui::End()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Error checking: verify that user hasn't called End() too many times!
+    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
+    {
+        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
+        return;
+    }
+    ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back();
+
+    // Error checking: verify that user doesn't directly call End() on a child window.
+    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
+
+    // Close anything that is open
+    if (window->DC.CurrentColumns)
+        EndColumns();
+    if (!window->SkipRefresh)
+        PopClipRect();   // Inner window clip rectangle
+    PopFocusScope();
+    if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window)
+        EndDisabledOverrideReenable();
+
+    if (window->SkipRefresh)
+    {
+        IM_ASSERT(window->DrawList == NULL);
+        window->DrawList = &window->DrawListInst;
+    }
+
+    // Stop logging
+    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
+        LogFinish();
+
+    if (window->DC.IsSetPos)
+        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
+
+    // Pop from window stack
+    g.LastItemData = window_stack_data.ParentLastItemDataBackup;
+    if (window->Flags & ImGuiWindowFlags_ChildMenu)
+        g.BeginMenuDepth--;
+    if (window->Flags & ImGuiWindowFlags_Popup)
+        g.BeginPopupStack.pop_back();
+    window_stack_data.StackSizesOnBegin.CompareWithContextState(&g);
+    g.CurrentWindowStack.pop_back();
+    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
+}
+
+void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(window == window->RootWindow);
+
+    const int cur_order = window->FocusOrder;
+    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
+    if (g.WindowsFocusOrder.back() == window)
+        return;
+
+    const int new_order = g.WindowsFocusOrder.Size - 1;
+    for (int n = cur_order; n < new_order; n++)
+    {
+        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
+        g.WindowsFocusOrder[n]->FocusOrder--;
+        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
+    }
+    g.WindowsFocusOrder[new_order] = window;
+    window->FocusOrder = (short)new_order;
+}
+
+void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* current_front_window = g.Windows.back();
+    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
+        return;
+    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
+        if (g.Windows[i] == window)
+        {
+            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
+            g.Windows[g.Windows.Size - 1] = window;
+            break;
+        }
+}
+
+void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.Windows[0] == window)
+        return;
+    for (int i = 0; i < g.Windows.Size; i++)
+        if (g.Windows[i] == window)
+        {
+            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
+            g.Windows[0] = window;
+            break;
+        }
+}
+
+void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
+{
+    IM_ASSERT(window != NULL && behind_window != NULL);
+    ImGuiContext& g = *GImGui;
+    window = window->RootWindow;
+    behind_window = behind_window->RootWindow;
+    int pos_wnd = FindWindowDisplayIndex(window);
+    int pos_beh = FindWindowDisplayIndex(behind_window);
+    if (pos_wnd < pos_beh)
+    {
+        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
+        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
+        g.Windows[pos_beh - 1] = window;
+    }
+    else
+    {
+        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
+        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
+        g.Windows[pos_beh] = window;
+    }
+}
+
+int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    return g.Windows.index_from_ptr(g.Windows.find(window));
+}
+
+// Moving window to front of display and set focus (which happens to be back of our sorted list)
+void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Modal check?
+    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
+        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
+        {
+            // This block would typically be reached in two situations:
+            // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag.
+            // - User clicking on void or anything behind a modal while a modal is open (window == NULL)
+            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
+            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+                BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?)
+            ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals
+            return;
+        }
+
+    // Find last focused child (if any) and focus it instead.
+    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
+        window = NavRestoreLastChildNavWindow(window);
+
+    // Apply focus
+    if (g.NavWindow != window)
+    {
+        SetNavWindow(window);
+        if (window && g.NavDisableMouseHover)
+            g.NavMousePosDirty = true;
+        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
+        g.NavLayer = ImGuiNavLayer_Main;
+        SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
+        g.NavIdIsAlive = false;
+        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+
+        // Close popups if any
+        ClosePopupsOverWindow(window, false);
+    }
+
+    // Move the root window to the top of the pile
+    IM_ASSERT(window == NULL || window->RootWindow != NULL);
+    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
+    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
+
+    // Steal active widgets. Some of the cases it triggers includes:
+    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
+    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
+        if (!g.ActiveIdNoClearOnFocusLoss)
+            ClearActiveID();
+
+    // Passing NULL allow to disable keyboard focus
+    if (!window)
+        return;
+
+    // Bring to front
+    BringWindowToFocusFront(focus_front_window);
+    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+        BringWindowToDisplayFront(display_front_window);
+}
+
+void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_UNUSED(filter_viewport); // Unused in master branch.
+    int start_idx = g.WindowsFocusOrder.Size - 1;
+    if (under_this_window != NULL)
+    {
+        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
+        int offset = -1;
+        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
+        {
+            under_this_window = under_this_window->ParentWindow;
+            offset = 0;
+        }
+        start_idx = FindWindowFocusIndex(under_this_window) + offset;
+    }
+    for (int i = start_idx; i >= 0; i--)
+    {
+        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
+        ImGuiWindow* window = g.WindowsFocusOrder[i];
+        if (window == ignore_window || !window->WasActive)
+            continue;
+        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
+        {
+            FocusWindow(window, flags);
+            return;
+        }
+    }
+    FocusWindow(NULL, flags);
+}
+
+// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
+void ImGui::SetCurrentFont(ImFont* font)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+    IM_ASSERT(font->Scale > 0.0f);
+    g.Font = font;
+    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
+    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
+    g.FontScale = g.FontSize / g.Font->FontSize;
+
+    ImFontAtlas* atlas = g.Font->ContainerAtlas;
+    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
+    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
+    g.DrawListSharedData.Font = g.Font;
+    g.DrawListSharedData.FontSize = g.FontSize;
+    g.DrawListSharedData.FontScale = g.FontScale;
+}
+
+// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList.
+// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls.
+// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
+//   - Some code paths never really fully worked with multiple atlas textures.
+//   - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID()
+//     the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem
+//     because we have a concrete need and a test bed for multiple atlas textures.
+void ImGui::PushFont(ImFont* font)
+{
+    ImGuiContext& g = *GImGui;
+    if (font == NULL)
+        font = GetDefaultFont();
+    g.FontStack.push_back(font);
+    SetCurrentFont(font);
+    g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID);
+}
+
+void  ImGui::PopFont()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.FontStack.Size > 0);
+    g.FontStack.pop_back();
+    ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back();
+    SetCurrentFont(font);
+    g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID);
+}
+
+void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiItemFlags item_flags = g.CurrentItemFlags;
+    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
+    if (enabled)
+        item_flags |= option;
+    else
+        item_flags &= ~option;
+    g.CurrentItemFlags = item_flags;
+    g.ItemFlagsStack.push_back(item_flags);
+}
+
+void ImGui::PopItemFlag()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
+    g.ItemFlagsStack.pop_back();
+    g.CurrentItemFlags = g.ItemFlagsStack.back();
+}
+
+// BeginDisabled()/EndDisabled()
+// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
+// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
+// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
+// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
+// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
+void ImGui::BeginDisabled(bool disabled)
+{
+    ImGuiContext& g = *GImGui;
+    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
+    if (!was_disabled && disabled)
+    {
+        g.DisabledAlphaBackup = g.Style.Alpha;
+        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
+    }
+    if (was_disabled || disabled)
+        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
+    g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize?
+    g.DisabledStackSize++;
+}
+
+void ImGui::EndDisabled()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.DisabledStackSize > 0);
+    g.DisabledStackSize--;
+    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
+    //PopItemFlag();
+    g.ItemFlagsStack.pop_back();
+    g.CurrentItemFlags = g.ItemFlagsStack.back();
+    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
+        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
+}
+
+// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name.
+// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal.
+// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled().
+void ImGui::BeginDisabledOverrideReenable()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled);
+    g.Style.Alpha = g.DisabledAlphaBackup;
+    g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled;
+    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
+    g.DisabledStackSize++;
+}
+
+void ImGui::EndDisabledOverrideReenable()
+{
+    ImGuiContext& g = *GImGui;
+    g.DisabledStackSize--;
+    IM_ASSERT(g.DisabledStackSize > 0);
+    g.ItemFlagsStack.pop_back();
+    g.CurrentItemFlags = g.ItemFlagsStack.back();
+    g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha;
+}
+
+void ImGui::PushTextWrapPos(float wrap_pos_x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
+    window->DC.TextWrapPos = wrap_pos_x;
+}
+
+void ImGui::PopTextWrapPos()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
+    window->DC.TextWrapPosStack.pop_back();
+}
+
+static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)
+{
+    ImGuiWindow* last_window = NULL;
+    while (last_window != window)
+    {
+        last_window = window;
+        window = window->RootWindow;
+        if (popup_hierarchy)
+            window = window->RootWindowPopupTree;
+    }
+    return window;
+}
+
+bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)
+{
+    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);
+    if (window_root == potential_parent)
+        return true;
+    while (window != NULL)
+    {
+        if (window == potential_parent)
+            return true;
+        if (window == window_root) // end of chain
+            return false;
+        window = window->ParentWindow;
+    }
+    return false;
+}
+
+bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
+{
+    if (window->RootWindow == potential_parent)
+        return true;
+    while (window != NULL)
+    {
+        if (window == potential_parent)
+            return true;
+        window = window->ParentWindowInBeginStack;
+    }
+    return false;
+}
+
+bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
+{
+    ImGuiContext& g = *GImGui;
+
+    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
+    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
+    if (display_layer_delta != 0)
+        return display_layer_delta > 0;
+
+    for (int i = g.Windows.Size - 1; i >= 0; i--)
+    {
+        ImGuiWindow* candidate_window = g.Windows[i];
+        if (candidate_window == potential_above)
+            return true;
+        if (candidate_window == potential_below)
+            return false;
+    }
+    return false;
+}
+
+// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
+// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
+// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
+// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
+bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
+{
+    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
+
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* ref_window = g.HoveredWindow;
+    ImGuiWindow* cur_window = g.CurrentWindow;
+    if (ref_window == NULL)
+        return false;
+
+    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
+    {
+        IM_ASSERT(cur_window); // Not inside a Begin()/End()
+        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
+        if (flags & ImGuiHoveredFlags_RootWindow)
+            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+
+        bool result;
+        if (flags & ImGuiHoveredFlags_ChildWindows)
+            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+        else
+            result = (ref_window == cur_window);
+        if (!result)
+            return false;
+    }
+
+    if (!IsWindowContentHoverable(ref_window, flags))
+        return false;
+    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
+            return false;
+
+    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
+    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
+    // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true
+    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
+    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
+    if (flags & ImGuiHoveredFlags_ForTooltip)
+        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
+    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
+        return false;
+
+    return true;
+}
+
+bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* ref_window = g.NavWindow;
+    ImGuiWindow* cur_window = g.CurrentWindow;
+
+    if (ref_window == NULL)
+        return false;
+    if (flags & ImGuiFocusedFlags_AnyWindow)
+        return true;
+
+    IM_ASSERT(cur_window); // Not inside a Begin()/End()
+    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
+    if (flags & ImGuiHoveredFlags_RootWindow)
+        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+
+    if (flags & ImGuiHoveredFlags_ChildWindows)
+        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+    else
+        return (ref_window == cur_window);
+}
+
+// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
+// If you want a window to never be focused, you may use the e.g. NoInputs flag.
+bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
+{
+    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
+}
+
+float ImGui::GetWindowWidth()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Size.x;
+}
+
+float ImGui::GetWindowHeight()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Size.y;
+}
+
+ImVec2 ImGui::GetWindowPos()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    return window->Pos;
+}
+
+void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
+        return;
+
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
+
+    // Set
+    const ImVec2 old_pos = window->Pos;
+    window->Pos = ImTrunc(pos);
+    ImVec2 offset = window->Pos - old_pos;
+    if (offset.x == 0.0f && offset.y == 0.0f)
+        return;
+    MarkIniSettingsDirty(window);
+    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
+    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
+    window->DC.IdealMaxPos += offset;
+    window->DC.CursorStartPos += offset;
+}
+
+void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    SetWindowPos(window, pos, cond);
+}
+
+void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
+{
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowPos(window, pos, cond);
+}
+
+ImVec2 ImGui::GetWindowSize()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Size;
+}
+
+void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
+        return;
+
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+    // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
+    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
+        window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
+    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
+        window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
+
+    // Set
+    ImVec2 old_size = window->SizeFull;
+    if (size.x <= 0.0f)
+        window->AutoFitOnlyGrows = false;
+    else
+        window->SizeFull.x = IM_TRUNC(size.x);
+    if (size.y <= 0.0f)
+        window->AutoFitOnlyGrows = false;
+    else
+        window->SizeFull.y = IM_TRUNC(size.y);
+    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
+        MarkIniSettingsDirty(window);
+}
+
+void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
+{
+    SetWindowSize(GImGui->CurrentWindow, size, cond);
+}
+
+void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
+{
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowSize(window, size, cond);
+}
+
+void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
+        return;
+    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+    // Set
+    window->Collapsed = collapsed;
+}
+
+void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
+{
+    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
+    window->HitTestHoleSize = ImVec2ih(size);
+    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
+}
+
+void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window)
+{
+    window->Hidden = window->SkipItems = true;
+    window->HiddenFramesCanSkipItems = 1;
+}
+
+void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
+{
+    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
+}
+
+bool ImGui::IsWindowCollapsed()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Collapsed;
+}
+
+bool ImGui::IsWindowAppearing()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Appearing;
+}
+
+void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
+{
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowCollapsed(window, collapsed, cond);
+}
+
+void ImGui::SetWindowFocus()
+{
+    FocusWindow(GImGui->CurrentWindow);
+}
+
+void ImGui::SetWindowFocus(const char* name)
+{
+    if (name)
+    {
+        if (ImGuiWindow* window = FindWindowByName(name))
+            FocusWindow(window);
+    }
+    else
+    {
+        FocusWindow(NULL);
+    }
+}
+
+void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
+    g.NextWindowData.PosVal = pos;
+    g.NextWindowData.PosPivotVal = pivot;
+    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
+}
+
+void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
+    g.NextWindowData.SizeVal = size;
+    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
+}
+
+// For each axis:
+// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
+// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
+// - See "Demo->Examples->Constrained-resizing window" for examples.
+void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
+    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
+    g.NextWindowData.SizeCallback = custom_callback;
+    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
+}
+
+// Content size = inner scrollable rectangle, padded with WindowPadding.
+// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
+void ImGui::SetNextWindowContentSize(const ImVec2& size)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
+    g.NextWindowData.ContentSizeVal = ImTrunc(size);
+}
+
+void ImGui::SetNextWindowScroll(const ImVec2& scroll)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
+    g.NextWindowData.ScrollVal = scroll;
+}
+
+void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
+    g.NextWindowData.CollapsedVal = collapsed;
+    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
+}
+
+void ImGui::SetNextWindowFocus()
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
+}
+
+void ImGui::SetNextWindowBgAlpha(float alpha)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
+    g.NextWindowData.BgAlphaVal = alpha;
+}
+
+// This is experimental and meant to be a toy for exploring a future/wider range of features.
+void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
+    g.NextWindowData.RefreshFlagsVal = flags;
+}
+
+ImDrawList* ImGui::GetWindowDrawList()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DrawList;
+}
+
+ImFont* ImGui::GetFont()
+{
+    return GImGui->Font;
+}
+
+float ImGui::GetFontSize()
+{
+    return GImGui->FontSize;
+}
+
+ImVec2 ImGui::GetFontTexUvWhitePixel()
+{
+    return GImGui->DrawListSharedData.TexUvWhitePixel;
+}
+
+void ImGui::SetWindowFontScale(float scale)
+{
+    IM_ASSERT(scale > 0.0f);
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->FontWindowScale = scale;
+    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+    g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize;
+}
+
+void ImGui::PushFocusScope(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiFocusScopeData data;
+    data.ID = id;
+    data.WindowID = g.CurrentWindow->ID;
+    g.FocusScopeStack.push_back(data);
+    g.CurrentFocusScopeId = id;
+}
+
+void ImGui::PopFocusScope()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.FocusScopeStack.Size == 0)
+    {
+        IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!");
+        return;
+    }
+    g.FocusScopeStack.pop_back();
+    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0;
+}
+
+void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavFocusScopeId = focus_scope_id;
+    g.NavFocusRoute.resize(0); // Invalidate
+    if (focus_scope_id == 0)
+        return;
+    IM_ASSERT(g.NavWindow != NULL);
+
+    // Store current path (in reverse order)
+    if (focus_scope_id == g.CurrentFocusScopeId)
+    {
+        // Top of focus stack contains local focus scopes inside current window
+        for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--)
+            g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]);
+    }
+    else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId)
+        g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID });
+    else
+        return;
+
+    // Then follow on manually set ParentWindowForFocusRoute field (#6798)
+    for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute)
+        g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID });
+    IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
+}
+
+// Focus = move navigation cursor, set scrolling, set focus window.
+void ImGui::FocusItem()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
+    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
+    {
+        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
+        return;
+    }
+
+    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
+    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
+    SetNavWindow(window);
+    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
+    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
+}
+
+void ImGui::ActivateItemByID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavNextActivateId = id;
+    g.NavNextActivateFlags = ImGuiActivateFlags_None;
+}
+
+// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
+// But ActivateItem() should function without altering scroll/focus?
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
+    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
+
+    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
+    // When we refactor this function into ActivateItem() we may want to make this an option.
+    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
+    // is also automatically dropped in the event g.ActiveId is stolen.
+    if (g.DragDropActive || g.MovingWindow != NULL)
+    {
+        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
+        return;
+    }
+
+    SetNavWindow(window);
+
+    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
+    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
+    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
+    if (offset == -1)
+    {
+        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
+    }
+    else
+    {
+        g.NavTabbingDir = 1;
+        g.NavTabbingCounter = offset + 1;
+    }
+}
+
+void ImGui::SetItemDefaultFocus()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!window->Appearing)
+        return;
+    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
+        return;
+
+    g.NavInitRequest = false;
+    NavApplyItemToResult(&g.NavInitResult);
+    NavUpdateAnyRequestFlag();
+
+    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
+    if (!window->ClipRect.Contains(g.LastItemData.Rect))
+        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
+}
+
+void ImGui::SetStateStorage(ImGuiStorage* tree)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    window->DC.StateStorage = tree ? tree : &window->StateStorage;
+}
+
+ImGuiStorage* ImGui::GetStateStorage()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->DC.StateStorage;
+}
+
+bool ImGui::IsRectVisible(const ImVec2& size)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
+}
+
+bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ID STACK
+//-----------------------------------------------------------------------------
+
+// This is one of the very rare legacy case where we use ImGuiWindow methods,
+// it should ideally be flattened at some point but it's been used a lots by widgets.
+IM_MSVC_RUNTIME_CHECKS_OFF
+ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    ImGuiContext& g = *Ctx;
+    if (g.DebugHookIdInfo == id)
+        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
+#endif
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetID(const void* ptr)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    ImGuiContext& g = *Ctx;
+    if (g.DebugHookIdInfo == id)
+        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
+#endif
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetID(int n)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashData(&n, sizeof(n), seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    ImGuiContext& g = *Ctx;
+    if (g.DebugHookIdInfo == id)
+        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
+#endif
+    return id;
+}
+
+// This is only used in rare/specific situations to manufacture an ID out of nowhere.
+// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those?
+ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs)
+{
+    ImGuiID seed = IDStack.back();
+    ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs);
+    ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed);
+    return id;
+}
+
+// "
+ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
+{
+    ImGuiID seed = IDStack.back();
+    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
+    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
+    return id;
+}
+
+void ImGui::PushID(const char* str_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetID(str_id);
+    window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetID(str_id_begin, str_id_end);
+    window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(const void* ptr_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetID(ptr_id);
+    window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(int int_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetID(int_id);
+    window->IDStack.push_back(id);
+}
+
+// Push a given id value ignoring the ID stack as a seed.
+void ImGui::PushOverrideID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (g.DebugHookIdInfo == id)
+        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
+#endif
+    window->IDStack.push_back(id);
+}
+
+// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
+// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
+//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
+ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
+{
+    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    ImGuiContext& g = *GImGui;
+    if (g.DebugHookIdInfo == id)
+        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
+#endif
+    return id;
+}
+
+ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
+{
+    ImGuiID id = ImHashData(&n, sizeof(n), seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    ImGuiContext& g = *GImGui;
+    if (g.DebugHookIdInfo == id)
+        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
+#endif
+    return id;
+}
+
+void ImGui::PopID()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
+    window->IDStack.pop_back();
+}
+
+ImGuiID ImGui::GetID(const char* str_id)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->GetID(str_id);
+}
+
+ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->GetID(str_id_begin, str_id_end);
+}
+
+ImGuiID ImGui::GetID(const void* ptr_id)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->GetID(ptr_id);
+}
+
+ImGuiID ImGui::GetID(int int_id)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->GetID(int_id);
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] INPUTS
+//-----------------------------------------------------------------------------
+// - GetModForLRModKey() [Internal]
+// - FixupKeyChord() [Internal]
+// - GetKeyData() [Internal]
+// - GetKeyIndex() [Internal]
+// - GetKeyName()
+// - GetKeyChordName() [Internal]
+// - CalcTypematicRepeatAmount() [Internal]
+// - GetTypematicRepeatRate() [Internal]
+// - GetKeyPressedAmount() [Internal]
+// - GetKeyMagnitude2d() [Internal]
+//-----------------------------------------------------------------------------
+// - UpdateKeyRoutingTable() [Internal]
+// - GetRoutingIdFromOwnerId() [Internal]
+// - GetShortcutRoutingData() [Internal]
+// - CalcRoutingScore() [Internal]
+// - SetShortcutRouting() [Internal]
+// - TestShortcutRouting() [Internal]
+//-----------------------------------------------------------------------------
+// - IsKeyDown()
+// - IsKeyPressed()
+// - IsKeyReleased()
+//-----------------------------------------------------------------------------
+// - IsMouseDown()
+// - IsMouseClicked()
+// - IsMouseReleased()
+// - IsMouseDoubleClicked()
+// - GetMouseClickedCount()
+// - IsMouseHoveringRect() [Internal]
+// - IsMouseDragPastThreshold() [Internal]
+// - IsMouseDragging()
+// - GetMousePos()
+// - SetMousePos() [Internal]
+// - GetMousePosOnOpeningCurrentPopup()
+// - IsMousePosValid()
+// - IsAnyMouseDown()
+// - GetMouseDragDelta()
+// - ResetMouseDragDelta()
+// - GetMouseCursor()
+// - SetMouseCursor()
+//-----------------------------------------------------------------------------
+// - UpdateAliasKey()
+// - GetMergedModsFromKeys()
+// - UpdateKeyboardInputs()
+// - UpdateMouseInputs()
+//-----------------------------------------------------------------------------
+// - LockWheelingWindow [Internal]
+// - FindBestWheelingWindow [Internal]
+// - UpdateMouseWheel() [Internal]
+//-----------------------------------------------------------------------------
+// - SetNextFrameWantCaptureKeyboard()
+// - SetNextFrameWantCaptureMouse()
+//-----------------------------------------------------------------------------
+// - GetInputSourceName() [Internal]
+// - DebugPrintInputEvent() [Internal]
+// - UpdateInputEvents() [Internal]
+//-----------------------------------------------------------------------------
+// - GetKeyOwner() [Internal]
+// - TestKeyOwner() [Internal]
+// - SetKeyOwner() [Internal]
+// - SetItemKeyOwner() [Internal]
+// - Shortcut() [Internal]
+//-----------------------------------------------------------------------------
+
+static ImGuiKeyChord GetModForLRModKey(ImGuiKey key)
+{
+    if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl)
+        return ImGuiMod_Ctrl;
+    if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift)
+        return ImGuiMod_Shift;
+    if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt)
+        return ImGuiMod_Alt;
+    if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
+        return ImGuiMod_Super;
+    return ImGuiMod_None;
+}
+
+ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord)
+{
+    // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
+    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+    if (IsLRModKey(key))
+        key_chord |= GetModForLRModKey(key);
+    return key_chord;
+}
+
+ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
+{
+    ImGuiContext& g = *ctx;
+
+    // Special storage location for mods
+    if (key & ImGuiMod_Mask_)
+        key = ConvertSingleModFlagToKey(key);
+
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
+    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
+        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
+#else
+    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
+#endif
+    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+// Formally moved to obsolete section in 1.90.5 in spite of documented as obsolete since 1.87
+ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(IsNamedKey(key));
+    const ImGuiKeyData* key_data = GetKeyData(key);
+    return (ImGuiKey)(key_data - g.IO.KeysData);
+}
+#endif
+
+// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
+static const char* const GKeyNames[] =
+{
+    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
+    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
+    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
+    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
+    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
+    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
+    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
+    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
+    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
+    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
+    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
+    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
+    "AppBack", "AppForward",
+    "GamepadStart", "GamepadBack",
+    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
+    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
+    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
+    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
+    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
+    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
+    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
+};
+IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
+
+const char* ImGui::GetKeyName(ImGuiKey key)
+{
+    if (key == ImGuiKey_None)
+        return "None";
+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
+    IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
+#else
+    ImGuiContext& g = *GImGui;
+    if (IsLegacyKey(key))
+    {
+        if (g.IO.KeyMap[key] == -1)
+            return "N/A";
+        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
+        key = (ImGuiKey)g.IO.KeyMap[key];
+    }
+#endif
+    if (key & ImGuiMod_Mask_)
+        key = ConvertSingleModFlagToKey(key);
+    if (!IsNamedKey(key))
+        return "Unknown";
+
+    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
+}
+
+// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super.
+// Lifetime of return value: valid until next call to same function.
+const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
+{
+    ImGuiContext& g = *GImGui;
+
+    const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+    if (IsLRModKey(key))
+        key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift"
+    ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s",
+        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
+        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
+        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
+        (key_chord & ImGuiMod_Super) ? "Super+" : "",
+        (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : "");
+    size_t len;
+    if (key == ImGuiKey_None && key_chord != 0)
+        if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+'
+            g.TempKeychordName[len - 1] = 0;
+    return g.TempKeychordName;
+}
+
+// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
+// t1 = current time (e.g.: g.Time)
+// An event is triggered at:
+//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
+int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
+{
+    if (t1 == 0.0f)
+        return 1;
+    if (t0 >= t1)
+        return 0;
+    if (repeat_rate <= 0.0f)
+        return (t0 < repeat_delay) && (t1 >= repeat_delay);
+    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
+    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
+    const int count = count_t1 - count_t0;
+    return count;
+}
+
+void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
+{
+    ImGuiContext& g = *GImGui;
+    switch (flags & ImGuiInputFlags_RepeatRateMask_)
+    {
+    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
+    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
+    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
+    }
+}
+
+// Return value representing the number of presses in the last time period, for the given repeat rate
+// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
+int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiKeyData* key_data = GetKeyData(key);
+    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
+        return 0;
+    const float t = key_data->DownDuration;
+    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
+}
+
+// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
+ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
+{
+    return ImVec2(
+        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
+        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
+}
+
+// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
+//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
+//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
+// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
+static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
+{
+    ImGuiContext& g = *GImGui;
+    rt->EntriesNext.resize(0);
+    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+    {
+        const int new_routing_start_idx = rt->EntriesNext.Size;
+        ImGuiKeyRoutingData* routing_entry;
+        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
+        {
+            routing_entry = &rt->Entries[old_routing_idx];
+            routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
+            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
+            routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner;
+            routing_entry->RoutingNextScore = 255;
+            if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner)
+                continue;
+            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
+
+            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
+            // This is the result of previous frame's SetShortcutRouting() call.
+            if (routing_entry->Mods == g.IO.KeyMods)
+            {
+                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+                if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner)
+                {
+                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
+                    //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr);
+                }
+            }
+        }
+
+        // Rewrite linked-list
+        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
+        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
+            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
+    }
+    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
+}
+
+// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
+static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
+{
+    ImGuiContext& g = *GImGui;
+    return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
+}
+
+ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
+{
+    // Majority of shortcuts will be Key + any number of Mods
+    // We accept _Single_ mod with ImGuiKey_None.
+    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
+    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
+    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
+    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
+    ImGuiContext& g = *GImGui;
+    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
+    ImGuiKeyRoutingData* routing_data;
+    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+    if (key == ImGuiKey_None)
+        key = ConvertSingleModFlagToKey(mods);
+    IM_ASSERT(IsNamedKey(key));
+
+    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
+    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
+    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
+    {
+        routing_data = &rt->Entries[idx];
+        if (routing_data->Mods == mods)
+            return routing_data;
+    }
+
+    // Add to linked-list
+    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
+    rt->Entries.push_back(ImGuiKeyRoutingData());
+    routing_data = &rt->Entries[routing_data_idx];
+    routing_data->Mods = (ImU16)mods;
+    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
+    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
+    return routing_data;
+}
+
+// Current score encoding (lower is highest priority):
+//  -   0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive
+//  -   1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active)
+//  -   2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
+//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
+//  - 254: ImGuiInputFlags_RouteGlobal
+//  - 255: never route
+// 'flags' should include an explicit routing policy
+static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (flags & ImGuiInputFlags_RouteFocused)
+    {
+        // ActiveID gets top priority
+        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
+        if (owner_id != 0 && g.ActiveId == owner_id)
+            return 1;
+
+        // Score based on distance to focused window (lower is better)
+        // Assuming both windows are submitting a routing request,
+        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
+        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
+        // Assuming only WindowA is submitting a routing request,
+        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
+        // This essentially follow the window->ParentWindowForFocusRoute chain.
+        if (focus_scope_id == 0)
+            return 255;
+        for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
+            if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
+                return 3 + index_in_focus_path;
+        return 255;
+    }
+    else if (flags & ImGuiInputFlags_RouteActive)
+    {
+        if (owner_id != 0 && g.ActiveId == owner_id)
+            return 1;
+        return 255;
+    }
+    else if (flags & ImGuiInputFlags_RouteGlobal)
+    {
+        if (flags & ImGuiInputFlags_RouteOverActive)
+            return 0;
+        if (flags & ImGuiInputFlags_RouteOverFocused)
+            return 2;
+        return 254;
+    }
+    IM_ASSERT(0);
+    return 0;
+}
+
+// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
+//   e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
+// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character.
+static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
+{
+    // Mimic 'ignore_char_inputs' logic in InputText()
+    ImGuiContext& g = *GImGui;
+
+    // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
+    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+    const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl));
+    if (ignore_char_inputs)
+        return false;
+
+    // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
+    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+    if (key == ImGuiKey_None)
+        return false;
+    return g.KeysMayBeCharInput.TestBit(key);
+}
+
+// Request a desired route for an input chord (key + mods).
+// Return true if the route is available this frame.
+// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
+//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
+//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
+bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+    ImGuiContext& g = *GImGui;
+    if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
+        flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
+    else
+        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
+    IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);
+    if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused))
+        IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal);
+
+    // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
+    key_chord = FixupKeyChord(key_chord);
+
+    // [DEBUG] Debug break requested by user
+    if (g.DebugBreakInShortcutRouting == key_chord)
+        IM_DEBUG_BREAK();
+
+    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
+        if (g.NavWindow == NULL)
+            return false;
+
+    // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this?
+    if (flags & ImGuiInputFlags_RouteAlways)
+    {
+        IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id);
+        return true;
+    }
+
+    // Specific culling when there's an active item.
+    if (g.ActiveId != 0 && g.ActiveId != owner_id)
+    {
+        if (flags & ImGuiInputFlags_RouteActive)
+            return false;
+
+        // Cull shortcuts with no modifiers when it could generate a character.
+        // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active.
+        // but  Shortcut(Ctrl+G) should generally trigger when InputText() is active.
+        // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active.
+        // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined)
+        if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord))
+        {
+            IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id);
+            return false;
+        }
+
+        // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
+        if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys)
+        {
+            ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+            if (key == ImGuiKey_None)
+                key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_));
+            if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
+                return false;
+        }
+    }
+
+    // Where do we evaluate route for?
+    ImGuiID focus_scope_id = g.CurrentFocusScopeId;
+    if (flags & ImGuiInputFlags_RouteFromRootWindow)
+        focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin()
+
+    const int score = CalcRoutingScore(focus_scope_id, owner_id, flags);
+    IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score);
+    if (score == 255)
+        return false;
+
+    // Submit routing for NEXT frame (assuming score is sufficient)
+    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
+    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
+    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
+    if (score < routing_data->RoutingNextScore)
+    {
+        routing_data->RoutingNext = owner_id;
+        routing_data->RoutingNextScore = (ImU8)score;
+    }
+
+    // Return routing state for CURRENT frame
+    if (routing_data->RoutingCurr == owner_id)
+        IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n");
+    return routing_data->RoutingCurr == owner_id;
+}
+
+// Currently unused by core (but used by tests)
+// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
+bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
+{
+    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
+    key_chord = FixupKeyChord(key_chord);
+    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
+    return routing_data->RoutingCurr == routing_id;
+}
+
+// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
+// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
+bool ImGui::IsKeyDown(ImGuiKey key)
+{
+    return IsKeyDown(key, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
+{
+    const ImGuiKeyData* key_data = GetKeyData(key);
+    if (!key_data->Down)
+        return false;
+    if (!TestKeyOwner(key, owner_id))
+        return false;
+    return true;
+}
+
+bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
+{
+    return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any);
+}
+
+// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
+bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+    const ImGuiKeyData* key_data = GetKeyData(key);
+    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
+        return false;
+    const float t = key_data->DownDuration;
+    if (t < 0.0f)
+        return false;
+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
+    if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
+        flags |= ImGuiInputFlags_Repeat;
+
+    bool pressed = (t == 0.0f);
+    if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0)
+    {
+        float repeat_delay, repeat_rate;
+        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
+        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
+        if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
+        {
+            // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
+            // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
+            ImGuiContext& g = *GImGui;
+            double key_pressed_time = g.Time - t + 0.00001f;
+            if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
+                pressed = false;
+            if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
+                pressed = false;
+            if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
+                pressed = false;
+        }
+    }
+    if (!pressed)
+        return false;
+    if (!TestKeyOwner(key, owner_id))
+        return false;
+    return true;
+}
+
+bool ImGui::IsKeyReleased(ImGuiKey key)
+{
+    return IsKeyReleased(key, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
+{
+    const ImGuiKeyData* key_data = GetKeyData(key);
+    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
+        return false;
+    if (!TestKeyOwner(key, owner_id))
+        return false;
+    return true;
+}
+
+bool ImGui::IsMouseDown(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
+}
+
+bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
+}
+
+bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
+{
+    return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
+        return false;
+    const float t = g.IO.MouseDownDuration[button];
+    if (t < 0.0f)
+        return false;
+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here.
+
+    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
+    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
+    if (!pressed)
+        return false;
+
+    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
+        return false;
+
+    return true;
+}
+
+bool ImGui::IsMouseReleased(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
+}
+
+bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
+}
+
+bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
+}
+
+int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseClickedCount[button];
+}
+
+// Test if mouse cursor is hovering given rectangle
+// NB- Rectangle is clipped by our current clip setting
+// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
+bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Clip
+    ImRect rect_clipped(r_min, r_max);
+    if (clip)
+        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
+
+    // Hit testing, expanded for touch input
+    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
+        return false;
+    return true;
+}
+
+// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
+// [Internal] This doesn't test if the button is pressed
+bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (lock_threshold < 0.0f)
+        lock_threshold = g.IO.MouseDragThreshold;
+    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
+}
+
+bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (!g.IO.MouseDown[button])
+        return false;
+    return IsMouseDragPastThreshold(button, lock_threshold);
+}
+
+ImVec2 ImGui::GetMousePos()
+{
+    ImGuiContext& g = *GImGui;
+    return g.IO.MousePos;
+}
+
+// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
+// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
+void ImGui::TeleportMousePos(const ImVec2& pos)
+{
+    ImGuiContext& g = *GImGui;
+    g.IO.MousePos = g.IO.MousePosPrev = pos;
+    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
+    g.IO.WantSetMousePos = true;
+    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
+}
+
+// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
+ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.BeginPopupStack.Size > 0)
+        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
+    return g.IO.MousePos;
+}
+
+// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
+bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
+{
+    // The assert is only to silence a false-positive in XCode Static Analysis.
+    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
+    IM_ASSERT(GImGui != NULL);
+    const float MOUSE_INVALID = -256000.0f;
+    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
+    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
+}
+
+// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
+bool ImGui::IsAnyMouseDown()
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
+        if (g.IO.MouseDown[n])
+            return true;
+    return false;
+}
+
+// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
+// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
+// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
+ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (lock_threshold < 0.0f)
+        lock_threshold = g.IO.MouseDragThreshold;
+    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
+        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
+            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
+                return g.IO.MousePos - g.IO.MouseClickedPos[button];
+    return ImVec2(0.0f, 0.0f);
+}
+
+void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
+    g.IO.MouseClickedPos[button] = g.IO.MousePos;
+}
+
+// Get desired mouse cursor shape.
+// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
+// updated during the frame, and locked in EndFrame()/Render().
+// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
+ImGuiMouseCursor ImGui::GetMouseCursor()
+{
+    ImGuiContext& g = *GImGui;
+    return g.MouseCursor;
+}
+
+// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value.
+// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may
+// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call.
+void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
+{
+    ImGuiContext& g = *GImGui;
+    g.MouseCursor = cursor_type;
+}
+
+static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
+{
+    IM_ASSERT(ImGui::IsAliasKey(key));
+    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
+    key_data->Down = v;
+    key_data->AnalogValue = analog_value;
+}
+
+// [Internal] Do not use directly
+static ImGuiKeyChord GetMergedModsFromKeys()
+{
+    ImGuiKeyChord mods = 0;
+    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
+    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
+    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
+    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
+    return mods;
+}
+
+static void ImGui::UpdateKeyboardInputs()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+
+    if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
+        io.ClearInputKeys();
+
+    // Import legacy keys or verify they are not used
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    if (io.BackendUsingLegacyKeyArrays == 0)
+    {
+        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
+        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
+            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
+    }
+    else
+    {
+        if (g.FrameCount == 0)
+            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
+                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
+
+        // Build reverse KeyMap (Named -> Legacy)
+        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
+            if (io.KeyMap[n] != -1)
+            {
+                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
+                io.KeyMap[io.KeyMap[n]] = n;
+            }
+
+        // Import legacy keys into new ones
+        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
+            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
+            {
+                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
+                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
+                io.KeysData[key].Down = io.KeysDown[n];
+                if (key != n)
+                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
+                io.BackendUsingLegacyKeyArrays = 1;
+            }
+        if (io.BackendUsingLegacyKeyArrays == 1)
+        {
+            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
+            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
+            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
+            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
+        }
+    }
+#endif
+
+    // Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
+    {
+        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
+        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
+        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
+        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
+        #undef NAV_MAP_KEY
+    }
+#endif
+
+    // Update aliases
+    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
+        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
+    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
+    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
+
+    // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
+    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
+    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
+    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
+    const ImGuiKeyChord prev_key_mods = io.KeyMods;
+    io.KeyMods = GetMergedModsFromKeys();
+    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
+    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
+    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
+    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
+    if (prev_key_mods != io.KeyMods)
+        g.LastKeyModsChangeTime = g.Time;
+    if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
+        g.LastKeyModsChangeFromNoneTime = g.Time;
+
+    // Clear gamepad data if disabled
+    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
+        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
+        {
+            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
+            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
+        }
+
+    // Update keys
+    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
+    {
+        ImGuiKeyData* key_data = &io.KeysData[i];
+        key_data->DownDurationPrev = key_data->DownDuration;
+        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
+        if (key_data->DownDuration == 0.0f)
+        {
+            ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i);
+            if (IsKeyboardKey(key))
+                g.LastKeyboardKeyPressTime = g.Time;
+            else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
+                g.LastKeyboardKeyPressTime = g.Time;
+        }
+    }
+
+    // Update keys/input owner (named keys only): one entry per key
+    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+    {
+        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
+        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
+        owner_data->OwnerCurr = owner_data->OwnerNext;
+        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
+            owner_data->OwnerNext = ImGuiKeyOwner_NoOwner;
+        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
+    }
+
+    // Update key routing (for e.g. shortcuts)
+    UpdateKeyRoutingTable(&g.KeysRoutingTable);
+}
+
+static void ImGui::UpdateMouseInputs()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+
+    // Mouse Wheel swapping flag
+    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
+    // - We avoid doing it on OSX as it the OS input layer handles this already.
+    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
+    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
+    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
+
+    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
+    if (IsMousePosValid(&io.MousePos))
+        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
+
+    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
+    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
+        io.MouseDelta = io.MousePos - io.MousePosPrev;
+    else
+        io.MouseDelta = ImVec2(0.0f, 0.0f);
+
+    // Update stationary timer.
+    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
+    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
+    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
+    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
+    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
+
+    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
+    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
+        g.NavDisableMouseHover = false;
+
+    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+    {
+        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
+        io.MouseClickedCount[i] = 0; // Will be filled below
+        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
+        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
+        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
+        if (io.MouseClicked[i])
+        {
+            bool is_repeated_click = false;
+            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
+            {
+                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
+                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
+                    is_repeated_click = true;
+            }
+            if (is_repeated_click)
+                io.MouseClickedLastCount[i]++;
+            else
+                io.MouseClickedLastCount[i] = 1;
+            io.MouseClickedTime[i] = g.Time;
+            io.MouseClickedPos[i] = io.MousePos;
+            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
+            io.MouseDragMaxDistanceSqr[i] = 0.0f;
+        }
+        else if (io.MouseDown[i])
+        {
+            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
+            float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;
+            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);
+        }
+
+        // We provide io.MouseDoubleClicked[] as a legacy service
+        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
+
+        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
+        if (io.MouseClicked[i])
+            g.NavDisableMouseHover = false;
+    }
+}
+
+static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
+{
+    ImGuiContext& g = *GImGui;
+    if (window)
+        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
+    else
+        g.WheelingWindowReleaseTimer = 0.0f;
+    if (g.WheelingWindow == window)
+        return;
+    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
+    g.WheelingWindow = window;
+    g.WheelingWindowRefMousePos = g.IO.MousePos;
+    if (window == NULL)
+    {
+        g.WheelingWindowStartFrame = -1;
+        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
+    }
+}
+
+static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
+{
+    // For each axis, find window in the hierarchy that may want to use scrolling
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* windows[2] = { NULL, NULL };
+    for (int axis = 0; axis < 2; axis++)
+        if (wheel[axis] != 0.0f)
+            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
+            {
+                // Bubble up into parent window if:
+                // - a child window doesn't allow any scrolling.
+                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
+                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
+                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
+                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
+                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
+                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
+                    break; // select this window
+            }
+    if (windows[0] == NULL && windows[1] == NULL)
+        return NULL;
+
+    // If there's only one window or only one axis then there's no ambiguity
+    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
+        return windows[1] ? windows[1] : windows[0];
+
+    // If candidate are different windows we need to decide which one to prioritize
+    // - First frame: only find a winner if one axis is zero.
+    // - Subsequent frames: only find a winner when one is more than the other.
+    if (g.WheelingWindowStartFrame == -1)
+        g.WheelingWindowStartFrame = g.FrameCount;
+    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
+    {
+        g.WheelingWindowWheelRemainder = wheel;
+        return NULL;
+    }
+    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
+}
+
+// Called by NewFrame()
+void ImGui::UpdateMouseWheel()
+{
+    // Reset the locked window if we move the mouse or after the timer elapses.
+    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
+    ImGuiContext& g = *GImGui;
+    if (g.WheelingWindow != NULL)
+    {
+        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
+        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
+            g.WheelingWindowReleaseTimer = 0.0f;
+        if (g.WheelingWindowReleaseTimer <= 0.0f)
+            LockWheelingWindow(NULL, 0.0f);
+    }
+
+    ImVec2 wheel;
+    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f;
+    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f;
+
+    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
+    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
+    if (!mouse_window || mouse_window->Collapsed)
+        return;
+
+    // Zoom / Scale window
+    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
+    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
+    {
+        LockWheelingWindow(mouse_window, wheel.y);
+        ImGuiWindow* window = mouse_window;
+        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
+        const float scale = new_font_scale / window->FontWindowScale;
+        window->FontWindowScale = new_font_scale;
+        if (window == window->RootWindow)
+        {
+            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
+            SetWindowPos(window, window->Pos + offset, 0);
+            window->Size = ImTrunc(window->Size * scale);
+            window->SizeFull = ImTrunc(window->SizeFull * scale);
+        }
+        return;
+    }
+    if (g.IO.KeyCtrl)
+        return;
+
+    // Mouse wheel scrolling
+    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
+    if (g.IO.MouseWheelRequestAxisSwap)
+        wheel = ImVec2(wheel.y, 0.0f);
+
+    // Maintain a rough average of moving magnitude on both axises
+    // FIXME: should by based on wall clock time rather than frame-counter
+    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
+    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
+
+    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
+    wheel += g.WheelingWindowWheelRemainder;
+    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
+    if (wheel.x == 0.0f && wheel.y == 0.0f)
+        return;
+
+    // Mouse wheel scrolling: find target and apply
+    // - don't renew lock if axis doesn't apply on the window.
+    // - select a main axis when both axises are being moved.
+    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
+        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
+        {
+            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
+            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
+                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
+            if (do_scroll[ImGuiAxis_X])
+            {
+                LockWheelingWindow(window, wheel.x);
+                float max_step = window->InnerRect.GetWidth() * 0.67f;
+                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
+                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
+                g.WheelingWindowScrolledFrame = g.FrameCount;
+            }
+            if (do_scroll[ImGuiAxis_Y])
+            {
+                LockWheelingWindow(window, wheel.y);
+                float max_step = window->InnerRect.GetHeight() * 0.67f;
+                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
+                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
+                g.WheelingWindowScrolledFrame = g.FrameCount;
+            }
+        }
+}
+
+void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
+{
+    ImGuiContext& g = *GImGui;
+    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
+}
+
+void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
+{
+    ImGuiContext& g = *GImGui;
+    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
+}
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+static const char* GetInputSourceName(ImGuiInputSource source)
+{
+    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" };
+    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
+    return input_source_names[source];
+}
+static const char* GetMouseSourceName(ImGuiMouseSource source)
+{
+    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
+    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
+    return mouse_source_names[source];
+}
+static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
+{
+    ImGuiContext& g = *GImGui;
+    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
+    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
+    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
+    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
+    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
+    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
+}
+#endif
+
+// Process input queue
+// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
+// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
+// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
+void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+
+    // Only trickle chars<>key when working with InputText()
+    // FIXME: InputText() could parse event trail?
+    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
+    const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
+
+    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false;
+    int  mouse_button_changed = 0x00;
+    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
+
+    int event_n = 0;
+    for (; event_n < g.InputEventsQueue.Size; event_n++)
+    {
+        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
+        if (e->Type == ImGuiInputEventType_MousePos)
+        {
+            if (g.IO.WantSetMousePos)
+                continue;
+            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
+            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
+            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
+                break;
+            io.MousePos = event_pos;
+            io.MouseSource = e->MousePos.MouseSource;
+            mouse_moved = true;
+        }
+        else if (e->Type == ImGuiInputEventType_MouseButton)
+        {
+            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
+            const ImGuiMouseButton button = e->MouseButton.Button;
+            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
+            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
+                break;
+            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
+                break;
+            io.MouseDown[button] = e->MouseButton.Down;
+            io.MouseSource = e->MouseButton.MouseSource;
+            mouse_button_changed |= (1 << button);
+        }
+        else if (e->Type == ImGuiInputEventType_MouseWheel)
+        {
+            // Trickling Rule: Stop processing queued events if we got multiple action on the event
+            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
+                break;
+            io.MouseWheelH += e->MouseWheel.WheelX;
+            io.MouseWheel += e->MouseWheel.WheelY;
+            io.MouseSource = e->MouseWheel.MouseSource;
+            mouse_wheeled = true;
+        }
+        else if (e->Type == ImGuiInputEventType_Key)
+        {
+            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
+            if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
+                continue;
+            ImGuiKey key = e->Key.Key;
+            IM_ASSERT(key != ImGuiKey_None);
+            ImGuiKeyData* key_data = GetKeyData(key);
+            const int key_data_index = (int)(key_data - g.IO.KeysData);
+            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0))
+                break;
+
+            const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key);
+            if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
+                break;
+
+            key_data->Down = e->Key.Down;
+            key_data->AnalogValue = e->Key.AnalogValue;
+            key_changed = true;
+            key_changed_mask.SetBit(key_data_index);
+            if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
+                key_changed_nonchar = true;
+
+            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+            io.KeysDown[key_data_index] = key_data->Down;
+            if (io.KeyMap[key_data_index] != -1)
+                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
+#endif
+        }
+        else if (e->Type == ImGuiInputEventType_Text)
+        {
+            if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
+                continue;
+            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
+            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
+                break;
+            if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar)
+                break;
+            unsigned int c = e->Text.Char;
+            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
+            if (trickle_interleaved_nonchar_keys_and_text)
+                text_inputted = true;
+        }
+        else if (e->Type == ImGuiInputEventType_Focus)
+        {
+            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
+            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
+            const bool focus_lost = !e->AppFocused.Focused;
+            io.AppFocusLost = focus_lost;
+        }
+        else
+        {
+            IM_ASSERT(0 && "Unknown event!");
+        }
+    }
+
+    // Record trail (for domain-specific applications wanting to access a precise trail)
+    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
+    for (int n = 0; n < event_n; n++)
+        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
+
+    // [DEBUG]
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
+        for (int n = 0; n < g.InputEventsQueue.Size; n++)
+            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
+#endif
+
+    // Remaining events will be processed on the next frame
+    if (event_n == g.InputEventsQueue.Size)
+        g.InputEventsQueue.resize(0);
+    else
+        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
+
+    // Clear buttons state when focus is lost
+    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
+    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
+    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
+    if (g.IO.AppFocusLost)
+    {
+        g.IO.ClearInputKeys();
+        g.IO.ClearInputMouse();
+    }
+}
+
+ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
+{
+    if (!IsNamedKeyOrMod(key))
+        return ImGuiKeyOwner_NoOwner;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+    ImGuiID owner_id = owner_data->OwnerCurr;
+
+    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
+        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
+            return ImGuiKeyOwner_NoOwner;
+
+    return owner_id;
+}
+
+// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
+// TestKeyOwner(..., None) : (owner == None)
+// TestKeyOwner(..., Any)  : no owner test
+// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
+bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
+{
+    if (!IsNamedKeyOrMod(key))
+        return true;
+
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
+        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
+            return false;
+
+    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+    if (owner_id == ImGuiKeyOwner_Any)
+        return (owner_data->LockThisFrame == false);
+
+    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
+    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
+    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
+    if (owner_data->OwnerCurr != owner_id)
+    {
+        if (owner_data->LockThisFrame)
+            return false;
+        if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner)
+            return false;
+    }
+
+    return true;
+}
+
+// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
+// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
+// - SetKeyOwner(..., None)              : clears owner
+// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
+// - SetKeyOwner(..., Any or None, Lock) : set lock
+void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
+    //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags);
+
+    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
+
+    // We cannot lock by default as it would likely break lots of legacy code.
+    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
+    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
+    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
+}
+
+// Rarely used helper
+void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
+    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
+    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
+    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
+    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
+}
+
+// This is more or less equivalent to:
+//   if (IsItemHovered() || IsItemActive())
+//       SetKeyOwner(key, GetItemID());
+// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
+// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
+// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
+void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = g.LastItemData.ID;
+    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
+        return;
+    if ((flags & ImGuiInputFlags_CondMask_) == 0)
+        flags |= ImGuiInputFlags_CondDefault_;
+    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
+    {
+        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
+        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
+    }
+}
+
+void ImGui::SetItemKeyOwner(ImGuiKey key)
+{
+    SetItemKeyOwner(key, ImGuiInputFlags_None);
+}
+
+// This is the only public API until we expose owner_id versions of the API as replacements.
+bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
+{
+    return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any);
+}
+
+// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
+bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+    ImGuiContext& g = *GImGui;
+    key_chord = FixupKeyChord(key_chord);
+    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+    if (g.IO.KeyMods != mods)
+        return false;
+
+    // Special storage location for mods
+    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+    if (key == ImGuiKey_None)
+        key = ConvertSingleModFlagToKey(mods);
+    if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id))
+        return false;
+    return true;
+}
+
+void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut;
+    g.NextItemData.Shortcut = key_chord;
+    g.NextItemData.ShortcutFlags = flags;
+}
+
+// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData
+void ImGui::ItemHandleShortcut(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiInputFlags flags = g.NextItemData.ShortcutFlags;
+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()!
+
+    if (g.LastItemData.InFlags & ImGuiItemFlags_Disabled)
+        return;
+    if (flags & ImGuiInputFlags_Tooltip)
+    {
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut;
+        g.LastItemData.Shortcut = g.NextItemData.Shortcut;
+    }
+    if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0)
+        return;
+
+    // FIXME: Generalize Activation queue?
+    g.NavActivateId = id; // Will effectively disable clipping.
+    g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut;
+    //if (g.ActiveId == 0 || g.ActiveId == id)
+    g.NavActivateDownId = g.NavActivatePressedId = id;
+    NavHighlightActivated(id);
+}
+
+bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
+{
+    return Shortcut(key_chord, flags, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+    ImGuiContext& g = *GImGui;
+    //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id);
+
+    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
+    if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
+        flags |= ImGuiInputFlags_RouteFocused;
+
+    // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
+    // Effectively makes Shortcut() always input-owner aware.
+    if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner)
+        owner_id = GetRoutingIdFromOwnerId(owner_id);
+
+    if (g.CurrentItemFlags & ImGuiItemFlags_Disabled)
+        return false;
+
+    // Submit route
+    if (!SetShortcutRouting(key_chord, flags, owner_id))
+        return false;
+
+    // Default repeat behavior for Shortcut()
+    // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
+    if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
+        flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
+
+    if (!IsKeyChordPressed(key_chord, flags, owner_id))
+        return false;
+
+    // Claim mods during the press
+    SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id);
+
+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
+    return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] ERROR CHECKING
+//-----------------------------------------------------------------------------
+
+// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues.
+// Called by IMGUI_CHECKVERSION().
+// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
+// If this triggers you have mismatched headers and compiled code versions.
+// - It could be because of a build issue (using new headers with old compiled code)
+// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc.
+//   THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI.
+//   Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h).
+//   Otherwise it is possible that different compilation units would see different structure layout.
+//   If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename.
+bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
+{
+    bool error = false;
+    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
+    if (sz_io    != sizeof(ImGuiIO))    { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
+    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
+    if (sz_vec2  != sizeof(ImVec2))     { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
+    if (sz_vec4  != sizeof(ImVec4))     { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
+    if (sz_vert  != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
+    if (sz_idx   != sizeof(ImDrawIdx))  { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
+    return !error;
+}
+
+// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
+// This is causing issues and ambiguity and we need to retire that.
+// See https://github.com/ocornut/imgui/issues/5548 for more details.
+// [Scenario 1]
+//  Previously this would make the window content size ~200x200:
+//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
+//  Instead, please submit an item:
+//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
+//  Alternative:
+//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
+// [Scenario 2]
+//  For reference this is one of the issue what we aim to fix with this change:
+//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
+//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
+//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
+void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(window->DC.IsSetPos);
+    window->DC.IsSetPos = false;
+#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
+        return;
+    if (window->SkipItems)
+        return;
+    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
+#else
+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+#endif
+}
+
+static void ImGui::ErrorCheckNewFrameSanityChecks()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Check user IM_ASSERT macro
+    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
+    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
+    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
+    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
+    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
+    if (true) IM_ASSERT(1); else IM_ASSERT(0);
+
+    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
+    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
+#ifdef __EMSCRIPTEN__
+    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
+        g.IO.DeltaTime = 0.00001f;
+#endif
+
+    // Check user data
+    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
+    IM_ASSERT(g.Initialized);
+    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
+    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
+    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
+    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
+    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
+    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
+    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
+    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
+    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
+    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
+        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
+
+    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
+    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
+        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
+#endif
+
+    // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl))
+        g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); };
+    if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl))
+        g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); };
+#endif
+}
+
+static void ImGui::ErrorCheckEndFrameSanityChecks()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
+    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
+    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
+    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
+    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
+    // while still correctly asserting on mid-frame key press events.
+    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
+    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
+    IM_UNUSED(key_mods);
+
+    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
+    //ErrorCheckEndFrameRecover();
+
+    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
+    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
+    if (g.CurrentWindowStack.Size != 1)
+    {
+        if (g.CurrentWindowStack.Size > 1)
+        {
+            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
+            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
+            IM_UNUSED(window);
+            while (g.CurrentWindowStack.Size > 1)
+                End();
+        }
+        else
+        {
+            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
+        }
+    }
+
+    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
+}
+
+// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
+// Must be called during or before EndFrame().
+// This is generally flawed as we are not necessarily End/Popping things in the right order.
+// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
+// FIXME: Can't recover from interleaved BeginTabBar/Begin
+void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
+{
+    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
+    ImGuiContext& g = *GImGui;
+    while (g.CurrentWindowStack.Size > 0) //-V1044
+    {
+        ErrorCheckEndWindowRecover(log_callback, user_data);
+        ImGuiWindow* window = g.CurrentWindow;
+        if (g.CurrentWindowStack.Size == 1)
+        {
+            IM_ASSERT(window->IsFallbackWindow);
+            break;
+        }
+        if (window->Flags & ImGuiWindowFlags_ChildWindow)
+        {
+            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
+            EndChild();
+        }
+        else
+        {
+            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
+            End();
+        }
+    }
+}
+
+// Must be called before End()/EndChild()
+void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
+{
+    ImGuiContext& g = *GImGui;
+    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
+        EndTable();
+    }
+
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
+    IM_ASSERT(window != NULL);
+    while (g.CurrentTabBar != NULL) //-V1044
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
+        EndTabBar();
+    }
+    while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window)
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing EndMultiSelect() in '%s'", window->Name);
+        EndMultiSelect();
+    }
+    while (window->DC.TreeDepth > 0)
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
+        TreePop();
+    }
+    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
+        EndGroup();
+    }
+    while (window->IDStack.Size > 1)
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
+        PopID();
+    }
+    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
+        if (g.CurrentItemFlags & ImGuiItemFlags_Disabled)
+            EndDisabled();
+        else
+        {
+            EndDisabledOverrideReenable();
+            g.CurrentWindowStack.back().DisabledOverrideReenable = false;
+        }
+    }
+    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
+        PopStyleColor();
+    }
+    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
+        PopItemFlag();
+    }
+    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
+        PopStyleVar();
+    }
+    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
+        PopFont();
+    }
+    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
+    {
+        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
+        PopFocusScope();
+    }
+}
+
+// Save current stack sizes for later compare
+void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiWindow* window = g.CurrentWindow;
+    SizeOfIDStack = (short)window->IDStack.Size;
+    SizeOfColorStack = (short)g.ColorStack.Size;
+    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
+    SizeOfFontStack = (short)g.FontStack.Size;
+    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
+    SizeOfGroupStack = (short)g.GroupStack.Size;
+    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
+    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
+    SizeOfDisabledStack = (short)g.DisabledStackSize;
+}
+
+// Compare to detect usage errors
+void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_UNUSED(window);
+
+    // Window stacks
+    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
+    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
+
+    // Global stacks
+    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
+    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
+    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
+    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
+    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
+    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
+    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
+    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
+    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ITEM SUBMISSION
+//-----------------------------------------------------------------------------
+// - KeepAliveID()
+// - ItemAdd()
+//-----------------------------------------------------------------------------
+
+// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
+void ImGui::KeepAliveID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId == id)
+        g.ActiveIdIsAlive = id;
+    if (g.ActiveIdPreviousFrame == id)
+        g.ActiveIdPreviousFrameIsAlive = true;
+}
+
+// Declare item bounding box for clipping and interaction.
+// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
+// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
+// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
+IM_MSVC_RUNTIME_CHECKS_OFF
+bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Set item data
+    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
+    g.LastItemData.ID = id;
+    g.LastItemData.Rect = bb;
+    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
+    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
+    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
+    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
+
+    if (id != 0)
+    {
+        KeepAliveID(id);
+
+        // Directional navigation processing
+        // Runs prior to clipping early-out
+        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
+        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
+        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
+        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
+        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
+        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
+        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
+        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
+        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
+        {
+            // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
+            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
+            if (g.NavId == id || g.NavAnyRequest)
+                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
+                    if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened))
+                        NavProcessItem();
+        }
+
+        if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut)
+            ItemHandleShortcut(id);
+    }
+
+    // Lightweight clear of SetNextItemXXX data.
+    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
+    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    if (id != 0)
+        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
+#endif
+
+    // Clipping test
+    // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false')
+    // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
+    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
+    if (!is_rect_visible)
+        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
+            if (!g.ItemUnclipByLog)
+                return false;
+
+    // [DEBUG]
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    if (id != 0)
+    {
+        if (id == g.DebugLocateId)
+            DebugLocateItemResolveWithLastItem();
+
+        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
+        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
+        // READ THE FAQ: https://dearimgui.com/faq
+        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
+    }
+    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
+    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
+    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
+#endif
+
+    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
+    if (is_rect_visible)
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
+    if (IsMouseHoveringRect(bb.Min, bb.Max))
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
+    return true;
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] LAYOUT
+//-----------------------------------------------------------------------------
+// - ItemSize()
+// - SameLine()
+// - GetCursorScreenPos()
+// - SetCursorScreenPos()
+// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
+// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
+// - GetCursorStartPos()
+// - Indent()
+// - Unindent()
+// - SetNextItemWidth()
+// - PushItemWidth()
+// - PushMultiItemsWidths()
+// - PopItemWidth()
+// - CalcItemWidth()
+// - CalcItemSize()
+// - GetTextLineHeight()
+// - GetTextLineHeightWithSpacing()
+// - GetFrameHeight()
+// - GetFrameHeightWithSpacing()
+// - GetContentRegionMax()
+// - GetContentRegionAvail(),
+// - BeginGroup()
+// - EndGroup()
+// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
+//-----------------------------------------------------------------------------
+
+// Advance cursor given item size for layout.
+// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
+// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
+// THIS IS IN THE PERFORMANCE CRITICAL PATH.
+IM_MSVC_RUNTIME_CHECKS_OFF
+void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    // We increase the height in this function to accommodate for baseline offset.
+    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
+    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
+    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
+
+    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
+    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
+
+    // Always align ourselves on pixel boundaries
+    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
+    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
+    window->DC.CursorPosPrevLine.y = line_y1;
+    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
+    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
+    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
+
+    window->DC.PrevLineSize.y = line_height;
+    window->DC.CurrLineSize.y = 0.0f;
+    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
+    window->DC.CurrLineTextBaseOffset = 0.0f;
+    window->DC.IsSameLine = window->DC.IsSetPos = false;
+
+    // Horizontal layout mode
+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+        SameLine();
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+// Gets back to previous line and continue with horizontal layout
+//      offset_from_start_x == 0 : follow right after previous item
+//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
+//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
+//      spacing_w >= 0           : enforce spacing amount
+void ImGui::SameLine(float offset_from_start_x, float spacing_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    if (offset_from_start_x != 0.0f)
+    {
+        if (spacing_w < 0.0f)
+            spacing_w = 0.0f;
+        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+    }
+    else
+    {
+        if (spacing_w < 0.0f)
+            spacing_w = g.Style.ItemSpacing.x;
+        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+    }
+    window->DC.CurrLineSize = window->DC.PrevLineSize;
+    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+    window->DC.IsSameLine = true;
+}
+
+ImVec2 ImGui::GetCursorScreenPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos;
+}
+
+void ImGui::SetCursorScreenPos(const ImVec2& pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = pos;
+    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+    window->DC.IsSetPos = true;
+}
+
+// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
+// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
+ImVec2 ImGui::GetCursorPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos - window->Pos + window->Scroll;
+}
+
+float ImGui::GetCursorPosX()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
+}
+
+float ImGui::GetCursorPosY()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
+}
+
+void ImGui::SetCursorPos(const ImVec2& local_pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
+    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+    window->DC.IsSetPos = true;
+}
+
+void ImGui::SetCursorPosX(float x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
+    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
+    window->DC.IsSetPos = true;
+}
+
+void ImGui::SetCursorPosY(float y)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
+    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
+    window->DC.IsSetPos = true;
+}
+
+ImVec2 ImGui::GetCursorStartPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorStartPos - window->Pos;
+}
+
+void ImGui::Indent(float indent_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
+}
+
+void ImGui::Unindent(float indent_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
+}
+
+// Affect large frame+labels widgets only.
+void ImGui::SetNextItemWidth(float item_width)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
+    g.NextItemData.Width = item_width;
+}
+
+// FIXME: Remove the == 0.0f behavior?
+void ImGui::PushItemWidth(float item_width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
+    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
+    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
+}
+
+void ImGui::PushMultiItemsWidths(int components, float w_full)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(components > 0);
+    const ImGuiStyle& style = g.Style;
+    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
+    float w_items = w_full - style.ItemInnerSpacing.x * (components - 1);
+    float prev_split = w_items;
+    for (int i = components - 1; i > 0; i--)
+    {
+        float next_split = IM_TRUNC(w_items * i / components);
+        window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f));
+        prev_split = next_split;
+    }
+    window->DC.ItemWidth = ImMax(prev_split, 1.0f);
+    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
+}
+
+void ImGui::PopItemWidth()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
+    window->DC.ItemWidthStack.pop_back();
+}
+
+// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
+// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
+float ImGui::CalcItemWidth()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float w;
+    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
+        w = g.NextItemData.Width;
+    else
+        w = window->DC.ItemWidth;
+    if (w < 0.0f)
+    {
+        float region_avail_x = GetContentRegionAvail().x;
+        w = ImMax(1.0f, region_avail_x + w);
+    }
+    w = IM_TRUNC(w);
+    return w;
+}
+
+// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
+// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
+// Note that only CalcItemWidth() is publicly exposed.
+// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
+ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
+{
+    ImVec2 avail;
+    if (size.x < 0.0f || size.y < 0.0f)
+        avail = GetContentRegionAvail();
+
+    if (size.x == 0.0f)
+        size.x = default_w;
+    else if (size.x < 0.0f)
+        size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting
+
+    if (size.y == 0.0f)
+        size.y = default_h;
+    else if (size.y < 0.0f)
+        size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting
+
+    return size;
+}
+
+float ImGui::GetTextLineHeight()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize;
+}
+
+float ImGui::GetTextLineHeightWithSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.ItemSpacing.y;
+}
+
+float ImGui::GetFrameHeight()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.FramePadding.y * 2.0f;
+}
+
+float ImGui::GetFrameHeightWithSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
+}
+
+ImVec2 ImGui::GetContentRegionAvail()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
+    return mx - window->DC.CursorPos;
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()!
+// They are bizarre local-coordinates which don't play well with scrolling.
+ImVec2 ImGui::GetContentRegionMax()
+{
+    return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos();
+}
+
+ImVec2 ImGui::GetWindowContentRegionMin()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ContentRegionRect.Min - window->Pos;
+}
+
+ImVec2 ImGui::GetWindowContentRegionMax()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ContentRegionRect.Max - window->Pos;
+}
+#endif
+
+// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
+// FIXME-OPT: Could we safely early out on ->SkipItems?
+void ImGui::BeginGroup()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    g.GroupStack.resize(g.GroupStack.Size + 1);
+    ImGuiGroupData& group_data = g.GroupStack.back();
+    group_data.WindowID = window->ID;
+    group_data.BackupCursorPos = window->DC.CursorPos;
+    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
+    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
+    group_data.BackupIndent = window->DC.Indent;
+    group_data.BackupGroupOffset = window->DC.GroupOffset;
+    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
+    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
+    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
+    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
+    group_data.BackupIsSameLine = window->DC.IsSameLine;
+    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
+    group_data.EmitItem = true;
+
+    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
+    window->DC.Indent = window->DC.GroupOffset;
+    window->DC.CursorMaxPos = window->DC.CursorPos;
+    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+    if (g.LogEnabled)
+        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
+}
+
+void ImGui::EndGroup()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
+
+    ImGuiGroupData& group_data = g.GroupStack.back();
+    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
+
+    if (window->DC.IsSetPos)
+        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
+
+    // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543)
+    ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos));
+    window->DC.CursorPos = group_data.BackupCursorPos;
+    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
+    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max);
+    window->DC.Indent = group_data.BackupIndent;
+    window->DC.GroupOffset = group_data.BackupGroupOffset;
+    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
+    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
+    window->DC.IsSameLine = group_data.BackupIsSameLine;
+    if (g.LogEnabled)
+        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
+
+    if (!group_data.EmitItem)
+    {
+        g.GroupStack.pop_back();
+        return;
+    }
+
+    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
+    ItemSize(group_bb.GetSize());
+    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
+
+    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
+    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
+    // Also if you grep for LastItemId you'll notice it is only used in that context.
+    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
+    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
+    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
+    if (group_contains_curr_active_id)
+        g.LastItemData.ID = g.ActiveId;
+    else if (group_contains_prev_active_id)
+        g.LastItemData.ID = g.ActiveIdPreviousFrame;
+    g.LastItemData.Rect = group_bb;
+
+    // Forward Hovered flag
+    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
+    if (group_contains_curr_hovered_id)
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+
+    // Forward Edited flag
+    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
+
+    // Forward Deactivated flag
+    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
+    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
+
+    g.GroupStack.pop_back();
+    if (g.DebugShowGroupRects)
+        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] SCROLLING
+//-----------------------------------------------------------------------------
+
+// Helper to snap on edges when aiming at an item very close to the edge,
+// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
+// When we refactor the scrolling API this may be configurable with a flag?
+// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
+static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
+{
+    if (target <= snap_min + snap_threshold)
+        return ImLerp(snap_min, target, center_ratio);
+    if (target >= snap_max - snap_threshold)
+        return ImLerp(target, snap_max, center_ratio);
+    return target;
+}
+
+static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
+{
+    ImVec2 scroll = window->Scroll;
+    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
+    for (int axis = 0; axis < 2; axis++)
+    {
+        if (window->ScrollTarget[axis] < FLT_MAX)
+        {
+            float center_ratio = window->ScrollTargetCenterRatio[axis];
+            float scroll_target = window->ScrollTarget[axis];
+            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
+            {
+                float snap_min = 0.0f;
+                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
+                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
+            }
+            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
+        }
+        scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
+        if (!window->Collapsed && !window->SkipItems)
+            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
+    }
+    return scroll;
+}
+
+void ImGui::ScrollToItem(ImGuiScrollFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
+}
+
+void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
+{
+    ScrollToRectEx(window, item_rect, flags);
+}
+
+// Scroll to keep newly navigated item fully into view
+ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
+    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
+    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
+    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
+    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
+
+    // Check that only one behavior is selected per axis
+    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
+    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
+
+    // Defaults
+    ImGuiScrollFlags in_flags = flags;
+    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
+        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
+    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
+        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
+
+    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
+    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
+    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
+    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
+
+    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
+    {
+        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
+            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
+        else if (item_rect.Max.x >= scroll_rect.Max.x)
+            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
+    }
+    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
+    {
+        if (can_be_fully_visible_x)
+            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
+        else
+            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
+    }
+
+    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
+    {
+        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
+            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
+        else if (item_rect.Max.y >= scroll_rect.Max.y)
+            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
+    }
+    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
+    {
+        if (can_be_fully_visible_y)
+            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
+        else
+            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
+    }
+
+    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+    ImVec2 delta_scroll = next_scroll - window->Scroll;
+
+    // Also scroll parent window to keep us into view if necessary
+    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
+    {
+        // FIXME-SCROLL: May be an option?
+        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
+            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
+        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
+            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
+        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
+    }
+
+    return delta_scroll;
+}
+
+float ImGui::GetScrollX()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Scroll.x;
+}
+
+float ImGui::GetScrollY()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Scroll.y;
+}
+
+float ImGui::GetScrollMaxX()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ScrollMax.x;
+}
+
+float ImGui::GetScrollMaxY()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ScrollMax.y;
+}
+
+void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
+{
+    window->ScrollTarget.x = scroll_x;
+    window->ScrollTargetCenterRatio.x = 0.0f;
+    window->ScrollTargetEdgeSnapDist.x = 0.0f;
+}
+
+void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
+{
+    window->ScrollTarget.y = scroll_y;
+    window->ScrollTargetCenterRatio.y = 0.0f;
+    window->ScrollTargetEdgeSnapDist.y = 0.0f;
+}
+
+void ImGui::SetScrollX(float scroll_x)
+{
+    ImGuiContext& g = *GImGui;
+    SetScrollX(g.CurrentWindow, scroll_x);
+}
+
+void ImGui::SetScrollY(float scroll_y)
+{
+    ImGuiContext& g = *GImGui;
+    SetScrollY(g.CurrentWindow, scroll_y);
+}
+
+// Note that a local position will vary depending on initial scroll value,
+// This is a little bit confusing so bear with us:
+//  - local_pos = (absolution_pos - window->Pos)
+//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
+//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
+//  - They mostly exist because of legacy API.
+// Following the rules above, when trying to work with scrolling code, consider that:
+//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
+//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
+// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
+void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
+{
+    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
+    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
+    window->ScrollTargetCenterRatio.x = center_x_ratio;
+    window->ScrollTargetEdgeSnapDist.x = 0.0f;
+}
+
+void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
+{
+    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
+    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
+    window->ScrollTargetCenterRatio.y = center_y_ratio;
+    window->ScrollTargetEdgeSnapDist.y = 0.0f;
+}
+
+void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
+{
+    ImGuiContext& g = *GImGui;
+    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
+}
+
+void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
+{
+    ImGuiContext& g = *GImGui;
+    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
+}
+
+// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
+void ImGui::SetScrollHereX(float center_x_ratio)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
+    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
+    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
+
+    // Tweak: snap on edges when aiming at an item very close to the edge
+    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
+}
+
+// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
+void ImGui::SetScrollHereY(float center_y_ratio)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
+    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
+    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
+
+    // Tweak: snap on edges when aiming at an item very close to the edge
+    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] TOOLTIPS
+//-----------------------------------------------------------------------------
+
+bool ImGui::BeginTooltip()
+{
+    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
+}
+
+bool ImGui::BeginItemTooltip()
+{
+    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+        return false;
+    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
+}
+
+bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    if (g.DragDropWithinSource || g.DragDropWithinTarget)
+    {
+        // Drag and Drop tooltips are positioning differently than other tooltips:
+        // - offset visibility to increase visibility around mouse.
+        // - never clamp within outer viewport boundary.
+        // We call SetNextWindowPos() to enforce position and disable clamping.
+        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
+        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
+        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
+        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
+            SetNextWindowPos(tooltip_pos);
+        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
+        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
+        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
+    }
+
+    char window_name[16];
+    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
+    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
+        if (ImGuiWindow* window = FindWindowByName(window_name))
+            if (window->Active)
+            {
+                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
+                SetWindowHiddenAndSkipItemsForCurrentFrame(window);
+                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
+            }
+    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
+    Begin(window_name, NULL, flags | extra_window_flags);
+    // 2023-03-09: Added bool return value to the API, but currently always returning true.
+    // If this ever returns false we need to update BeginDragDropSource() accordingly.
+    //if (!ret)
+    //    End();
+    //return ret;
+    return true;
+}
+
+void ImGui::EndTooltip()
+{
+    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
+    End();
+}
+
+void ImGui::SetTooltip(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    SetTooltipV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::SetTooltipV(const char* fmt, va_list args)
+{
+    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
+        return;
+    TextV(fmt, args);
+    EndTooltip();
+}
+
+// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
+// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
+void ImGui::SetItemTooltip(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+        SetTooltipV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::SetItemTooltipV(const char* fmt, va_list args)
+{
+    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+        SetTooltipV(fmt, args);
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] POPUPS
+//-----------------------------------------------------------------------------
+
+// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
+bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
+    {
+        // Return true if any popup is open at the current BeginPopup() level of the popup stack
+        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
+        IM_ASSERT(id == 0);
+        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
+            return g.OpenPopupStack.Size > 0;
+        else
+            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
+    }
+    else
+    {
+        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
+        {
+            // Return true if the popup is open anywhere in the popup stack
+            for (int n = 0; n < g.OpenPopupStack.Size; n++)
+                if (g.OpenPopupStack[n].PopupId == id)
+                    return true;
+            return false;
+        }
+        else
+        {
+            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
+            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
+        }
+    }
+}
+
+bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
+    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
+        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
+    return IsPopupOpen(id, popup_flags);
+}
+
+// Also see FindBlockingModal(NULL)
+ImGuiWindow* ImGui::GetTopMostPopupModal()
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
+        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
+            if (popup->Flags & ImGuiWindowFlags_Modal)
+                return popup;
+    return NULL;
+}
+
+// See Demo->Stacked Modal to confirm what this is for.
+ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
+        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
+            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
+                return popup;
+    return NULL;
+}
+
+void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = g.CurrentWindow->GetID(str_id);
+    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
+    OpenPopupEx(id, popup_flags);
+}
+
+void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+    OpenPopupEx(id, popup_flags);
+}
+
+// Mark popup as open (toggle toward open state).
+// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
+// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
+// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
+void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* parent_window = g.CurrentWindow;
+    const int current_stack_size = g.BeginPopupStack.Size;
+
+    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
+        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
+            return;
+
+    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
+    popup_ref.PopupId = id;
+    popup_ref.Window = NULL;
+    popup_ref.RestoreNavWindow = g.NavWindow;           // When popup closes focus may be restored to NavWindow (depend on window type).
+    popup_ref.OpenFrameCount = g.FrameCount;
+    popup_ref.OpenParentId = parent_window->IDStack.back();
+    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
+    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
+
+    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
+    if (g.OpenPopupStack.Size < current_stack_size + 1)
+    {
+        g.OpenPopupStack.push_back(popup_ref);
+    }
+    else
+    {
+        // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake!
+        // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be
+        // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer.
+        // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified.
+        bool keep_existing = false;
+        if (g.OpenPopupStack[current_stack_size].PopupId == id)
+            if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen))
+                keep_existing = true;
+        if (keep_existing)
+        {
+            // No reopen
+            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
+        }
+        else
+        {
+            // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation)
+            ClosePopupToLevel(current_stack_size, true);
+            g.OpenPopupStack.push_back(popup_ref);
+        }
+
+        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
+        // This is equivalent to what ClosePopupToLevel() does.
+        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
+        //    FocusWindow(parent_window);
+    }
+}
+
+// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+// This function closes any popups that are over 'ref_window'.
+void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.OpenPopupStack.Size == 0)
+        return;
+
+    // Don't close our own child popup windows.
+    //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "<NULL>", restore_focus_to_window_under_popup);
+    int popup_count_to_keep = 0;
+    if (ref_window)
+    {
+        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
+        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
+        {
+            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
+            if (!popup.Window)
+                continue;
+            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
+
+            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
+            // - Clicking/Focusing Window2 won't close Popup1:
+            //     Window -> Popup1 -> Window2(Ref)
+            // - Clicking/focusing Popup1 will close Popup2 and Popup3:
+            //     Window -> Popup1(Ref) -> Popup2 -> Popup3
+            // - Each popups may contain child windows, which is why we compare ->RootWindow!
+            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
+            // We step through every popup from bottom to top to validate their position relative to reference window.
+            bool ref_window_is_descendent_of_popup = false;
+            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
+                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
+                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
+                    {
+                        ref_window_is_descendent_of_popup = true;
+                        break;
+                    }
+            if (!ref_window_is_descendent_of_popup)
+                break;
+        }
+    }
+    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
+    {
+        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
+        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
+    }
+}
+
+void ImGui::ClosePopupsExceptModals()
+{
+    ImGuiContext& g = *GImGui;
+
+    int popup_count_to_keep;
+    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
+    {
+        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
+        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
+            break;
+    }
+    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
+        ClosePopupToLevel(popup_count_to_keep, true);
+}
+
+void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
+{
+    ImGuiContext& g = *GImGui;
+    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup);
+    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
+    if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup)
+        for (int n = remaining; n < g.OpenPopupStack.Size; n++)
+            IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL);
+
+    // Trim open popup stack
+    ImGuiPopupData prev_popup = g.OpenPopupStack[remaining];
+    g.OpenPopupStack.resize(remaining);
+
+    // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case)
+    if (restore_focus_to_window_under_popup && prev_popup.Window)
+    {
+        ImGuiWindow* popup_window = prev_popup.Window;
+        ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow;
+        if (focus_window && !focus_window->WasActive)
+            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
+        else
+            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
+    }
+}
+
+// Close the popup we have begin-ed into.
+void ImGui::CloseCurrentPopup()
+{
+    ImGuiContext& g = *GImGui;
+    int popup_idx = g.BeginPopupStack.Size - 1;
+    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
+        return;
+
+    // Closing a menu closes its top-most parent popup (unless a modal)
+    while (popup_idx > 0)
+    {
+        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
+        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
+        bool close_parent = false;
+        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
+            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
+                close_parent = true;
+        if (!close_parent)
+            break;
+        popup_idx--;
+    }
+    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
+    ClosePopupToLevel(popup_idx, true);
+
+    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
+    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
+    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
+    if (ImGuiWindow* window = g.NavWindow)
+        window->DC.NavHideHighlightOneFrame = true;
+}
+
+// Attention! BeginPopup() adds default flags when calling BeginPopupEx()!
+bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+    {
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    char name[20];
+    if (extra_window_flags & ImGuiWindowFlags_ChildMenu)
+        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
+    else
+        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
+
+    bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup);
+    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
+        EndPopup();
+
+    //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
+
+    return is_open;
+}
+
+bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
+    {
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
+    ImGuiID id = g.CurrentWindow->GetID(str_id);
+    return BeginPopupEx(id, flags);
+}
+
+// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
+// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
+// - *p_open set back to false in BeginPopupModal() when popup is not open.
+// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
+bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiID id = window->GetID(name);
+    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+    {
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+        if (p_open && *p_open)
+            *p_open = false;
+        return false;
+    }
+
+    // Center modal windows by default for increased visibility
+    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
+    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
+    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
+    {
+        const ImGuiViewport* viewport = GetMainViewport();
+        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
+    }
+
+    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
+    const bool is_open = Begin(name, p_open, flags);
+    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+    {
+        EndPopup();
+        if (is_open)
+            ClosePopupToLevel(g.BeginPopupStack.Size, true);
+        return false;
+    }
+    return is_open;
+}
+
+void ImGui::EndPopup()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
+    IM_ASSERT(g.BeginPopupStack.Size > 0);
+
+    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
+    if (g.NavWindow == window)
+        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
+
+    // Child-popups don't need to be laid out
+    IM_ASSERT(g.WithinEndChild == false);
+    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+        g.WithinEndChild = true;
+    End();
+    g.WithinEndChild = false;
+}
+
+// Helper to open a popup if mouse button is released over the item
+// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
+void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+    {
+        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+        OpenPopupEx(id, popup_flags);
+    }
+}
+
+// This is a helper to handle the simplest case of associating one named popup to one given widget.
+// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
+// - To create a popup with a specific identifier, pass it in str_id.
+//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
+//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
+// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
+//   This is essentially the same as:
+//       id = str_id ? GetID(str_id) : GetItemID();
+//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
+//       return BeginPopup(id);
+//   Which is essentially the same as:
+//       id = str_id ? GetID(str_id) : GetItemID();
+//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
+//           OpenPopup(id);
+//       return BeginPopup(id);
+//   The main difference being that this is tweaked to avoid computing the ID twice.
+bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+        OpenPopupEx(id, popup_flags);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!str_id)
+        str_id = "window_context";
+    ImGuiID id = window->GetID(str_id);
+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
+            OpenPopupEx(id, popup_flags);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!str_id)
+        str_id = "void_context";
+    ImGuiID id = window->GetID(str_id);
+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
+        if (GetTopMostPopupModal() == NULL)
+            OpenPopupEx(id, popup_flags);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
+// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
+// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
+//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
+//  this allows us to have tooltips/popups displayed out of the parent viewport.)
+ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
+{
+    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
+    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
+    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
+
+    // Combo Box policy (we want a connecting edge)
+    if (policy == ImGuiPopupPositionPolicy_ComboBox)
+    {
+        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
+        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+        {
+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+            if (n != -1 && dir == *last_dir) // Already tried this direction?
+                continue;
+            ImVec2 pos;
+            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
+            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
+            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
+            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
+            if (!r_outer.Contains(ImRect(pos, pos + size)))
+                continue;
+            *last_dir = dir;
+            return pos;
+        }
+    }
+
+    // Tooltip and Default popup policy
+    // (Always first try the direction we used on the last frame, if any)
+    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
+    {
+        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
+        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+        {
+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+            if (n != -1 && dir == *last_dir) // Already tried this direction?
+                continue;
+
+            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
+            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
+
+            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
+            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
+                continue;
+            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
+                continue;
+
+            ImVec2 pos;
+            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
+            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
+
+            // Clamp top-left corner of popup
+            pos.x = ImMax(pos.x, r_outer.Min.x);
+            pos.y = ImMax(pos.y, r_outer.Min.y);
+
+            *last_dir = dir;
+            return pos;
+        }
+    }
+
+    // Fallback when not enough room:
+    *last_dir = ImGuiDir_None;
+
+    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+    if (policy == ImGuiPopupPositionPolicy_Tooltip)
+        return ref_pos + ImVec2(2, 2);
+
+    // Otherwise try to keep within display
+    ImVec2 pos = ref_pos;
+    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+    return pos;
+}
+
+// Note that this is used for popups, which can overlap the non work-area of individual viewports.
+ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_UNUSED(window);
+    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
+    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
+    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
+    return r_screen;
+}
+
+ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+
+    ImRect r_outer = GetPopupAllowedExtentRect(window);
+    if (window->Flags & ImGuiWindowFlags_ChildMenu)
+    {
+        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
+        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
+        IM_ASSERT(g.CurrentWindow == window);
+        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
+        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
+        ImRect r_avoid;
+        if (parent_window->DC.MenuBarAppending)
+            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
+        else
+            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
+    }
+    if (window->Flags & ImGuiWindowFlags_Popup)
+    {
+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
+    }
+    if (window->Flags & ImGuiWindowFlags_Tooltip)
+    {
+        // Position tooltip (always follows mouse + clamp within outer boundaries)
+        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
+        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
+        IM_ASSERT(g.CurrentWindow == window);
+        const float scale = g.Style.MouseCursorScale;
+        const ImVec2 ref_pos = NavCalcPreferredRefPos();
+        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
+        ImRect r_avoid;
+        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
+            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
+        else
+            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
+        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
+        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
+    }
+    IM_ASSERT(0);
+    return window->Pos;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+//-----------------------------------------------------------------------------
+
+// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
+// In our terminology those should be interchangeable, yet right now this is super confusing.
+// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
+
+void ImGui::SetNavWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.NavWindow != window)
+    {
+        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
+        g.NavWindow = window;
+        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+    }
+    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+    NavUpdateAnyRequestFlag();
+}
+
+void ImGui::NavHighlightActivated(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavHighlightActivatedId = id;
+    g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER;
+}
+
+void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
+}
+
+void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindow != NULL);
+    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
+    g.NavId = id;
+    g.NavLayer = nav_layer;
+    SetNavFocusScope(focus_scope_id);
+    g.NavWindow->NavLastIds[nav_layer] = id;
+    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
+
+    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
+    NavClearPreferredPosForAxis(ImGuiAxis_X);
+    NavClearPreferredPosForAxis(ImGuiAxis_Y);
+}
+
+void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(id != 0);
+
+    if (g.NavWindow != window)
+       SetNavWindow(window);
+
+    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
+    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
+    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
+    g.NavId = id;
+    g.NavLayer = nav_layer;
+    SetNavFocusScope(g.CurrentFocusScopeId);
+    window->NavLastIds[nav_layer] = id;
+    if (g.LastItemData.ID == id)
+        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
+
+    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
+        g.NavDisableMouseHover = true;
+    else
+        g.NavDisableHighlight = true;
+
+    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
+    NavClearPreferredPosForAxis(ImGuiAxis_X);
+    NavClearPreferredPosForAxis(ImGuiAxis_Y);
+}
+
+static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
+{
+    if (ImFabs(dx) > ImFabs(dy))
+        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
+    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
+}
+
+static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
+{
+    if (cand_max < curr_min)
+        return cand_max - curr_min;
+    if (curr_max < cand_min)
+        return cand_min - curr_max;
+    return 0.0f;
+}
+
+// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
+static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.NavLayer != window->DC.NavLayerCurrent)
+        return false;
+
+    // FIXME: Those are not good variables names
+    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
+    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
+    g.NavScoringDebugCount++;
+
+    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
+    if (window->ParentWindow == g.NavWindow)
+    {
+        IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened);
+        if (!window->ClipRect.Overlaps(cand))
+            return false;
+        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
+    }
+
+    // Compute distance between boxes
+    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
+    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
+    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
+    if (dby != 0.0f && dbx != 0.0f)
+        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
+    float dist_box = ImFabs(dbx) + ImFabs(dby);
+
+    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
+    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
+    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
+    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
+
+    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
+    ImGuiDir quadrant;
+    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
+    if (dbx != 0.0f || dby != 0.0f)
+    {
+        // For non-overlapping boxes, use distance between boxes
+        // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y
+        // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail.
+        // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty.
+        dax = dbx;
+        day = dby;
+        dist_axial = dist_box;
+        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
+    }
+    else if (dcx != 0.0f || dcy != 0.0f)
+    {
+        // For overlapping boxes with different centers, use distance between centers
+        dax = dcx;
+        day = dcy;
+        dist_axial = dist_center;
+        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
+    }
+    else
+    {
+        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
+        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
+    }
+
+    const ImGuiDir move_dir = g.NavMoveDir;
+#if IMGUI_DEBUG_NAV_SCORING
+    char buf[200];
+    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
+    {
+        if (quadrant == move_dir)
+        {
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
+            ImDrawList* draw_list = GetForegroundDrawList(window);
+            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
+            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
+            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
+        }
+    }
+    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
+    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
+    if (debug_hovering || debug_tty)
+    {
+        ImFormatString(buf, IM_ARRAYSIZE(buf),
+            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
+            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
+        if (debug_hovering)
+        {
+            ImDrawList* draw_list = GetForegroundDrawList(window);
+            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
+            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
+            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
+            draw_list->AddText(cand.Max, ~0U, buf);
+        }
+        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
+    }
+#endif
+
+    // Is it in the quadrant we're interested in moving to?
+    bool new_best = false;
+    if (quadrant == move_dir)
+    {
+        // Does it beat the current best candidate?
+        if (dist_box < result->DistBox)
+        {
+            result->DistBox = dist_box;
+            result->DistCenter = dist_center;
+            return true;
+        }
+        if (dist_box == result->DistBox)
+        {
+            // Try using distance between center points to break ties
+            if (dist_center < result->DistCenter)
+            {
+                result->DistCenter = dist_center;
+                new_best = true;
+            }
+            else if (dist_center == result->DistCenter)
+            {
+                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
+                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
+                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
+                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
+                    new_best = true;
+            }
+        }
+    }
+
+    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
+    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
+    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
+    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
+    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
+    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
+        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
+            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
+            {
+                result->DistAxial = dist_axial;
+                new_best = true;
+            }
+
+    return new_best;
+}
+
+static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    result->Window = window;
+    result->ID = g.LastItemData.ID;
+    result->FocusScopeId = g.CurrentFocusScopeId;
+    result->InFlags = g.LastItemData.InFlags;
+    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
+    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
+    {
+        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
+        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
+    }
+}
+
+// True when current work location may be scrolled horizontally when moving left / right.
+// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
+void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
+}
+
+// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
+// This is called after LastItemData is set, but NextItemData is also still valid.
+static void ImGui::NavProcessItem()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiID id = g.LastItemData.ID;
+    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
+
+    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
+    if (window->DC.NavIsScrollPushableX == false)
+    {
+        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
+        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
+    }
+    const ImRect nav_bb = g.LastItemData.NavRect;
+
+    // Process Init Request
+    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
+    {
+        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
+        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
+        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
+        {
+            NavApplyItemToResult(&g.NavInitResult);
+        }
+        if (candidate_for_nav_default_focus)
+        {
+            g.NavInitRequest = false; // Found a match, clear request
+            NavUpdateAnyRequestFlag();
+        }
+    }
+
+    // Process Move Request (scoring for navigation)
+    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
+    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
+    {
+        if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0)
+        {
+            const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
+            if (is_tabbing)
+            {
+                NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
+            }
+            else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
+            {
+                ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+                if (NavScoreItem(result))
+                    NavApplyItemToResult(result);
+
+                // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
+                const float VISIBLE_RATIO = 0.70f;
+                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
+                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
+                        if (NavScoreItem(&g.NavMoveResultLocalVisible))
+                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);
+            }
+        }
+    }
+
+    // Update information for currently focused/navigated item
+    if (g.NavId == id)
+    {
+        if (g.NavWindow != window)
+            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
+        g.NavLayer = window->DC.NavLayerCurrent;
+        SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
+        g.NavFocusScopeId = g.CurrentFocusScopeId;
+        g.NavIdIsAlive = true;
+        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
+        {
+            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
+            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
+        }
+        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
+    }
+}
+
+// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
+// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
+// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
+// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
+// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
+// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
+// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
+void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
+    {
+        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
+            return;
+        if (g.NavFocusScopeId != g.CurrentFocusScopeId)
+            return;
+    }
+
+    // - Can always land on an item when using API call.
+    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
+    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
+    bool can_stop;
+    if (move_flags & ImGuiNavMoveFlags_FocusApi)
+        can_stop = true;
+    else
+        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
+
+    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
+    ImGuiNavItemData* result = &g.NavMoveResultLocal;
+    if (g.NavTabbingDir == +1)
+    {
+        // Tab Forward or SetKeyboardFocusHere() with >= 0
+        if (can_stop && g.NavTabbingResultFirst.ID == 0)
+            NavApplyItemToResult(&g.NavTabbingResultFirst);
+        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
+            NavMoveRequestResolveWithLastItem(result);
+        else if (g.NavId == id)
+            g.NavTabbingCounter = 1;
+    }
+    else if (g.NavTabbingDir == -1)
+    {
+        // Tab Backward
+        if (g.NavId == id)
+        {
+            if (result->ID)
+            {
+                g.NavMoveScoringItems = false;
+                NavUpdateAnyRequestFlag();
+            }
+        }
+        else if (can_stop)
+        {
+            // Keep applying until reaching NavId
+            NavApplyItemToResult(result);
+        }
+    }
+    else if (g.NavTabbingDir == 0)
+    {
+        if (can_stop && g.NavId == id)
+            NavMoveRequestResolveWithLastItem(result);
+        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
+            NavApplyItemToResult(&g.NavTabbingResultFirst);
+    }
+}
+
+bool ImGui::NavMoveRequestButNoResultYet()
+{
+    ImGuiContext& g = *GImGui;
+    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
+}
+
+// FIXME: ScoringRect is not set
+void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindow != NULL);
+    //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name);
+
+    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
+        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
+
+    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
+    g.NavMoveDir = move_dir;
+    g.NavMoveDirForDebug = move_dir;
+    g.NavMoveClipDir = clip_dir;
+    g.NavMoveFlags = move_flags;
+    g.NavMoveScrollFlags = scroll_flags;
+    g.NavMoveForwardToNextFrame = false;
+    g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
+    g.NavMoveResultLocal.Clear();
+    g.NavMoveResultLocalVisible.Clear();
+    g.NavMoveResultOther.Clear();
+    g.NavTabbingCounter = 0;
+    g.NavTabbingResultFirst.Clear();
+    NavUpdateAnyRequestFlag();
+}
+
+void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
+    NavApplyItemToResult(result);
+    NavUpdateAnyRequestFlag();
+}
+
+// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
+void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavMoveScoringItems = false;
+    g.LastItemData.ID = tree_node_data->ID;
+    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
+    g.LastItemData.NavRect = tree_node_data->NavRect;
+    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
+    NavClearPreferredPosForAxis(ImGuiAxis_Y);
+    NavUpdateAnyRequestFlag();
+}
+
+void ImGui::NavMoveRequestCancel()
+{
+    ImGuiContext& g = *GImGui;
+    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+    NavUpdateAnyRequestFlag();
+}
+
+// Forward will reuse the move request again on the next frame (generally with modifications done to it)
+void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
+    NavMoveRequestCancel();
+    g.NavMoveForwardToNextFrame = true;
+    g.NavMoveDir = move_dir;
+    g.NavMoveClipDir = clip_dir;
+    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
+    g.NavMoveScrollFlags = scroll_flags;
+}
+
+// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
+// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
+void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
+
+    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
+    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
+    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
+        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
+}
+
+// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
+// This way we could find the last focused window among our children. It would be much less confusing this way?
+static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
+{
+    ImGuiWindow* parent = nav_window;
+    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+        parent = parent->ParentWindow;
+    if (parent && parent != nav_window)
+        parent->NavLastChildNavWindow = nav_window;
+}
+
+// Restore the last focused child.
+// Call when we are expected to land on the Main Layer (0) after FocusWindow()
+static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
+{
+    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
+        return window->NavLastChildNavWindow;
+    return window;
+}
+
+void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
+{
+    ImGuiContext& g = *GImGui;
+    if (layer == ImGuiNavLayer_Main)
+    {
+        ImGuiWindow* prev_nav_window = g.NavWindow;
+        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
+        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+        if (prev_nav_window)
+            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
+    }
+    ImGuiWindow* window = g.NavWindow;
+    if (window->NavLastIds[layer] != 0)
+    {
+        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
+    }
+    else
+    {
+        g.NavLayer = layer;
+        NavInitWindow(window, true);
+    }
+}
+
+void ImGui::NavRestoreHighlightAfterMove()
+{
+    ImGuiContext& g = *GImGui;
+    g.NavDisableHighlight = false;
+    g.NavDisableMouseHover = g.NavMousePosDirty = true;
+}
+
+static inline void ImGui::NavUpdateAnyRequestFlag()
+{
+    ImGuiContext& g = *GImGui;
+    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
+    if (g.NavAnyRequest)
+        IM_ASSERT(g.NavWindow != NULL);
+}
+
+// This needs to be called before we submit any widget (aka in or before Begin)
+void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(window == g.NavWindow);
+
+    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
+    {
+        g.NavId = 0;
+        SetNavFocusScope(window->NavRootFocusScopeId);
+        return;
+    }
+
+    bool init_for_nav = false;
+    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
+        init_for_nav = true;
+    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
+    if (init_for_nav)
+    {
+        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
+        g.NavInitRequest = true;
+        g.NavInitRequestFromMove = false;
+        g.NavInitResult.ID = 0;
+        NavUpdateAnyRequestFlag();
+    }
+    else
+    {
+        g.NavId = window->NavLastIds[0];
+        SetNavFocusScope(window->NavRootFocusScopeId);
+    }
+}
+
+static ImVec2 ImGui::NavCalcPreferredRefPos()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.NavWindow;
+    const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID;
+
+    // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag.
+    if ((g.NavDisableHighlight || !g.NavDisableMouseHover || !window) && !activated_shortcut)
+    {
+        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
+        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
+        // In theory we could move that +1.0f offset in OpenPopupEx()
+        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
+        return ImVec2(p.x + 1.0f, p.y);
+    }
+    else
+    {
+        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
+        ImRect ref_rect;
+        if (activated_shortcut)
+            ref_rect = g.LastItemData.NavRect;
+        else
+            ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
+
+        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
+        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
+        {
+            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+            ref_rect.Translate(window->Scroll - next_scroll);
+        }
+        ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight()));
+        ImGuiViewport* viewport = GetMainViewport();
+        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
+    }
+}
+
+float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
+{
+    ImGuiContext& g = *GImGui;
+    float repeat_delay, repeat_rate;
+    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
+
+    ImGuiKey key_less, key_more;
+    if (g.NavInputSource == ImGuiInputSource_Gamepad)
+    {
+        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
+        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
+    }
+    else
+    {
+        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
+        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
+    }
+    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
+    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
+        amount = 0.0f;
+    return amount;
+}
+
+static void ImGui::NavUpdate()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+
+    io.WantSetMousePos = false;
+    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
+
+    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
+    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
+    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
+    if (nav_gamepad_active)
+        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
+            if (IsKeyDown(key))
+                g.NavInputSource = ImGuiInputSource_Gamepad;
+    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
+    if (nav_keyboard_active)
+        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
+            if (IsKeyDown(key))
+                g.NavInputSource = ImGuiInputSource_Keyboard;
+
+    // Process navigation init request (select first/default focus)
+    g.NavJustMovedToId = 0;
+    g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0;
+    if (g.NavInitResult.ID != 0)
+        NavInitRequestApplyResult();
+    g.NavInitRequest = false;
+    g.NavInitRequestFromMove = false;
+    g.NavInitResult.ID = 0;
+
+    // Process navigation move request
+    if (g.NavMoveSubmitted)
+        NavMoveRequestApplyResult();
+    g.NavTabbingCounter = 0;
+    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+
+    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
+    bool set_mouse_pos = false;
+    if (g.NavMousePosDirty && g.NavIdIsAlive)
+        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
+            set_mouse_pos = true;
+    g.NavMousePosDirty = false;
+    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
+
+    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
+    if (g.NavWindow)
+        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
+    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
+        g.NavWindow->NavLastChildNavWindow = NULL;
+
+    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
+    NavUpdateWindowing();
+
+    // Set output flags for user application
+    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
+    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
+
+    // Process NavCancel input (to close a popup, get back to parent, clear focus)
+    NavUpdateCancelRequest();
+
+    // Process manual activation request
+    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
+    g.NavActivateFlags = ImGuiActivateFlags_None;
+    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+    {
+        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
+        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
+        const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner));
+        const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner)));
+        if (g.ActiveId == 0 && activate_pressed)
+        {
+            g.NavActivateId = g.NavId;
+            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
+        }
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
+        {
+            g.NavActivateId = g.NavId;
+            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
+        }
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
+            g.NavActivateDownId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
+        {
+            g.NavActivatePressedId = g.NavId;
+            NavHighlightActivated(g.NavId);
+        }
+    }
+    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+        g.NavDisableHighlight = true;
+    if (g.NavActivateId != 0)
+        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
+
+    // Highlight
+    if (g.NavHighlightActivatedTimer > 0.0f)
+        g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime);
+    if (g.NavHighlightActivatedTimer == 0.0f)
+        g.NavHighlightActivatedId = 0;
+
+    // Process programmatic activation request
+    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
+    if (g.NavNextActivateId != 0)
+    {
+        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
+        g.NavActivateFlags = g.NavNextActivateFlags;
+    }
+    g.NavNextActivateId = 0;
+
+    // Process move requests
+    NavUpdateCreateMoveRequest();
+    if (g.NavMoveDir == ImGuiDir_None)
+        NavUpdateCreateTabbingRequest();
+    NavUpdateAnyRequestFlag();
+    g.NavIdIsAlive = false;
+
+    // Scrolling
+    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
+    {
+        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
+        ImGuiWindow* window = g.NavWindow;
+        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+        const ImGuiDir move_dir = g.NavMoveDir;
+        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
+        {
+            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
+                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
+            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
+                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
+        }
+
+        // *Normal* Manual scroll with LStick
+        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
+        if (nav_gamepad_active)
+        {
+            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
+            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
+            if (scroll_dir.x != 0.0f && window->ScrollbarX)
+                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
+            if (scroll_dir.y != 0.0f)
+                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
+        }
+    }
+
+    // Always prioritize mouse highlight if navigation is disabled
+    if (!nav_keyboard_active && !nav_gamepad_active)
+    {
+        g.NavDisableHighlight = true;
+        g.NavDisableMouseHover = set_mouse_pos = false;
+    }
+
+    // Update mouse position if requested
+    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
+    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
+        TeleportMousePos(NavCalcPreferredRefPos());
+
+    // [DEBUG]
+    g.NavScoringDebugCount = 0;
+#if IMGUI_DEBUG_NAV_RECTS
+    if (ImGuiWindow* debug_window = g.NavWindow)
+    {
+        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
+        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
+        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
+    }
+#endif
+}
+
+void ImGui::NavInitRequestApplyResult()
+{
+    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
+    ImGuiContext& g = *GImGui;
+    if (!g.NavWindow)
+        return;
+
+    ImGuiNavItemData* result = &g.NavInitResult;
+    if (g.NavId != result->ID)
+    {
+        g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId;
+        g.NavJustMovedToId = result->ID;
+        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
+        g.NavJustMovedToKeyMods = 0;
+        g.NavJustMovedToIsTabbing = false;
+        g.NavJustMovedToHasSelectionData = (result->InFlags & ImGuiItemFlags_HasSelectionUserData) != 0;
+    }
+
+    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
+    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
+    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
+    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
+    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
+    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
+        g.NavLastValidSelectionUserData = result->SelectionUserData;
+    if (g.NavInitRequestFromMove)
+        NavRestoreHighlightAfterMove();
+}
+
+// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
+static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
+{
+    // Bias initial rect
+    ImGuiContext& g = *GImGui;
+    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
+
+    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
+    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
+    // - But each successful move sets new bias on one axis, only cleared when using mouse.
+    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
+    {
+        if (preferred_pos_rel.x == FLT_MAX)
+            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
+        if (preferred_pos_rel.y == FLT_MAX)
+            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
+    }
+
+    // Apply general bias on the other axis
+    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
+        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
+    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
+        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
+}
+
+void ImGui::NavUpdateCreateMoveRequest()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+    ImGuiWindow* window = g.NavWindow;
+    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+
+    if (g.NavMoveForwardToNextFrame && window != NULL)
+    {
+        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
+        // (preserve most state, which were already set by the NavMoveRequestForward() function)
+        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
+        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
+        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
+    }
+    else
+    {
+        // Initiate directional inputs request
+        g.NavMoveDir = ImGuiDir_None;
+        g.NavMoveFlags = ImGuiNavMoveFlags_None;
+        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
+        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
+        {
+            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
+            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; }
+            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; }
+            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; }
+            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; }
+        }
+        g.NavMoveClipDir = g.NavMoveDir;
+        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
+    }
+
+    // Update PageUp/PageDown/Home/End scroll
+    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
+    float scoring_rect_offset_y = 0.0f;
+    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
+        scoring_rect_offset_y = NavUpdatePageUpPageDown();
+    if (scoring_rect_offset_y != 0.0f)
+    {
+        g.NavScoringNoClipRect = window->InnerRect;
+        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
+    }
+
+    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
+#if IMGUI_DEBUG_NAV_SCORING
+    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
+    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
+    if (io.KeyCtrl)
+    {
+        if (g.NavMoveDir == ImGuiDir_None)
+            g.NavMoveDir = g.NavMoveDirForDebug;
+        g.NavMoveClipDir = g.NavMoveDir;
+        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
+    }
+#endif
+
+    // Submit
+    g.NavMoveForwardToNextFrame = false;
+    if (g.NavMoveDir != ImGuiDir_None)
+        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
+
+    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
+    if (g.NavMoveSubmitted && g.NavId == 0)
+    {
+        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
+        g.NavInitRequest = g.NavInitRequestFromMove = true;
+        g.NavInitResult.ID = 0;
+        g.NavDisableHighlight = false;
+    }
+
+    // When using gamepad, we project the reference nav bounding box into window visible area.
+    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
+    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
+    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
+    {
+        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
+        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
+        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
+
+        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
+        // Otherwise 'inner_rect_rel' would be off on the move result frame.
+        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
+
+        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
+        {
+            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
+            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
+            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
+            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
+            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
+            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
+            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
+            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
+            g.NavId = 0;
+        }
+    }
+
+    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
+    ImRect scoring_rect;
+    if (window != NULL)
+    {
+        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
+        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
+        scoring_rect.TranslateY(scoring_rect_offset_y);
+        if (g.NavMoveSubmitted)
+            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
+        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
+        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
+        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
+    }
+    g.NavScoringRect = scoring_rect;
+    g.NavScoringNoClipRect.Add(scoring_rect);
+}
+
+void ImGui::NavUpdateCreateTabbingRequest()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.NavWindow;
+    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
+    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
+        return;
+
+    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
+    if (!tab_pressed)
+        return;
+
+    // Initiate tabbing request
+    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
+    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
+    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+    if (nav_keyboard_active)
+        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
+    else
+        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
+    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
+    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
+    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
+    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
+    g.NavTabbingCounter = -1;
+}
+
+// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
+void ImGui::NavMoveRequestApplyResult()
+{
+    ImGuiContext& g = *GImGui;
+#if IMGUI_DEBUG_NAV_SCORING
+    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
+        return;
+#endif
+
+    // Select which result to use
+    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
+
+    // Tabbing forward wrap
+    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
+        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
+            result = &g.NavTabbingResultFirst;
+
+    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
+    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
+    if (result == NULL)
+    {
+        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
+            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
+        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
+            NavRestoreHighlightAfterMove();
+        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
+        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
+        return;
+    }
+
+    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
+    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
+        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
+            result = &g.NavMoveResultLocalVisible;
+
+    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
+    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
+        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
+            result = &g.NavMoveResultOther;
+    IM_ASSERT(g.NavWindow && result->Window);
+
+    // Scroll to keep newly navigated item fully into view.
+    if (g.NavLayer == ImGuiNavLayer_Main)
+    {
+        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
+        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
+
+        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
+        {
+            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
+            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
+            SetScrollY(result->Window, scroll_target);
+        }
+    }
+
+    if (g.NavWindow != result->Window)
+    {
+        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
+        g.NavWindow = result->Window;
+        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+    }
+
+    // Clear active id unless requested not to
+    // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction,
+    // so this is mostly provided as a gateway for further experiments (see #1418, #2890)
+    if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0)
+        ClearActiveID();
+
+    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
+    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
+    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
+    {
+        g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId;
+        g.NavJustMovedToId = result->ID;
+        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
+        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
+        g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
+        g.NavJustMovedToHasSelectionData = (result->InFlags & ImGuiItemFlags_HasSelectionUserData) != 0;
+        //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId);
+    }
+
+    // Apply new NavID/Focus
+    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
+    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
+    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
+    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
+        g.NavLastValidSelectionUserData = result->SelectionUserData;
+
+    // Restore last preferred position for current axis
+    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
+    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
+    {
+        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
+        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
+    }
+
+    // Tabbing: Activates Inputable, otherwise only Focus
+    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
+        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
+
+    // Activate
+    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
+    {
+        g.NavNextActivateId = result->ID;
+        g.NavNextActivateFlags = ImGuiActivateFlags_None;
+        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
+            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
+    }
+
+    // Enable nav highlight
+    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
+        NavRestoreHighlightAfterMove();
+}
+
+// Process NavCancel input (to close a popup, get back to parent, clear focus)
+// FIXME: In order to support e.g. Escape to clear a selection we'll need:
+// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
+// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
+static void ImGui::NavUpdateCancelRequest()
+{
+    ImGuiContext& g = *GImGui;
+    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner)))
+        return;
+
+    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
+    if (g.ActiveId != 0)
+    {
+        ClearActiveID();
+    }
+    else if (g.NavLayer != ImGuiNavLayer_Main)
+    {
+        // Leave the "menu" layer
+        NavRestoreLayer(ImGuiNavLayer_Main);
+        NavRestoreHighlightAfterMove();
+    }
+    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow)
+    {
+        // Exit child window
+        ImGuiWindow* child_window = g.NavWindow->RootWindowForNav;
+        ImGuiWindow* parent_window = child_window->ParentWindow;
+        IM_ASSERT(child_window->ChildId != 0);
+        FocusWindow(parent_window);
+        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect()));
+        NavRestoreHighlightAfterMove();
+    }
+    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
+    {
+        // Close open popup/menu
+        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
+    }
+    else
+    {
+        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
+        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
+            g.NavWindow->NavLastIds[0] = 0;
+        g.NavId = 0;
+    }
+}
+
+// Handle PageUp/PageDown/Home/End keys
+// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
+// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
+// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
+static float ImGui::NavUpdatePageUpPageDown()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.NavWindow;
+    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
+        return 0.0f;
+
+    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner);
+    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner);
+    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner);
+    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner);
+    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
+        return 0.0f;
+
+    if (g.NavLayer != ImGuiNavLayer_Main)
+        NavRestoreLayer(ImGuiNavLayer_Main);
+
+    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
+    {
+        // Fallback manual-scroll when window has no navigable item
+        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
+            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
+        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
+            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
+        else if (home_pressed)
+            SetScrollY(window, 0.0f);
+        else if (end_pressed)
+            SetScrollY(window, window->ScrollMax.y);
+    }
+    else
+    {
+        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
+        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
+        float nav_scoring_rect_offset_y = 0.0f;
+        if (IsKeyPressed(ImGuiKey_PageUp, true))
+        {
+            nav_scoring_rect_offset_y = -page_offset_y;
+            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
+            g.NavMoveClipDir = ImGuiDir_Up;
+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
+        }
+        else if (IsKeyPressed(ImGuiKey_PageDown, true))
+        {
+            nav_scoring_rect_offset_y = +page_offset_y;
+            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
+            g.NavMoveClipDir = ImGuiDir_Down;
+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
+        }
+        else if (home_pressed)
+        {
+            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
+            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
+            // Preserve current horizontal position if we have any.
+            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
+            if (nav_rect_rel.IsInverted())
+                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
+            g.NavMoveDir = ImGuiDir_Down;
+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
+            // FIXME-NAV: MoveClipDir left to _None, intentional?
+        }
+        else if (end_pressed)
+        {
+            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
+            if (nav_rect_rel.IsInverted())
+                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
+            g.NavMoveDir = ImGuiDir_Up;
+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
+            // FIXME-NAV: MoveClipDir left to _None, intentional?
+        }
+        return nav_scoring_rect_offset_y;
+    }
+    return 0.0f;
+}
+
+static void ImGui::NavEndFrame()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Show CTRL+TAB list window
+    if (g.NavWindowingTarget != NULL)
+        NavUpdateWindowingOverlay();
+
+    // Perform wrap-around in menus
+    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
+    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
+    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
+        NavUpdateCreateWrappingRequest();
+}
+
+static void ImGui::NavUpdateCreateWrappingRequest()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.NavWindow;
+
+    bool do_forward = false;
+    ImRect bb_rel = window->NavRectRel[g.NavLayer];
+    ImGuiDir clip_dir = g.NavMoveDir;
+
+    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
+    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
+    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
+    {
+        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
+        if (move_flags & ImGuiNavMoveFlags_WrapX)
+        {
+            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
+            clip_dir = ImGuiDir_Up;
+        }
+        do_forward = true;
+    }
+    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
+    {
+        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
+        if (move_flags & ImGuiNavMoveFlags_WrapX)
+        {
+            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
+            clip_dir = ImGuiDir_Down;
+        }
+        do_forward = true;
+    }
+    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
+    {
+        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
+        if (move_flags & ImGuiNavMoveFlags_WrapY)
+        {
+            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
+            clip_dir = ImGuiDir_Left;
+        }
+        do_forward = true;
+    }
+    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
+    {
+        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
+        if (move_flags & ImGuiNavMoveFlags_WrapY)
+        {
+            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
+            clip_dir = ImGuiDir_Right;
+        }
+        do_forward = true;
+    }
+    if (!do_forward)
+        return;
+    window->NavRectRel[g.NavLayer] = bb_rel;
+    NavClearPreferredPosForAxis(ImGuiAxis_X);
+    NavClearPreferredPosForAxis(ImGuiAxis_Y);
+    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
+}
+
+static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_UNUSED(g);
+    int order = window->FocusOrder;
+    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
+    IM_ASSERT(g.WindowsFocusOrder[order] == window);
+    return order;
+}
+
+static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
+        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
+            return g.WindowsFocusOrder[i];
+    return NULL;
+}
+
+static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindowingTarget);
+    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
+        return;
+
+    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
+    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
+    if (!window_target)
+        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
+    if (window_target) // Don't reset windowing target if there's a single window in the list
+    {
+        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
+        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
+    }
+    g.NavWindowingToggleLayer = false;
+}
+
+// Windowing management mode
+// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
+// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
+static void ImGui::NavUpdateWindowing()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+
+    ImGuiWindow* apply_focus_window = NULL;
+    bool apply_toggle_layer = false;
+
+    ImGuiWindow* modal_window = GetTopMostPopupModal();
+    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
+    if (!allow_windowing)
+        g.NavWindowingTarget = NULL;
+
+    // Fade out
+    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
+    {
+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
+        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
+            g.NavWindowingTargetAnim = NULL;
+    }
+
+    // Start CTRL+Tab or Square+L/R window selection
+    // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
+    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
+    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
+    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
+    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None);
+    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
+    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
+        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
+        {
+            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
+            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
+            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
+            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
+            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
+
+            // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects.
+            if (keyboard_next_window || keyboard_prev_window)
+                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
+        }
+
+    // Gamepad update
+    g.NavWindowingTimer += io.DeltaTime;
+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
+    {
+        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
+
+        // Select window to focus
+        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
+        if (focus_change_dir != 0)
+        {
+            NavUpdateWindowingHighlightWindow(focus_change_dir);
+            g.NavWindowingHighlightAlpha = 1.0f;
+        }
+
+        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
+        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
+        {
+            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
+            if (g.NavWindowingToggleLayer && g.NavWindow)
+                apply_toggle_layer = true;
+            else if (!g.NavWindowingToggleLayer)
+                apply_focus_window = g.NavWindowingTarget;
+            g.NavWindowingTarget = NULL;
+        }
+    }
+
+    // Keyboard: Focus
+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
+    {
+        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
+        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
+        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
+        if (keyboard_next_window || keyboard_prev_window)
+            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
+        else if ((io.KeyMods & shared_mods) != shared_mods)
+            apply_focus_window = g.NavWindowingTarget;
+    }
+
+    // Keyboard: Press and Release ALT to toggle menu layer
+    const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
+    bool windowing_toggle_layer_start = false;
+    for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
+        if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner))
+        {
+            windowing_toggle_layer_start = true;
+            g.NavWindowingToggleLayer = true;
+            g.NavWindowingToggleKey = windowing_toggle_key;
+            g.NavInputSource = ImGuiInputSource_Keyboard;
+            break;
+        }
+    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
+    {
+        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
+        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
+        // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl).
+        // We cancel toggling nav layer if an owner has claimed the key.
+        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
+            g.NavWindowingToggleLayer = false;
+        else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time)
+            g.NavWindowingToggleLayer = false;
+        else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false)
+            g.NavWindowingToggleLayer = false;
+
+        // Apply layer toggle on Alt release
+        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
+        if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer)
+            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
+                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
+                    apply_toggle_layer = true;
+        if (!IsKeyDown(g.NavWindowingToggleKey))
+            g.NavWindowingToggleLayer = false;
+    }
+
+    // Move window
+    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
+    {
+        ImVec2 nav_move_dir;
+        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
+            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
+        if (g.NavInputSource == ImGuiInputSource_Gamepad)
+            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
+        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
+        {
+            const float NAV_MOVE_SPEED = 800.0f;
+            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
+            g.NavDisableMouseHover = true;
+            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
+            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
+            {
+                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
+                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
+                g.NavWindowingAccumDeltaPos -= accum_floored;
+            }
+        }
+    }
+
+    // Apply final focus
+    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
+    {
+        ClearActiveID();
+        NavRestoreHighlightAfterMove();
+        ClosePopupsOverWindow(apply_focus_window, false);
+        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
+        apply_focus_window = g.NavWindow;
+        if (apply_focus_window->NavLastIds[0] == 0)
+            NavInitWindow(apply_focus_window, false);
+
+        // If the window has ONLY a menu layer (no main layer), select it directly
+        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
+        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
+        // the target window as already been previewed once.
+        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
+        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
+        // won't be valid.
+        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
+            g.NavLayer = ImGuiNavLayer_Menu;
+    }
+    if (apply_focus_window)
+        g.NavWindowingTarget = NULL;
+
+    // Apply menu/layer toggle
+    if (apply_toggle_layer && g.NavWindow)
+    {
+        ClearActiveID();
+
+        // Move to parent menu if necessary
+        ImGuiWindow* new_nav_window = g.NavWindow;
+        while (new_nav_window->ParentWindow
+            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
+            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
+            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+            new_nav_window = new_nav_window->ParentWindow;
+        if (new_nav_window != g.NavWindow)
+        {
+            ImGuiWindow* old_nav_window = g.NavWindow;
+            FocusWindow(new_nav_window);
+            new_nav_window->NavLastChildNavWindow = old_nav_window;
+        }
+
+        // Toggle layer
+        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
+        if (new_nav_layer != g.NavLayer)
+        {
+            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
+            if (new_nav_layer == ImGuiNavLayer_Menu)
+                g.NavWindow->NavLastIds[new_nav_layer] = 0;
+            NavRestoreLayer(new_nav_layer);
+            NavRestoreHighlightAfterMove();
+        }
+    }
+}
+
+// Window has already passed the IsWindowNavFocusable()
+static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
+{
+    if (window->Flags & ImGuiWindowFlags_Popup)
+        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
+    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
+        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
+    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
+}
+
+// Overlay displayed when using CTRL+TAB. Called by EndFrame().
+void ImGui::NavUpdateWindowingOverlay()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindowingTarget != NULL);
+
+    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
+        return;
+
+    if (g.NavWindowingListWindow == NULL)
+        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
+    const ImGuiViewport* viewport = GetMainViewport();
+    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
+    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
+    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
+    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
+    if (g.ContextName[0] != 0)
+        SeparatorText(g.ContextName);
+    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
+    {
+        ImGuiWindow* window = g.WindowsFocusOrder[n];
+        IM_ASSERT(window != NULL); // Fix static analyzers
+        if (!IsWindowNavFocusable(window))
+            continue;
+        const char* label = window->Name;
+        if (label == FindRenderedTextEnd(label))
+            label = GetFallbackWindowNameForWindowingList(window);
+        Selectable(label, g.NavWindowingTarget == window);
+    }
+    End();
+    PopStyleVar();
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] DRAG AND DROP
+//-----------------------------------------------------------------------------
+
+bool ImGui::IsDragDropActive()
+{
+    ImGuiContext& g = *GImGui;
+    return g.DragDropActive;
+}
+
+void ImGui::ClearDragDrop()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.DragDropActive)
+        IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n");
+    g.DragDropActive = false;
+    g.DragDropPayload.Clear();
+    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
+    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+    g.DragDropAcceptFrameCount = -1;
+
+    g.DragDropPayloadBufHeap.clear();
+    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
+}
+
+bool ImGui::BeginTooltipHidden()
+{
+    ImGuiContext& g = *GImGui;
+    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
+    SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow);
+    return ret;
+}
+
+// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
+// If the item has an identifier:
+// - This assume/require the item to be activated (typically via ButtonBehavior).
+// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
+// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
+// If the item has no identifier:
+// - Currently always assume left mouse button.
+bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
+    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
+    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
+
+    bool source_drag_active = false;
+    ImGuiID source_id = 0;
+    ImGuiID source_parent_id = 0;
+    if ((flags & ImGuiDragDropFlags_SourceExtern) == 0)
+    {
+        source_id = g.LastItemData.ID;
+        if (source_id != 0)
+        {
+            // Common path: items with ID
+            if (g.ActiveId != source_id)
+                return false;
+            if (g.ActiveIdMouseButton != -1)
+                mouse_button = g.ActiveIdMouseButton;
+            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
+                return false;
+            g.ActiveIdAllowOverlap = false;
+        }
+        else
+        {
+            // Uncommon path: items without ID
+            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
+                return false;
+            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
+                return false;
+
+            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
+            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
+            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
+            {
+                IM_ASSERT(0);
+                return false;
+            }
+
+            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
+            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
+            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
+            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
+            // Rely on keeping other window->LastItemXXX fields intact.
+            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
+            KeepAliveID(source_id);
+            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
+            if (is_hovered && g.IO.MouseClicked[mouse_button])
+            {
+                SetActiveID(source_id, window);
+                FocusWindow(window);
+            }
+            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
+                g.ActiveIdAllowOverlap = is_hovered;
+        }
+        if (g.ActiveId != source_id)
+            return false;
+        source_parent_id = window->IDStack.back();
+        source_drag_active = IsMouseDragging(mouse_button);
+
+        // Disable navigation and key inputs while dragging + cancel existing request if any
+        SetActiveIdUsingAllKeyboardKeys();
+    }
+    else
+    {
+        // When ImGuiDragDropFlags_SourceExtern is set:
+        window = NULL;
+        source_id = ImHashStr("#SourceExtern");
+        source_drag_active = true;
+        mouse_button = g.IO.MouseDown[0] ? 0 : -1;
+        KeepAliveID(source_id);
+        SetActiveID(source_id, NULL);
+    }
+
+    IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
+    if (!source_drag_active)
+        return false;
+
+    // Activate drag and drop
+    if (!g.DragDropActive)
+    {
+        IM_ASSERT(source_id != 0);
+        ClearDragDrop();
+        IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n",
+            source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : "");
+        ImGuiPayload& payload = g.DragDropPayload;
+        payload.SourceId = source_id;
+        payload.SourceParentId = source_parent_id;
+        g.DragDropActive = true;
+        g.DragDropSourceFlags = flags;
+        g.DragDropMouseButton = mouse_button;
+        if (payload.SourceId == g.ActiveId)
+            g.ActiveIdNoClearOnFocusLoss = true;
+    }
+    g.DragDropSourceFrameCount = g.FrameCount;
+    g.DragDropWithinSource = true;
+
+    if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+    {
+        // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
+        // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
+        bool ret;
+        if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
+            ret = BeginTooltipHidden();
+        else
+            ret = BeginTooltip();
+        IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
+        IM_UNUSED(ret);
+    }
+
+    if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
+        g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
+
+    return true;
+}
+
+void ImGui::EndDragDropSource()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.DragDropActive);
+    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
+
+    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+        EndTooltip();
+
+    // Discard the drag if have not called SetDragDropPayload()
+    if (g.DragDropPayload.DataFrameCount == -1)
+        ClearDragDrop();
+    g.DragDropWithinSource = false;
+}
+
+// Use 'cond' to choose to submit payload on drag start or every frame
+bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiPayload& payload = g.DragDropPayload;
+    if (cond == 0)
+        cond = ImGuiCond_Always;
+
+    IM_ASSERT(type != NULL);
+    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
+    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
+    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
+    IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
+
+    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
+    {
+        // Copy payload
+        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
+        g.DragDropPayloadBufHeap.resize(0);
+        if (data_size > sizeof(g.DragDropPayloadBufLocal))
+        {
+            // Store in heap
+            g.DragDropPayloadBufHeap.resize((int)data_size);
+            payload.Data = g.DragDropPayloadBufHeap.Data;
+            memcpy(payload.Data, data, data_size);
+        }
+        else if (data_size > 0)
+        {
+            // Store locally
+            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
+            payload.Data = g.DragDropPayloadBufLocal;
+            memcpy(payload.Data, data, data_size);
+        }
+        else
+        {
+            payload.Data = NULL;
+        }
+        payload.DataSize = (int)data_size;
+    }
+    payload.DataFrameCount = g.FrameCount;
+
+    // Return whether the payload has been accepted
+    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
+}
+
+bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.DragDropActive)
+        return false;
+
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
+    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
+        return false;
+    IM_ASSERT(id != 0);
+    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
+        return false;
+    if (window->SkipItems)
+        return false;
+
+    IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
+    g.DragDropTargetRect = bb;
+    g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case?
+    g.DragDropTargetId = id;
+    g.DragDropWithinTarget = true;
+    return true;
+}
+
+// We don't use BeginDragDropTargetCustom() and duplicate its code because:
+// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
+// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
+// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
+bool ImGui::BeginDragDropTarget()
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.DragDropActive)
+        return false;
+
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
+        return false;
+    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
+    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)
+        return false;
+
+    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
+    ImGuiID id = g.LastItemData.ID;
+    if (id == 0)
+    {
+        id = window->GetIDFromRectangle(display_rect);
+        KeepAliveID(id);
+    }
+    if (g.DragDropPayload.SourceId == id)
+        return false;
+
+    IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
+    g.DragDropTargetRect = display_rect;
+    g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
+    g.DragDropTargetId = id;
+    g.DragDropWithinTarget = true;
+    return true;
+}
+
+bool ImGui::IsDragDropPayloadBeingAccepted()
+{
+    ImGuiContext& g = *GImGui;
+    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
+}
+
+const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiPayload& payload = g.DragDropPayload;
+    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
+    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
+    if (type != NULL && !payload.IsDataType(type))
+        return NULL;
+
+    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
+    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
+    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
+    ImRect r = g.DragDropTargetRect;
+    float r_surface = r.GetWidth() * r.GetHeight();
+    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
+        return NULL;
+
+    g.DragDropAcceptFlags = flags;
+    g.DragDropAcceptIdCurr = g.DragDropTargetId;
+    g.DragDropAcceptIdCurrRectSurface = r_surface;
+    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
+
+    // Render default drop visuals
+    payload.Preview = was_accepted_previously;
+    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
+    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
+        RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
+
+    g.DragDropAcceptFrameCount = g.FrameCount;
+    if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1)
+        payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount);
+    else
+        payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
+    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
+        return NULL;
+
+    if (payload.Delivery)
+        IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId);
+    return &payload;
+}
+
+// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
+void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImRect bb_display = bb;
+    bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
+    bb_display.Expand(3.5f);
+    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
+    if (push_clip_rect)
+        window->DrawList->PushClipRectFullScreen();
+    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
+    if (push_clip_rect)
+        window->DrawList->PopClipRect();
+}
+
+const ImGuiPayload* ImGui::GetDragDropPayload()
+{
+    ImGuiContext& g = *GImGui;
+    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
+}
+
+void ImGui::EndDragDropTarget()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.DragDropActive);
+    IM_ASSERT(g.DragDropWithinTarget);
+    g.DragDropWithinTarget = false;
+
+    // Clear drag and drop state payload right after delivery
+    if (g.DragDropPayload.Delivery)
+        ClearDragDrop();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] LOGGING/CAPTURING
+//-----------------------------------------------------------------------------
+// All text output from the interface can be captured into tty/file/clipboard.
+// By default, tree nodes are automatically opened during logging.
+//-----------------------------------------------------------------------------
+
+// Pass text data straight to log (without being displayed)
+static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
+{
+    if (g.LogFile)
+    {
+        g.LogBuffer.Buf.resize(0);
+        g.LogBuffer.appendfv(fmt, args);
+        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
+    }
+    else
+    {
+        g.LogBuffer.appendfv(fmt, args);
+    }
+}
+
+void ImGui::LogText(const char* fmt, ...)
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    va_list args;
+    va_start(args, fmt);
+    LogTextV(g, fmt, args);
+    va_end(args);
+}
+
+void ImGui::LogTextV(const char* fmt, va_list args)
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    LogTextV(g, fmt, args);
+}
+
+// Internal version that takes a position to decide on newline placement and pad items according to their depth.
+// We split text into individual lines to add current tree level padding
+// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
+void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    const char* prefix = g.LogNextPrefix;
+    const char* suffix = g.LogNextSuffix;
+    g.LogNextPrefix = g.LogNextSuffix = NULL;
+
+    if (!text_end)
+        text_end = FindRenderedTextEnd(text, text_end);
+
+    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
+    if (ref_pos)
+        g.LogLinePosY = ref_pos->y;
+    if (log_new_line)
+    {
+        LogText(IM_NEWLINE);
+        g.LogLineFirstItem = true;
+    }
+
+    if (prefix)
+        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
+
+    // Re-adjust padding if we have popped out of our starting depth
+    if (g.LogDepthRef > window->DC.TreeDepth)
+        g.LogDepthRef = window->DC.TreeDepth;
+    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
+
+    const char* text_remaining = text;
+    for (;;)
+    {
+        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
+        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
+        const char* line_start = text_remaining;
+        const char* line_end = ImStreolRange(line_start, text_end);
+        const bool is_last_line = (line_end == text_end);
+        if (line_start != line_end || !is_last_line)
+        {
+            const int line_length = (int)(line_end - line_start);
+            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
+            LogText("%*s%.*s", indentation, "", line_length, line_start);
+            g.LogLineFirstItem = false;
+            if (*line_end == '\n')
+            {
+                LogText(IM_NEWLINE);
+                g.LogLineFirstItem = true;
+            }
+        }
+        if (is_last_line)
+            break;
+        text_remaining = line_end + 1;
+    }
+
+    if (suffix)
+        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
+}
+
+// Start logging/capturing text output
+void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(g.LogEnabled == false);
+    IM_ASSERT(g.LogFile == NULL);
+    IM_ASSERT(g.LogBuffer.empty());
+    g.LogEnabled = g.ItemUnclipByLog = true;
+    g.LogType = type;
+    g.LogNextPrefix = g.LogNextSuffix = NULL;
+    g.LogDepthRef = window->DC.TreeDepth;
+    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
+    g.LogLinePosY = FLT_MAX;
+    g.LogLineFirstItem = true;
+}
+
+// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
+void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
+{
+    ImGuiContext& g = *GImGui;
+    g.LogNextPrefix = prefix;
+    g.LogNextSuffix = suffix;
+}
+
+void ImGui::LogToTTY(int auto_open_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    IM_UNUSED(auto_open_depth);
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+    LogBegin(ImGuiLogType_TTY, auto_open_depth);
+    g.LogFile = stdout;
+#endif
+}
+
+// Start logging/capturing text output to given file
+void ImGui::LogToFile(int auto_open_depth, const char* filename)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+
+    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
+    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
+    // By opening the file in binary mode "ab" we have consistent output everywhere.
+    if (!filename)
+        filename = g.IO.LogFilename;
+    if (!filename || !filename[0])
+        return;
+    ImFileHandle f = ImFileOpen(filename, "ab");
+    if (!f)
+    {
+        IM_ASSERT(0);
+        return;
+    }
+
+    LogBegin(ImGuiLogType_File, auto_open_depth);
+    g.LogFile = f;
+}
+
+// Start logging/capturing text output to clipboard
+void ImGui::LogToClipboard(int auto_open_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
+}
+
+void ImGui::LogToBuffer(int auto_open_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
+}
+
+void ImGui::LogFinish()
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    LogText(IM_NEWLINE);
+    switch (g.LogType)
+    {
+    case ImGuiLogType_TTY:
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+        fflush(g.LogFile);
+#endif
+        break;
+    case ImGuiLogType_File:
+        ImFileClose(g.LogFile);
+        break;
+    case ImGuiLogType_Buffer:
+        break;
+    case ImGuiLogType_Clipboard:
+        if (!g.LogBuffer.empty())
+            SetClipboardText(g.LogBuffer.begin());
+        break;
+    case ImGuiLogType_None:
+        IM_ASSERT(0);
+        break;
+    }
+
+    g.LogEnabled = g.ItemUnclipByLog = false;
+    g.LogType = ImGuiLogType_None;
+    g.LogFile = NULL;
+    g.LogBuffer.clear();
+}
+
+// Helper to display logging buttons
+// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
+void ImGui::LogButtons()
+{
+    ImGuiContext& g = *GImGui;
+
+    PushID("LogButtons");
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+    const bool log_to_tty = Button("Log To TTY"); SameLine();
+#else
+    const bool log_to_tty = false;
+#endif
+    const bool log_to_file = Button("Log To File"); SameLine();
+    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
+    PushItemFlag(ImGuiItemFlags_NoTabStop, true);
+    SetNextItemWidth(80.0f);
+    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
+    PopItemFlag();
+    PopID();
+
+    // Start logging at the end of the function so that the buttons don't appear in the log
+    if (log_to_tty)
+        LogToTTY();
+    if (log_to_file)
+        LogToFile();
+    if (log_to_clipboard)
+        LogToClipboard();
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] SETTINGS
+//-----------------------------------------------------------------------------
+// - UpdateSettings() [Internal]
+// - MarkIniSettingsDirty() [Internal]
+// - FindSettingsHandler() [Internal]
+// - ClearIniSettings() [Internal]
+// - LoadIniSettingsFromDisk()
+// - LoadIniSettingsFromMemory()
+// - SaveIniSettingsToDisk()
+// - SaveIniSettingsToMemory()
+//-----------------------------------------------------------------------------
+// - CreateNewWindowSettings() [Internal]
+// - FindWindowSettingsByID() [Internal]
+// - FindWindowSettingsByWindow() [Internal]
+// - ClearWindowSettings() [Internal]
+// - WindowSettingsHandler_***() [Internal]
+//-----------------------------------------------------------------------------
+
+// Called by NewFrame()
+void ImGui::UpdateSettings()
+{
+    // Load settings on first frame (if not explicitly loaded manually before)
+    ImGuiContext& g = *GImGui;
+    if (!g.SettingsLoaded)
+    {
+        IM_ASSERT(g.SettingsWindows.empty());
+        if (g.IO.IniFilename)
+            LoadIniSettingsFromDisk(g.IO.IniFilename);
+        g.SettingsLoaded = true;
+    }
+
+    // Save settings (with a delay after the last modification, so we don't spam disk too much)
+    if (g.SettingsDirtyTimer > 0.0f)
+    {
+        g.SettingsDirtyTimer -= g.IO.DeltaTime;
+        if (g.SettingsDirtyTimer <= 0.0f)
+        {
+            if (g.IO.IniFilename != NULL)
+                SaveIniSettingsToDisk(g.IO.IniFilename);
+            else
+                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
+            g.SettingsDirtyTimer = 0.0f;
+        }
+    }
+}
+
+void ImGui::MarkIniSettingsDirty()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.SettingsDirtyTimer <= 0.0f)
+        g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+        if (g.SettingsDirtyTimer <= 0.0f)
+            g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
+    g.SettingsHandlers.push_back(*handler);
+}
+
+void ImGui::RemoveSettingsHandler(const char* type_name)
+{
+    ImGuiContext& g = *GImGui;
+    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
+        g.SettingsHandlers.erase(handler);
+}
+
+ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiID type_hash = ImHashStr(type_name);
+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+        if (handler.TypeHash == type_hash)
+            return &handler;
+    return NULL;
+}
+
+// Clear all settings (windows, tables, docking etc.)
+void ImGui::ClearIniSettings()
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsIniData.clear();
+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+        if (handler.ClearAllFn != NULL)
+            handler.ClearAllFn(&g, &handler);
+}
+
+void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
+{
+    size_t file_data_size = 0;
+    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
+    if (!file_data)
+        return;
+    if (file_data_size > 0)
+        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
+    IM_FREE(file_data);
+}
+
+// Zero-tolerance, no error reporting, cheap .ini parsing
+// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
+void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);
+    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
+    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
+
+    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
+    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
+    if (ini_size == 0)
+        ini_size = strlen(ini_data);
+    g.SettingsIniData.Buf.resize((int)ini_size + 1);
+    char* const buf = g.SettingsIniData.Buf.Data;
+    char* const buf_end = buf + ini_size;
+    memcpy(buf, ini_data, ini_size);
+    buf_end[0] = 0;
+
+    // Call pre-read handlers
+    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+        if (handler.ReadInitFn != NULL)
+            handler.ReadInitFn(&g, &handler);
+
+    void* entry_data = NULL;
+    ImGuiSettingsHandler* entry_handler = NULL;
+
+    char* line_end = NULL;
+    for (char* line = buf; line < buf_end; line = line_end + 1)
+    {
+        // Skip new lines markers, then find end of the line
+        while (*line == '\n' || *line == '\r')
+            line++;
+        line_end = line;
+        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
+            line_end++;
+        line_end[0] = 0;
+        if (line[0] == ';')
+            continue;
+        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
+        {
+            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
+            line_end[-1] = 0;
+            const char* name_end = line_end - 1;
+            const char* type_start = line + 1;
+            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
+            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
+            if (!type_end || !name_start)
+                continue;
+            *type_end = 0; // Overwrite first ']'
+            name_start++;  // Skip second '['
+            entry_handler = FindSettingsHandler(type_start);
+            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
+        }
+        else if (entry_handler != NULL && entry_data != NULL)
+        {
+            // Let type handler parse the line
+            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
+        }
+    }
+    g.SettingsLoaded = true;
+
+    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
+    memcpy(buf, ini_data, ini_size);
+
+    // Call post-read handlers
+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+        if (handler.ApplyAllFn != NULL)
+            handler.ApplyAllFn(&g, &handler);
+}
+
+void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsDirtyTimer = 0.0f;
+    if (!ini_filename)
+        return;
+
+    size_t ini_data_size = 0;
+    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
+    ImFileHandle f = ImFileOpen(ini_filename, "wt");
+    if (!f)
+        return;
+    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
+    ImFileClose(f);
+}
+
+// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
+const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsDirtyTimer = 0.0f;
+    g.SettingsIniData.Buf.resize(0);
+    g.SettingsIniData.Buf.push_back(0);
+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
+    if (out_size)
+        *out_size = (size_t)g.SettingsIniData.size();
+    return g.SettingsIniData.c_str();
+}
+
+ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
+{
+    ImGuiContext& g = *GImGui;
+
+    if (g.IO.ConfigDebugIniSettings == false)
+    {
+        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
+        if (const char* p = strstr(name, "###"))
+            name = p;
+    }
+    const size_t name_len = strlen(name);
+
+    // Allocate chunk
+    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
+    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
+    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
+    settings->ID = ImHashStr(name, name_len);
+    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
+
+    return settings;
+}
+
+// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
+// This is called once per window .ini entry + once per newly instantiated window.
+ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        if (settings->ID == id && !settings->WantDelete)
+            return settings;
+    return NULL;
+}
+
+// This is faster if you are holding on a Window already as we don't need to perform a search.
+ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (window->SettingsOffset != -1)
+        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
+    return FindWindowSettingsByID(window->ID);
+}
+
+// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
+void ImGui::ClearWindowSettings(const char* name)
+{
+    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
+    ImGuiWindow* window = FindWindowByName(name);
+    if (window != NULL)
+    {
+        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
+        InitOrLoadWindowSettings(window, NULL);
+    }
+    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
+        settings->WantDelete = true;
+}
+
+static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    ImGuiContext& g = *ctx;
+    for (ImGuiWindow* window : g.Windows)
+        window->SettingsOffset = -1;
+    g.SettingsWindows.clear();
+}
+
+static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+    ImGuiID id = ImHashStr(name);
+    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
+    if (settings)
+        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
+    else
+        settings = ImGui::CreateNewWindowSettings(name);
+    settings->ID = id;
+    settings->WantApply = true;
+    return (void*)settings;
+}
+
+static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
+{
+    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
+    int x, y;
+    int i;
+    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)         { settings->Pos = ImVec2ih((short)x, (short)y); }
+    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)   { settings->Size = ImVec2ih((short)x, (short)y); }
+    else if (sscanf(line, "Collapsed=%d", &i) == 1)     { settings->Collapsed = (i != 0); }
+    else if (sscanf(line, "IsChild=%d", &i) == 1)       { settings->IsChild = (i != 0); }
+}
+
+// Apply to existing windows (if any)
+static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    ImGuiContext& g = *ctx;
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        if (settings->WantApply)
+        {
+            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
+                ApplyWindowSettings(window, settings);
+            settings->WantApply = false;
+        }
+}
+
+static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+    // Gather data from windows that were active during this session
+    // (if a window wasn't opened in this session we preserve its settings)
+    ImGuiContext& g = *ctx;
+    for (ImGuiWindow* window : g.Windows)
+    {
+        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
+            continue;
+
+        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
+        if (!settings)
+        {
+            settings = ImGui::CreateNewWindowSettings(window->Name);
+            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
+        }
+        IM_ASSERT(settings->ID == window->ID);
+        settings->Pos = ImVec2ih(window->Pos);
+        settings->Size = ImVec2ih(window->SizeFull);
+        settings->IsChild = (window->Flags & ImGuiWindowFlags_ChildWindow) != 0;
+        settings->Collapsed = window->Collapsed;
+        settings->WantDelete = false;
+    }
+
+    // Write to text buffer
+    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+    {
+        if (settings->WantDelete)
+            continue;
+        const char* settings_name = settings->GetName();
+        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
+        if (settings->IsChild)
+        {
+            buf->appendf("IsChild=1\n");
+            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
+        }
+        else
+        {
+            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
+            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
+            if (settings->Collapsed)
+                buf->appendf("Collapsed=1\n");
+        }
+        buf->append("\n");
+    }
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] LOCALIZATION
+//-----------------------------------------------------------------------------
+
+void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = 0; n < count; n++)
+        g.LocalizationTable[entries[n].Key] = entries[n].Text;
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+//-----------------------------------------------------------------------------
+// - GetMainViewport()
+// - SetWindowViewport() [Internal]
+// - UpdateViewportsNewFrame() [Internal]
+// (this section is more complete in the 'docking' branch)
+//-----------------------------------------------------------------------------
+
+ImGuiViewport* ImGui::GetMainViewport()
+{
+    ImGuiContext& g = *GImGui;
+    return g.Viewports[0];
+}
+
+void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+{
+    window->Viewport = viewport;
+}
+
+// Update viewports and monitor infos
+static void ImGui::UpdateViewportsNewFrame()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Viewports.Size == 1);
+
+    // Update main viewport with current platform position.
+    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
+    ImGuiViewportP* main_viewport = g.Viewports[0];
+    main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
+    main_viewport->Pos = ImVec2(0.0f, 0.0f);
+    main_viewport->Size = g.IO.DisplaySize;
+
+    for (ImGuiViewportP* viewport : g.Viewports)
+    {
+        // Lock down space taken by menu bars and status bars
+        // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc.
+        viewport->WorkInsetMin = viewport->BuildWorkInsetMin;
+        viewport->WorkInsetMax = viewport->BuildWorkInsetMax;
+        viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f);
+        viewport->UpdateWorkRect();
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DOCKING
+//-----------------------------------------------------------------------------
+
+// (this section is filled in the 'docking' branch)
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] PLATFORM DEPENDENT HELPERS
+//-----------------------------------------------------------------------------
+// - Default clipboard handlers
+// - Default shell function handlers
+// - Default IME handlers
+//-----------------------------------------------------------------------------
+
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
+
+#ifdef _MSC_VER
+#pragma comment(lib, "user32")
+#pragma comment(lib, "kernel32")
+#endif
+
+// Win32 clipboard implementation
+// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
+static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    g.ClipboardHandlerData.clear();
+    if (!::OpenClipboard(NULL))
+        return NULL;
+    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
+    if (wbuf_handle == NULL)
+    {
+        ::CloseClipboard();
+        return NULL;
+    }
+    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
+    {
+        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
+        g.ClipboardHandlerData.resize(buf_len);
+        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
+    }
+    ::GlobalUnlock(wbuf_handle);
+    ::CloseClipboard();
+    return g.ClipboardHandlerData.Data;
+}
+
+static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text)
+{
+    if (!::OpenClipboard(NULL))
+        return;
+    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
+    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
+    if (wbuf_handle == NULL)
+    {
+        ::CloseClipboard();
+        return;
+    }
+    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
+    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
+    ::GlobalUnlock(wbuf_handle);
+    ::EmptyClipboard();
+    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
+        ::GlobalFree(wbuf_handle);
+    ::CloseClipboard();
+}
+
+#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
+
+#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
+static PasteboardRef main_clipboard = 0;
+
+// OSX clipboard implementation
+// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
+static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text)
+{
+    if (!main_clipboard)
+        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
+    PasteboardClear(main_clipboard);
+    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
+    if (cf_data)
+    {
+        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
+        CFRelease(cf_data);
+    }
+}
+
+static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    if (!main_clipboard)
+        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
+    PasteboardSynchronize(main_clipboard);
+
+    ItemCount item_count = 0;
+    PasteboardGetItemCount(main_clipboard, &item_count);
+    for (ItemCount i = 0; i < item_count; i++)
+    {
+        PasteboardItemID item_id = 0;
+        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
+        CFArrayRef flavor_type_array = 0;
+        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
+        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
+        {
+            CFDataRef cf_data;
+            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
+            {
+                g.ClipboardHandlerData.clear();
+                int length = (int)CFDataGetLength(cf_data);
+                g.ClipboardHandlerData.resize(length + 1);
+                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
+                g.ClipboardHandlerData[length] = 0;
+                CFRelease(cf_data);
+                return g.ClipboardHandlerData.Data;
+            }
+        }
+    }
+    return NULL;
+}
+
+#else
+
+// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
+static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
+}
+
+static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text)
+{
+    ImGuiContext& g = *ctx;
+    g.ClipboardHandlerData.clear();
+    const char* text_end = text + strlen(text);
+    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
+    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
+    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
+}
+
+#endif // Default clipboard handlers
+
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#if defined(__APPLE__) && TARGET_OS_IPHONE
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#endif
+
+#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#endif
+#endif
+
+#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#ifdef _WIN32
+#include <shellapi.h>   // ShellExecuteA()
+#ifdef _MSC_VER
+#pragma comment(lib, "shell32")
+#endif
+static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path)
+{
+    return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32;
+}
+#else
+#include <sys/wait.h>
+#include <unistd.h>
+static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path)
+{
+#if defined(__APPLE__)
+    const char* args[] { "open", "--", path, NULL };
+#else
+    const char* args[] { "xdg-open", path, NULL };
+#endif
+    pid_t pid = fork();
+    if (pid < 0)
+        return false;
+    if (!pid)
+    {
+        execvp(args[0], const_cast<char **>(args));
+        exit(-1);
+    }
+    else
+    {
+        int status;
+        waitpid(pid, &status, 0);
+        return WEXITSTATUS(status) == 0;
+    }
+}
+#endif
+#else
+static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; }
+#endif // Default shell handlers
+
+//-----------------------------------------------------------------------------
+
+// Win32 API IME support (for Asian languages, etc.)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+
+#include <imm.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "imm32")
+#endif
+
+static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
+{
+    // Notify OS Input Method Editor of text input position
+    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+    if (hwnd == 0)
+        return;
+
+    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
+    if (HIMC himc = ::ImmGetContext(hwnd))
+    {
+        COMPOSITIONFORM composition_form = {};
+        composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;
+        composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;
+        composition_form.dwStyle = CFS_FORCE_POSITION;
+        ::ImmSetCompositionWindow(himc, &composition_form);
+        CANDIDATEFORM candidate_form = {};
+        candidate_form.dwStyle = CFS_CANDIDATEPOS;
+        candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;
+        candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;
+        ::ImmSetCandidateWindow(himc, &candidate_form);
+        ::ImmReleaseContext(hwnd, himc);
+    }
+}
+
+#else
+
+static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {}
+
+#endif // Default IME handlers
+
+//-----------------------------------------------------------------------------
+// [SECTION] METRICS/DEBUGGER WINDOW
+//-----------------------------------------------------------------------------
+// - DebugRenderViewportThumbnail() [Internal]
+// - RenderViewportsThumbnails() [Internal]
+// - DebugTextEncoding()
+// - MetricsHelpMarker() [Internal]
+// - ShowFontAtlas() [Internal]
+// - ShowMetricsWindow()
+// - DebugNodeColumns() [Internal]
+// - DebugNodeDrawList() [Internal]
+// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
+// - DebugNodeFont() [Internal]
+// - DebugNodeFontGlyph() [Internal]
+// - DebugNodeStorage() [Internal]
+// - DebugNodeTabBar() [Internal]
+// - DebugNodeViewport() [Internal]
+// - DebugNodeWindow() [Internal]
+// - DebugNodeWindowSettings() [Internal]
+// - DebugNodeWindowsList() [Internal]
+// - DebugNodeWindowsListByBeginStackParent() [Internal]
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+
+void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    ImVec2 scale = bb.GetSize() / viewport->Size;
+    ImVec2 off = bb.Min - viewport->Pos * scale;
+    float alpha_mul = 1.0f;
+    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
+    for (ImGuiWindow* thumb_window : g.Windows)
+    {
+        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
+            continue;
+
+        ImRect thumb_r = thumb_window->Rect();
+        ImRect title_r = thumb_window->TitleBarRect();
+        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
+        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height
+        thumb_r.ClipWithFull(bb);
+        title_r.ClipWithFull(bb);
+        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
+        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
+        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
+        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
+        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
+    }
+    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
+    if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID)
+        window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
+}
+
+static void RenderViewportsThumbnails()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    float SCALE = 1.0f / 8.0f;
+    ImRect bb_full(g.Viewports[0]->Pos, g.Viewports[0]->Pos + g.Viewports[0]->Size);
+    ImVec2 p = window->DC.CursorPos;
+    ImVec2 off = p - bb_full.Min * SCALE;
+
+    // Draw viewports
+    for (ImGuiViewportP* viewport : g.Viewports)
+    {
+        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
+        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
+    }
+    ImGui::Dummy(bb_full.GetSize() * SCALE);
+}
+
+// Draw an arbitrary US keyboard layout to visualize translated keys
+void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
+{
+    const float scale = ImGui::GetFontSize() / 13.0f;
+    const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale;
+    const float  key_rounding = 3.0f * scale;
+    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale;
+    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale;
+    const float  key_face_rounding = 2.0f * scale;
+    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale;
+    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
+    const float  key_row_offset = 9.0f * scale;
+
+    ImVec2 board_min = GetCursorScreenPos();
+    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
+    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
+
+    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
+    const KeyLayoutData keys_to_display[] =
+    {
+        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
+        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
+        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
+    };
+
+    // Elements rendered manually via ImDrawList API are not clipped automatically.
+    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
+    Dummy(board_max - board_min);
+    if (!IsItemVisible())
+        return;
+    draw_list->PushClipRect(board_min, board_max, true);
+    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
+    {
+        const KeyLayoutData* key_data = &keys_to_display[n];
+        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
+        ImVec2 key_max = key_min + key_size;
+        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
+        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
+        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
+        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
+        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
+        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
+        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
+        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
+        if (IsKeyDown(key_data->Key))
+            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
+    }
+    draw_list->PopClipRect();
+}
+
+// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
+void ImGui::DebugTextEncoding(const char* str)
+{
+    Text("Text: \"%s\"", str);
+    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
+        return;
+    TableSetupColumn("Offset");
+    TableSetupColumn("UTF-8");
+    TableSetupColumn("Glyph");
+    TableSetupColumn("Codepoint");
+    TableHeadersRow();
+    for (const char* p = str; *p != 0; )
+    {
+        unsigned int c;
+        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
+        TableNextColumn();
+        Text("%d", (int)(p - str));
+        TableNextColumn();
+        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
+        {
+            if (byte_index > 0)
+                SameLine();
+            Text("0x%02X", (int)(unsigned char)p[byte_index]);
+        }
+        TableNextColumn();
+        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
+            TextUnformatted(p, p + c_utf8_len);
+        else
+            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
+        TableNextColumn();
+        Text("U+%04X", (int)c);
+        p += c_utf8_len;
+    }
+    EndTable();
+}
+
+static void DebugFlashStyleColorStop()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT)
+        g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup;
+    g.DebugFlashStyleColorIdx = ImGuiCol_COUNT;
+}
+
+// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls.
+void ImGui::DebugFlashStyleColor(ImGuiCol idx)
+{
+    ImGuiContext& g = *GImGui;
+    DebugFlashStyleColorStop();
+    g.DebugFlashStyleColorTime = 0.5f;
+    g.DebugFlashStyleColorIdx = idx;
+    g.DebugFlashStyleColorBackup = g.Style.Colors[idx];
+}
+
+void ImGui::UpdateDebugToolFlashStyleColor()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.DebugFlashStyleColorTime <= 0.0f)
+        return;
+    ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z);
+    g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f;
+    if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f)
+        DebugFlashStyleColorStop();
+}
+
+// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
+static void MetricsHelpMarker(const char* desc)
+{
+    ImGui::TextDisabled("(?)");
+    if (ImGui::BeginItemTooltip())
+    {
+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
+        ImGui::TextUnformatted(desc);
+        ImGui::PopTextWrapPos();
+        ImGui::EndTooltip();
+    }
+}
+
+// [DEBUG] List fonts in a font atlas and display its texture
+void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
+{
+    for (ImFont* font : atlas->Fonts)
+    {
+        PushID(font);
+        DebugNodeFont(font);
+        PopID();
+    }
+    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
+    {
+        ImGuiContext& g = *GImGui;
+        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
+        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
+        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
+        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
+        TreePop();
+    }
+}
+
+void ImGui::ShowMetricsWindow(bool* p_open)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+    if (cfg->ShowDebugLog)
+        ShowDebugLogWindow(&cfg->ShowDebugLog);
+    if (cfg->ShowIDStackTool)
+        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
+
+    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
+    {
+        End();
+        return;
+    }
+
+    // [DEBUG] Clear debug breaks hooks after exactly one cycle.
+    DebugBreakClearData();
+
+    // Basic info
+    Text("Dear ImGui %s", GetVersion());
+    if (g.ContextName[0] != 0)
+    {
+        SameLine();
+        Text("(Context Name: \"%s\")", g.ContextName);
+    }
+    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
+    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
+    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
+
+    Separator();
+
+    // Debugging enums
+    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
+    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
+    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
+    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
+    if (cfg->ShowWindowsRectsType < 0)
+        cfg->ShowWindowsRectsType = WRT_WorkRect;
+    if (cfg->ShowTablesRectsType < 0)
+        cfg->ShowTablesRectsType = TRT_WorkRect;
+
+    struct Funcs
+    {
+        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
+        {
+            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
+            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
+            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
+            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
+            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
+            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
+            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
+            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
+            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
+            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
+            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
+            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
+            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
+            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
+            IM_ASSERT(0);
+            return ImRect();
+        }
+
+        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
+        {
+            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
+            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
+            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
+            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
+            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
+            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
+            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
+            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
+            IM_ASSERT(0);
+            return ImRect();
+        }
+    };
+
+    // Tools
+    if (TreeNode("Tools"))
+    {
+        // Debug Break features
+        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
+        SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x);
+        SameLine();
+        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
+        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
+            DebugStartItemPicker();
+        Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent);
+
+        SeparatorText("Visualize");
+
+        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
+        SameLine();
+        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
+
+        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
+        SameLine();
+        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
+
+        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
+        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
+        SameLine();
+        SetNextItemWidth(GetFontSize() * 12);
+        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
+        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
+        {
+            BulletText("'%s':", g.NavWindow->Name);
+            Indent();
+            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
+            {
+                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
+                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
+            }
+            Unindent();
+        }
+
+        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
+        SameLine();
+        SetNextItemWidth(GetFontSize() * 12);
+        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
+        if (cfg->ShowTablesRects && g.NavWindow != NULL)
+        {
+            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
+            {
+                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
+                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
+                    continue;
+
+                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
+                if (IsItemHovered())
+                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+                Indent();
+                char buf[128];
+                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
+                {
+                    if (rect_n >= TRT_ColumnsRect)
+                    {
+                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
+                            continue;
+                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+                        {
+                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
+                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
+                            Selectable(buf);
+                            if (IsItemHovered())
+                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+                        }
+                    }
+                    else
+                    {
+                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
+                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
+                        Selectable(buf);
+                        if (IsItemHovered())
+                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+                    }
+                }
+                Unindent();
+            }
+        }
+        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
+
+        SeparatorText("Validate");
+
+        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
+        SameLine();
+        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
+
+        Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer);
+        SameLine();
+        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
+        if (cfg->ShowTextEncodingViewer)
+        {
+            static char buf[64] = "";
+            SetNextItemWidth(-FLT_MIN);
+            InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf));
+            if (buf[0] != 0)
+                DebugTextEncoding(buf);
+        }
+
+        TreePop();
+    }
+
+    // Windows
+    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
+    {
+        //SetNextItemOpen(true, ImGuiCond_Once);
+        DebugNodeWindowsList(&g.Windows, "By display order");
+        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
+        if (TreeNode("By submission order (begin stack)"))
+        {
+            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
+            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
+            temp_buffer.resize(0);
+            for (ImGuiWindow* window : g.Windows)
+                if (window->LastFrameActive + 1 >= g.FrameCount)
+                    temp_buffer.push_back(window);
+            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
+            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
+            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
+            TreePop();
+        }
+
+        TreePop();
+    }
+
+    // DrawLists
+    int drawlist_count = 0;
+    for (ImGuiViewportP* viewport : g.Viewports)
+        drawlist_count += viewport->DrawDataP.CmdLists.Size;
+    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
+    {
+        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
+        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
+        for (ImGuiViewportP* viewport : g.Viewports)
+            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
+                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
+        TreePop();
+    }
+
+    // Viewports
+    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
+    {
+        SetNextItemOpen(true, ImGuiCond_Once);
+        if (TreeNode("Windows Minimap"))
+        {
+            RenderViewportsThumbnails();
+            TreePop();
+        }
+        cfg->HighlightViewportID = 0;
+
+        for (ImGuiViewportP* viewport : g.Viewports)
+            DebugNodeViewport(viewport);
+        TreePop();
+    }
+
+    // Details for Popups
+    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
+    {
+        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
+        {
+            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
+            ImGuiWindow* window = popup_data.Window;
+            BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'",
+                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
+                popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
+        }
+        TreePop();
+    }
+
+    // Details for TabBars
+    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
+    {
+        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
+            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
+            {
+                PushID(tab_bar);
+                DebugNodeTabBar(tab_bar, "TabBar");
+                PopID();
+            }
+        TreePop();
+    }
+
+    // Details for Tables
+    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
+    {
+        for (int n = 0; n < g.Tables.GetMapSize(); n++)
+            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
+                DebugNodeTable(table);
+        TreePop();
+    }
+
+    // Details for Fonts
+    ImFontAtlas* atlas = g.IO.Fonts;
+    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
+    {
+        ShowFontAtlas(atlas);
+        TreePop();
+    }
+
+    // Details for InputText
+    if (TreeNode("InputText"))
+    {
+        DebugNodeInputTextState(&g.InputTextState);
+        TreePop();
+    }
+
+    // Details for TypingSelect
+    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
+    {
+        DebugNodeTypingSelectState(&g.TypingSelectState);
+        TreePop();
+    }
+
+    // Details for MultiSelect
+    if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount()))
+    {
+        ImGuiBoxSelectState* bs = &g.BoxSelectState;
+        BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive);
+        for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++)
+            if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n))
+                DebugNodeMultiSelectState(state);
+        TreePop();
+    }
+
+    // Details for Docking
+#ifdef IMGUI_HAS_DOCK
+    if (TreeNode("Docking"))
+    {
+        TreePop();
+    }
+#endif // #ifdef IMGUI_HAS_DOCK
+
+    // Settings
+    if (TreeNode("Settings"))
+    {
+        if (SmallButton("Clear"))
+            ClearIniSettings();
+        SameLine();
+        if (SmallButton("Save to memory"))
+            SaveIniSettingsToMemory();
+        SameLine();
+        if (SmallButton("Save to disk"))
+            SaveIniSettingsToDisk(g.IO.IniFilename);
+        SameLine();
+        if (g.IO.IniFilename)
+            Text("\"%s\"", g.IO.IniFilename);
+        else
+            TextUnformatted("<NULL>");
+        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
+        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
+        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
+        {
+            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+                BulletText("\"%s\"", handler.TypeName);
+            TreePop();
+        }
+        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
+        {
+            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+                DebugNodeWindowSettings(settings);
+            TreePop();
+        }
+
+        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
+        {
+            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+                DebugNodeTableSettings(settings);
+            TreePop();
+        }
+
+#ifdef IMGUI_HAS_DOCK
+#endif // #ifdef IMGUI_HAS_DOCK
+
+        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
+        {
+            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
+            TreePop();
+        }
+        TreePop();
+    }
+
+    // Settings
+    if (TreeNode("Memory allocations"))
+    {
+        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
+        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
+        if (SmallButton("GC now")) { g.GcCompactAll = true; }
+        Text("Recent frames with allocations:");
+        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
+        for (int n = buf_size - 1; n >= 0; n--)
+        {
+            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
+            BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount);
+            if (n == 0)
+            {
+                SameLine();
+                Text("<- %d frames ago", g.FrameCount - entry->FrameCount);
+            }
+        }
+        TreePop();
+    }
+
+    if (TreeNode("Inputs"))
+    {
+        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
+        {
+            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
+            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
+            Indent();
+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
+            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
+#else
+            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
+            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
+#endif
+            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
+            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
+            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
+            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
+            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
+            DebugRenderKeyboardPreview(GetWindowDrawList());
+            Unindent();
+        }
+
+        Text("MOUSE STATE");
+        {
+            Indent();
+            if (IsMousePosValid())
+                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
+            else
+                Text("Mouse pos: <INVALID>");
+            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
+            int count = IM_ARRAYSIZE(io.MouseDown);
+            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
+            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
+            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
+            Text("Mouse wheel: %.1f", io.MouseWheel);
+            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
+            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
+            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
+            Unindent();
+        }
+
+        Text("MOUSE WHEELING");
+        {
+            Indent();
+            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
+            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
+            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
+            Unindent();
+        }
+
+        Text("KEY OWNERS");
+        {
+            Indent();
+            if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
+                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+                {
+                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+                    if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner)
+                        continue;
+                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
+                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
+                    DebugLocateItemOnHover(owner_data->OwnerCurr);
+                }
+            EndChild();
+            Unindent();
+        }
+        Text("SHORTCUT ROUTING");
+        SameLine();
+        MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches.");
+        {
+            Indent();
+            if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
+                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+                {
+                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
+                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
+                    {
+                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
+                        ImGuiKeyChord key_chord = key | routing_data->Mods;
+                        Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore);
+                        DebugLocateItemOnHover(routing_data->RoutingCurr);
+                        if (g.IO.ConfigDebugIsDebuggerPresent)
+                        {
+                            SameLine();
+                            if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord"))
+                                g.DebugBreakInShortcutRouting = key_chord;
+                        }
+                        idx = routing_data->NextEntryIndex;
+                    }
+                }
+            EndChild();
+            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
+            Unindent();
+        }
+        TreePop();
+    }
+
+    if (TreeNode("Internal state"))
+    {
+        Text("WINDOWING");
+        Indent();
+        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
+        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
+        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
+        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+        Unindent();
+
+        Text("ITEMS");
+        Indent();
+        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
+        DebugLocateItemOnHover(g.ActiveId);
+        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
+        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
+        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
+        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
+        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
+        Unindent();
+
+        Text("NAV,FOCUS");
+        Indent();
+        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
+        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
+        DebugLocateItemOnHover(g.NavId);
+        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
+        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
+        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
+        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
+        Text("NavActivateFlags: %04X", g.NavActivateFlags);
+        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
+        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
+        Text("NavFocusRoute[] = ");
+        for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
+        {
+            const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n];
+            SameLine(0.0f, 0.0f);
+            Text("0x%08X/", focus_scope.ID);
+            SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name);
+        }
+        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
+        Unindent();
+
+        TreePop();
+    }
+
+    // Overlay: Display windows Rectangles and Begin Order
+    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
+    {
+        for (ImGuiWindow* window : g.Windows)
+        {
+            if (!window->WasActive)
+                continue;
+            ImDrawList* draw_list = GetForegroundDrawList(window);
+            if (cfg->ShowWindowsRects)
+            {
+                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
+                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
+            }
+            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+            {
+                char buf[32];
+                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
+                float font_size = GetFontSize();
+                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
+                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
+            }
+        }
+    }
+
+    // Overlay: Display Tables Rectangles
+    if (cfg->ShowTablesRects)
+    {
+        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
+        {
+            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
+            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
+                continue;
+            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
+            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
+            {
+                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+                {
+                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
+                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
+                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
+                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
+                }
+            }
+            else
+            {
+                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
+                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
+            }
+        }
+    }
+
+#ifdef IMGUI_HAS_DOCK
+    // Overlay: Display Docking info
+    if (show_docking_nodes && g.IO.KeyCtrl)
+    {
+    }
+#endif // #ifdef IMGUI_HAS_DOCK
+
+    End();
+}
+
+void ImGui::DebugBreakClearData()
+{
+    // Those fields are scattered in their respective subsystem to stay in hot-data locations
+    ImGuiContext& g = *GImGui;
+    g.DebugBreakInWindow = 0;
+    g.DebugBreakInTable = 0;
+    g.DebugBreakInShortcutRouting = ImGuiKey_None;
+}
+
+void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location)
+{
+    if (!BeginItemTooltip())
+        return;
+    Text("To call IM_DEBUG_BREAK() %s:", description_of_location);
+    Separator();
+    TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space.");
+    Separator();
+    TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!");
+    EndTooltip();
+}
+
+// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc.
+// In order to reduce interferences with the contents we are trying to debug into.
+bool ImGui::DebugBreakButton(const char* label, const char* description_of_location)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset);
+    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y);
+
+    const ImRect bb(pos, pos + size);
+    ItemSize(size, 0.0f);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects.
+    bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags);
+    bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id);
+    DebugBreakButtonTooltip(false, description_of_location);
+
+    ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    ImVec4 hsv;
+    ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z);
+    ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z);
+
+    RenderNavHighlight(bb, id);
+    RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding);
+    RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+    return pressed;
+}
+
+// [DEBUG] Display contents of Columns
+void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
+{
+    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
+        return;
+    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
+    for (ImGuiOldColumnData& column : columns->Columns)
+        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
+    TreePop();
+}
+
+static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
+{
+    union { void* ptr; int integer; } tex_id_opaque;
+    memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
+    if (sizeof(tex_id) >= sizeof(void*))
+        ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
+    else
+        ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
+}
+
+// [DEBUG] Display contents of ImDrawList
+void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
+{
+    ImGuiContext& g = *GImGui;
+    IM_UNUSED(viewport); // Used in docking branch
+    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+    int cmd_count = draw_list->CmdBuffer.Size;
+    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
+        cmd_count--;
+    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
+    if (draw_list == GetWindowDrawList())
+    {
+        SameLine();
+        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+        if (node_open)
+            TreePop();
+        return;
+    }
+
+    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+    if (window && IsItemHovered() && fg_draw_list)
+        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+    if (!node_open)
+        return;
+
+    if (window && !window->WasActive)
+        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
+
+    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
+    {
+        if (pcmd->UserCallback)
+        {
+            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+            continue;
+        }
+
+        char texid_desc[20];
+        FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId);
+        char buf[300];
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
+            pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
+        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
+        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
+            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
+        if (!pcmd_node_open)
+            continue;
+
+        // Calculate approximate coverage area (touched pixel count)
+        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
+        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
+        float total_area = 0.0f;
+        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
+        {
+            ImVec2 triangle[3];
+            for (int n = 0; n < 3; n++, idx_n++)
+                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
+            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
+        }
+
+        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
+        Selectable(buf);
+        if (IsItemHovered() && fg_draw_list)
+            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
+
+        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
+        ImGuiListClipper clipper;
+        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
+        while (clipper.Step())
+            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
+            {
+                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
+                ImVec2 triangle[3];
+                for (int n = 0; n < 3; n++, idx_i++)
+                {
+                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
+                    triangle[n] = v.pos;
+                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
+                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
+                }
+
+                Selectable(buf, false);
+                if (fg_draw_list && IsItemHovered())
+                {
+                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
+                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
+                    fg_draw_list->Flags = backup_flags;
+                }
+            }
+        TreePop();
+    }
+    TreePop();
+}
+
+// [DEBUG] Display mesh/aabb of a ImDrawCmd
+void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
+{
+    IM_ASSERT(show_mesh || show_aabb);
+
+    // Draw wire-frame version of all triangles
+    ImRect clip_rect = draw_cmd->ClipRect;
+    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+    ImDrawListFlags backup_flags = out_draw_list->Flags;
+    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
+    {
+        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
+        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
+
+        ImVec2 triangle[3];
+        for (int n = 0; n < 3; n++, idx_n++)
+            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
+        if (show_mesh)
+            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
+    }
+    // Draw bounding boxes
+    if (show_aabb)
+    {
+        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
+        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
+    }
+    out_draw_list->Flags = backup_flags;
+}
+
+// [DEBUG] Display details for a single font, called by ShowStyleEditor().
+void ImGui::DebugNodeFont(ImFont* font)
+{
+    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
+        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
+    SameLine();
+    if (SmallButton("Set as default"))
+        GetIO().FontDefault = font;
+    if (!opened)
+        return;
+
+    // Display preview text
+    PushFont(font);
+    Text("The quick brown fox jumps over the lazy dog");
+    PopFont();
+
+    // Display details
+    SetNextItemWidth(GetFontSize() * 8);
+    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
+    SameLine(); MetricsHelpMarker(
+        "Note that the default embedded font is NOT meant to be scaled.\n\n"
+        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
+        "You may oversample them to get some flexibility with scaling. "
+        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
+        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
+    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
+    char c_str[5];
+    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
+    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
+    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
+    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
+    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
+        if (font->ConfigData)
+            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
+                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
+                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
+
+    // Display all glyphs of the fonts in separate pages of 256 characters
+    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
+    {
+        ImDrawList* draw_list = GetWindowDrawList();
+        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
+        const float cell_size = font->FontSize * 1;
+        const float cell_spacing = GetStyle().ItemSpacing.y;
+        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
+        {
+            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
+            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
+            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
+            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
+            {
+                base += 4096 - 256;
+                continue;
+            }
+
+            int count = 0;
+            for (unsigned int n = 0; n < 256; n++)
+                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
+                    count++;
+            if (count <= 0)
+                continue;
+            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
+                continue;
+
+            // Draw a 16x16 grid of glyphs
+            ImVec2 base_pos = GetCursorScreenPos();
+            for (unsigned int n = 0; n < 256; n++)
+            {
+                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
+                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
+                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
+                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
+                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
+                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
+                if (!glyph)
+                    continue;
+                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
+                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
+                {
+                    DebugNodeFontGlyph(font, glyph);
+                    EndTooltip();
+                }
+            }
+            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
+            TreePop();
+        }
+        TreePop();
+    }
+    TreePop();
+}
+
+void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
+{
+    Text("Codepoint: U+%04X", glyph->Codepoint);
+    Separator();
+    Text("Visible: %d", glyph->Visible);
+    Text("AdvanceX: %.1f", glyph->AdvanceX);
+    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
+    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
+}
+
+// [DEBUG] Display contents of ImGuiStorage
+void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
+{
+    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
+        return;
+    for (const ImGuiStoragePair& p : storage->Data)
+    {
+        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
+        DebugLocateItemOnHover(p.key);
+    }
+    TreePop();
+}
+
+// [DEBUG] Display contents of ImGuiTabBar
+void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
+{
+    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
+    char buf[256];
+    char* p = buf;
+    const char* buf_end = buf + IM_ARRAYSIZE(buf);
+    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
+    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
+    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
+    {
+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
+    }
+    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
+    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+    bool open = TreeNode(label, "%s", buf);
+    if (!is_active) { PopStyleColor(); }
+    if (is_active && IsItemHovered())
+    {
+        ImDrawList* draw_list = GetForegroundDrawList();
+        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
+        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
+        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
+    }
+    if (open)
+    {
+        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+        {
+            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+            PushID(tab);
+            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
+            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
+            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
+                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
+            PopID();
+        }
+        TreePop();
+    }
+}
+
+void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
+{
+    ImGuiContext& g = *GImGui;
+    SetNextItemOpen(true, ImGuiCond_Once);
+    bool open = TreeNode("viewport0", "Viewport #%d", 0);
+    if (IsItemHovered())
+        g.DebugMetricsConfig.HighlightViewportID = viewport->ID;
+    if (open)
+    {
+        ImGuiWindowFlags flags = viewport->Flags;
+        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
+            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
+            viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y);
+        BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
+            (flags & ImGuiViewportFlags_IsPlatformWindow)  ? " IsPlatformWindow"  : "",
+            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
+            (flags & ImGuiViewportFlags_OwnedByApp)        ? " OwnedByApp"        : "");
+        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
+            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
+        TreePop();
+    }
+}
+
+void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
+{
+    if (window == NULL)
+    {
+        BulletText("%s: NULL", label);
+        return;
+    }
+
+    ImGuiContext& g = *GImGui;
+    const bool is_active = window->WasActive;
+    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
+    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
+    if (!is_active) { PopStyleColor(); }
+    if (IsItemHovered() && is_active)
+        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+    if (!open)
+        return;
+
+    if (window->MemoryCompacted)
+        TextDisabled("Note: some memory buffers have been compacted/freed.");
+
+    if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()"))
+        g.DebugBreakInWindow = window->ID;
+
+    ImGuiWindowFlags flags = window->Flags;
+    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
+    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
+    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
+        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
+        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
+        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
+    if (flags & ImGuiWindowFlags_ChildWindow)
+        BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags,
+            (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "",
+            (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "",
+            (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "",
+            (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : "");
+    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
+    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
+    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
+    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
+    {
+        ImRect r = window->NavRectRel[layer];
+        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
+            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
+        else
+            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
+        DebugLocateItemOnHover(window->NavLastIds[layer]);
+    }
+    const ImVec2* pr = window->NavPreferredScoringPosRel;
+    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
+        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
+    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+    if (window->RootWindow != window)               { DebugNodeWindow(window->RootWindow, "RootWindow"); }
+    if (window->ParentWindow != NULL)               { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
+    if (window->ParentWindowForFocusRoute != NULL)  { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); }
+    if (window->DC.ChildWindows.Size > 0)           { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
+    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
+    {
+        for (ImGuiOldColumns& columns : window->ColumnsStorage)
+            DebugNodeColumns(&columns);
+        TreePop();
+    }
+    DebugNodeStorage(&window->StateStorage, "Storage");
+    TreePop();
+}
+
+void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
+{
+    if (settings->WantDelete)
+        BeginDisabled();
+    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
+        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
+    if (settings->WantDelete)
+        EndDisabled();
+}
+
+void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
+{
+    if (!TreeNode(label, "%s (%d)", label, windows->Size))
+        return;
+    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
+    {
+        PushID((*windows)[i]);
+        DebugNodeWindow((*windows)[i], "Window");
+        PopID();
+    }
+    TreePop();
+}
+
+// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
+void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
+{
+    for (int i = 0; i < windows_size; i++)
+    {
+        ImGuiWindow* window = windows[i];
+        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
+            continue;
+        char buf[20];
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
+        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
+        DebugNodeWindow(window, buf);
+        Indent();
+        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
+        Unindent();
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DEBUG LOG WINDOW
+//-----------------------------------------------------------------------------
+
+void ImGui::DebugLog(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    DebugLogV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::DebugLogV(const char* fmt, va_list args)
+{
+    ImGuiContext& g = *GImGui;
+    const int old_size = g.DebugLogBuf.size();
+    if (g.ContextName[0] != 0)
+        g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount);
+    else
+        g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
+    g.DebugLogBuf.appendfv(fmt, args);
+    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
+    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
+        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically
+    const int new_size = g.DebugLogBuf.size();
+    const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n');
+    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
+        IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size);
+#endif
+}
+
+// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout.
+static void SameLineOrWrap(const ImVec2& size)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y);
+    if (window->WorkRect.Contains(ImRect(pos, pos + size)))
+        ImGui::SameLine();
+}
+
+static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight());
+    SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout.
+    if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0)
+    {
+        g.DebugLogAutoDisableFrames = 2;
+        g.DebugLogAutoDisableFlags |= flags;
+    }
+    ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)");
+}
+
+void ImGui::ShowDebugLogWindow(bool* p_open)
+{
+    ImGuiContext& g = *GImGui;
+    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0)
+        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
+    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
+    {
+        End();
+        return;
+    }
+
+    ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting;
+    CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags);
+    SetItemTooltip("(except InputRouting which is spammy)");
+
+    ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId);
+    ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
+    ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
+    ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
+    ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
+    ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
+    ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
+    ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting);
+
+    if (SmallButton("Clear"))
+    {
+        g.DebugLogBuf.clear();
+        g.DebugLogIndex.clear();
+    }
+    SameLine();
+    if (SmallButton("Copy"))
+        SetClipboardText(g.DebugLogBuf.c_str());
+    SameLine();
+    if (SmallButton("Configure Outputs.."))
+        OpenPopup("Outputs");
+    if (BeginPopup("Outputs"))
+    {
+        CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY);
+#ifndef IMGUI_ENABLE_TEST_ENGINE
+        BeginDisabled();
+#endif
+        CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine);
+#ifndef IMGUI_ENABLE_TEST_ENGINE
+        EndDisabled();
+#endif
+        EndPopup();
+    }
+
+    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+
+    const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags;
+    g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
+
+    ImGuiListClipper clipper;
+    clipper.Begin(g.DebugLogIndex.size());
+    while (clipper.Step())
+        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
+            DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no));
+    g.DebugLogFlags = backup_log_flags;
+    if (GetScrollY() >= GetScrollMaxY())
+        SetScrollHereY(1.0f);
+    EndChild();
+
+    End();
+}
+
+// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered.
+void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end)
+{
+    TextUnformatted(line_begin, line_end);
+    if (!IsItemHovered())
+        return;
+    ImGuiContext& g = *GImGui;
+    ImRect text_rect = g.LastItemData.Rect;
+    for (const char* p = line_begin; p <= line_end - 10; p++)
+    {
+        ImGuiID id = 0;
+        if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10]))
+            continue;
+        ImVec2 p0 = CalcTextSize(line_begin, p);
+        ImVec2 p1 = CalcTextSize(p, p + 10);
+        g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
+        if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
+            DebugLocateItemOnHover(id);
+        p += 10;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
+//-----------------------------------------------------------------------------
+
+// Draw a small cross at current CursorPos in current window's DrawList
+void ImGui::DebugDrawCursorPos(ImU32 col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImVec2 pos = window->DC.CursorPos;
+    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
+    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
+}
+
+// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
+void ImGui::DebugDrawLineExtents(ImU32 col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float curr_x = window->DC.CursorPos.x;
+    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
+    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
+    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
+    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
+    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
+}
+
+// Draw last item rect in ForegroundDrawList (so it is always visible)
+void ImGui::DebugDrawItemRect(ImU32 col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
+}
+
+// [DEBUG] Locate item position/rectangle given an ID.
+static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
+
+void ImGui::DebugLocateItem(ImGuiID target_id)
+{
+    ImGuiContext& g = *GImGui;
+    g.DebugLocateId = target_id;
+    g.DebugLocateFrames = 2;
+    g.DebugBreakInLocateId = false;
+}
+
+// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow.
+void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
+{
+    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+        return;
+    ImGuiContext& g = *GImGui;
+    DebugLocateItem(target_id);
+    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
+
+    // Can't easily use a context menu here because it will mess with focus, active id etc.
+    if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f)
+    {
+        DebugBreakButtonTooltip(false, "in ItemAdd()");
+        if (IsKeyChordPressed(g.DebugBreakKeyChord))
+            g.DebugBreakInLocateId = true;
+    }
+}
+
+void ImGui::DebugLocateItemResolveWithLastItem()
+{
+    ImGuiContext& g = *GImGui;
+
+    // [DEBUG] Debug break requested by user
+    if (g.DebugBreakInLocateId)
+        IM_DEBUG_BREAK();
+
+    ImGuiLastItemData item_data = g.LastItemData;
+    g.DebugLocateId = 0;
+    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
+    ImRect r = item_data.Rect;
+    r.Expand(3.0f);
+    ImVec2 p1 = g.IO.MousePos;
+    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
+    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
+    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
+}
+
+void ImGui::DebugStartItemPicker()
+{
+    ImGuiContext& g = *GImGui;
+    g.DebugItemPickerActive = true;
+}
+
+// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
+void ImGui::UpdateDebugToolItemPicker()
+{
+    ImGuiContext& g = *GImGui;
+    g.DebugItemPickerBreakId = 0;
+    if (!g.DebugItemPickerActive)
+        return;
+
+    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
+    SetMouseCursor(ImGuiMouseCursor_Hand);
+    if (IsKeyPressed(ImGuiKey_Escape))
+        g.DebugItemPickerActive = false;
+    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
+    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
+    {
+        g.DebugItemPickerBreakId = hovered_id;
+        g.DebugItemPickerActive = false;
+    }
+    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
+        if (change_mapping && IsMouseClicked(mouse_button))
+            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
+    SetNextWindowBgAlpha(0.70f);
+    if (!BeginTooltip())
+        return;
+    Text("HoveredId: 0x%08X", hovered_id);
+    Text("Press ESC to abort picking.");
+    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
+    if (change_mapping)
+        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
+    else
+        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
+    EndTooltip();
+}
+
+// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
+void ImGui::UpdateDebugToolStackQueries()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
+
+    // Clear hook when id stack tool is not visible
+    g.DebugHookIdInfo = 0;
+    if (g.FrameCount != tool->LastActiveFrame + 1)
+        return;
+
+    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
+    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
+    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
+    if (tool->QueryId != query_id)
+    {
+        tool->QueryId = query_id;
+        tool->StackLevel = -1;
+        tool->Results.resize(0);
+    }
+    if (query_id == 0)
+        return;
+
+    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
+    int stack_level = tool->StackLevel;
+    if (stack_level >= 0 && stack_level < tool->Results.Size)
+        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
+            tool->StackLevel++;
+
+    // Update hook
+    stack_level = tool->StackLevel;
+    if (stack_level == -1)
+        g.DebugHookIdInfo = query_id;
+    if (stack_level >= 0 && stack_level < tool->Results.Size)
+    {
+        g.DebugHookIdInfo = tool->Results[stack_level].ID;
+        tool->Results[stack_level].QueryFrameCount++;
+    }
+}
+
+// [DEBUG] ID Stack tool: hooks called by GetID() family functions
+void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
+
+    // Step 0: stack query
+    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
+    if (tool->StackLevel == -1)
+    {
+        tool->StackLevel++;
+        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
+        for (int n = 0; n < window->IDStack.Size + 1; n++)
+            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
+        return;
+    }
+
+    // Step 1+: query for individual level
+    IM_ASSERT(tool->StackLevel >= 0);
+    if (tool->StackLevel != window->IDStack.Size)
+        return;
+    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
+    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
+
+    switch (data_type)
+    {
+    case ImGuiDataType_S32:
+        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
+        break;
+    case ImGuiDataType_String:
+        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
+        break;
+    case ImGuiDataType_Pointer:
+        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
+        break;
+    case ImGuiDataType_ID:
+        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
+            return;
+        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
+        break;
+    default:
+        IM_ASSERT(0);
+    }
+    info->QuerySuccess = true;
+    info->DataType = data_type;
+}
+
+static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
+{
+    ImGuiStackLevelInfo* info = &tool->Results[n];
+    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
+    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
+        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
+    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
+        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
+    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
+        return (*buf = 0);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
+        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
+#endif
+    return ImFormatString(buf, buf_size, "???");
+}
+
+// ID Stack Tool: Display UI
+void ImGui::ShowIDStackToolWindow(bool* p_open)
+{
+    ImGuiContext& g = *GImGui;
+    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0)
+        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
+    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
+    {
+        End();
+        return;
+    }
+
+    // Display hovered/active status
+    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
+    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
+    const ImGuiID active_id = g.ActiveId;
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
+#else
+    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
+#endif
+    SameLine();
+    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
+
+    // CTRL+C to copy path
+    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
+    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
+    SameLine();
+    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
+    if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused))
+    {
+        tool->CopyToClipboardLastTime = (float)g.Time;
+        char* p = g.TempBuffer.Data;
+        char* p_end = p + g.TempBuffer.Size;
+        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
+        {
+            *p++ = '/';
+            char level_desc[256];
+            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
+            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
+            {
+                if (level_desc[n] == '/')
+                    *p++ = '\\';
+                *p++ = level_desc[n];
+            }
+        }
+        *p = '\0';
+        SetClipboardText(g.TempBuffer.Data);
+    }
+
+    // Display decorated stack
+    tool->LastActiveFrame = g.FrameCount;
+    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
+    {
+        const float id_width = CalcTextSize("0xDDDDDDDD").x;
+        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
+        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
+        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
+        TableHeadersRow();
+        for (int n = 0; n < tool->Results.Size; n++)
+        {
+            ImGuiStackLevelInfo* info = &tool->Results[n];
+            TableNextColumn();
+            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
+            TableNextColumn();
+            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
+            TextUnformatted(g.TempBuffer.Data);
+            TableNextColumn();
+            Text("0x%08X", info->ID);
+            if (n == tool->Results.Size - 1)
+                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
+        }
+        EndTable();
+    }
+    End();
+}
+
+#else
+
+void ImGui::ShowMetricsWindow(bool*) {}
+void ImGui::ShowFontAtlas(ImFontAtlas*) {}
+void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
+void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
+void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
+void ImGui::DebugNodeFont(ImFont*) {}
+void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
+void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
+void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
+void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
+void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
+void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
+
+void ImGui::ShowDebugLogWindow(bool*) {}
+void ImGui::ShowIDStackToolWindow(bool*) {}
+void ImGui::DebugStartItemPicker() {}
+void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
+
+#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
+
+//-----------------------------------------------------------------------------
+
+// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
+// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
+#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
+#include "imgui_user.inl"
+#endif
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/imgui.h b/third_party/imgui/imgui.h
new file mode 100644
index 0000000000000000000000000000000000000000..854d210e167a8cd02f5df3a3b95fb4e6d0abb3fe
--- /dev/null
+++ b/third_party/imgui/imgui.h
@@ -0,0 +1,3685 @@
+// dear imgui, v1.91.2 WIP
+// (headers)
+
+// Help:
+// - See links below.
+// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
+// - Read top of imgui.cpp for more details, links and comments.
+// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
+
+// Resources:
+// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
+// - Homepage ................... https://github.com/ocornut/imgui
+// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
+// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
+// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
+//   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
+//   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
+//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
+//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
+//   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
+//   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
+// - Issues & support ........... https://github.com/ocornut/imgui/issues
+// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
+
+// For first-time users having issues compiling/linking/running/loading fonts:
+// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
+// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
+
+// Library Version
+// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
+#define IMGUI_VERSION       "1.91.2 WIP"
+#define IMGUI_VERSION_NUM   19115
+#define IMGUI_HAS_TABLE
+
+/*
+
+Index of this file:
+// [SECTION] Header mess
+// [SECTION] Forward declarations and basic types
+// [SECTION] Dear ImGui end-user API functions
+// [SECTION] Flags & Enumerations
+// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
+// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
+// [SECTION] ImGuiStyle
+// [SECTION] ImGuiIO
+// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
+// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
+// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
+// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
+// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
+// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
+// [SECTION] Obsolete functions and types
+
+*/
+
+#pragma once
+
+// Configuration file with compile-time options
+// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
+#ifdef IMGUI_USER_CONFIG
+#include IMGUI_USER_CONFIG
+#endif
+#include "imconfig.h"
+
+#ifndef IMGUI_DISABLE
+
+//-----------------------------------------------------------------------------
+// [SECTION] Header mess
+//-----------------------------------------------------------------------------
+
+// Includes
+#include <float.h>                  // FLT_MIN, FLT_MAX
+#include <stdarg.h>                 // va_list, va_start, va_end
+#include <stddef.h>                 // ptrdiff_t, NULL
+#include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
+
+// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
+// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
+// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
+#ifndef IMGUI_API
+#define IMGUI_API
+#endif
+#ifndef IMGUI_IMPL_API
+#define IMGUI_IMPL_API              IMGUI_API
+#endif
+
+// Helper Macros
+#ifndef IM_ASSERT
+#include <assert.h>
+#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
+#endif
+#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!
+#define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
+
+// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
+#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
+
+// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
+// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
+//  location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
+#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
+#define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))
+#define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))
+#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
+#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))
+#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
+#else
+#define IM_FMTARGS(FMT)
+#define IM_FMTLIST(FMT)
+#endif
+
+// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
+#if defined(_MSC_VER) && !defined(__clang__)  && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
+#define IM_MSVC_RUNTIME_CHECKS_OFF      __pragma(runtime_checks("",off))     __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
+#define IM_MSVC_RUNTIME_CHECKS_RESTORE  __pragma(runtime_checks("",restore)) __pragma(check_stack())    __pragma(strict_gs_check(pop))
+#else
+#define IM_MSVC_RUNTIME_CHECKS_OFF
+#define IM_MSVC_RUNTIME_CHECKS_RESTORE
+#endif
+
+// Warnings
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+#endif
+#if defined(__clang__)
+#pragma clang diagnostic push
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast"
+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
+#pragma clang diagnostic ignored "-Wreserved-identifier"            // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
+#elif defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wpragmas"          // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wclass-memaccess"  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Forward declarations and basic types
+//-----------------------------------------------------------------------------
+
+// Scalar data types
+typedef unsigned int        ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
+typedef signed char         ImS8;   // 8-bit signed integer
+typedef unsigned char       ImU8;   // 8-bit unsigned integer
+typedef signed short        ImS16;  // 16-bit signed integer
+typedef unsigned short      ImU16;  // 16-bit unsigned integer
+typedef signed int          ImS32;  // 32-bit signed integer == int
+typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
+typedef signed   long long  ImS64;  // 64-bit signed integer
+typedef unsigned long long  ImU64;  // 64-bit unsigned integer
+
+// Forward declarations
+struct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
+struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
+struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
+struct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
+struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
+struct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
+struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
+struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
+struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
+struct ImFontBuilderIO;             // Opaque interface to a font builder (stb_truetype or FreeType).
+struct ImFontConfig;                // Configuration data when adding a font or merging fonts
+struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
+struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
+struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
+struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
+struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
+struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
+struct ImGuiKeyData;                // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
+struct ImGuiListClipper;            // Helper to manually clip large list of items
+struct ImGuiMultiSelectIO;          // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
+struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame
+struct ImGuiPayload;                // User data payload for drag and drop operations
+struct ImGuiPlatformIO;             // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports.
+struct ImGuiPlatformImeData;        // Platform IME data for io.PlatformSetImeDataFn() function.
+struct ImGuiSelectionBasicStorage;  // Optional helper to store multi-selection state + apply multi-selection requests.
+struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
+struct ImGuiSelectionRequest;       // A selection request (stored in ImGuiMultiSelectIO)
+struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
+struct ImGuiStorage;                // Helper for key->value storage (container sorted by key)
+struct ImGuiStoragePair;            // Helper for key->value storage (pair)
+struct ImGuiStyle;                  // Runtime data for styling/colors
+struct ImGuiTableSortSpecs;         // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
+struct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table
+struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
+struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
+struct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
+
+// Enumerations
+// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
+// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
+//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
+//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+enum ImGuiDir : int;                // -> enum ImGuiDir              // Enum: A cardinal direction (Left, Right, Up, Down)
+enum ImGuiKey : int;                // -> enum ImGuiKey              // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
+enum ImGuiMouseSource : int;        // -> enum ImGuiMouseSource      // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
+enum ImGuiSortDirection : ImU8;     // -> enum ImGuiSortDirection    // Enum: A sorting direction (ascending or descending)
+typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
+typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
+typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
+typedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
+typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor shape
+typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
+typedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()
+
+// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
+// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
+//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
+//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+typedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions
+typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance
+typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build
+typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
+typedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()
+typedef int ImGuiChildFlags;        // -> enum ImGuiChildFlags_      // Flags: for BeginChild()
+typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
+typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
+typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
+typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
+typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
+typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
+typedef int ImGuiInputFlags;        // -> enum ImGuiInputFlags_      // Flags: for Shortcut(), SetNextItemShortcut()
+typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
+typedef int ImGuiItemFlags;         // -> enum ImGuiItemFlags_       // Flags: for PushItemFlag(), shared by all items
+typedef int ImGuiKeyChord;          // -> ImGuiKey | ImGuiMod_XXX    // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
+typedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
+typedef int ImGuiMultiSelectFlags;  // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
+typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
+typedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
+typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
+typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
+typedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()
+typedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
+typedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()
+typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
+typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
+typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
+
+// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
+// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
+// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
+#ifndef ImTextureID
+typedef void* ImTextureID;          // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
+#endif
+
+// ImDrawIdx: vertex index. [Compile-time configurable type]
+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
+#ifndef ImDrawIdx
+typedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)
+#endif
+
+// Character types
+// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
+typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
+typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
+#ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
+typedef ImWchar32 ImWchar;
+#else
+typedef ImWchar16 ImWchar;
+#endif
+
+// Multi-Selection item index or identifier when using BeginMultiSelect()
+// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
+// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
+typedef ImS64 ImGuiSelectionUserData;
+
+// Callback and functions types
+typedef int     (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText()
+typedef void    (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);              // Callback function for ImGui::SetNextWindowSizeConstraints()
+typedef void*   (*ImGuiMemAllocFunc)(size_t sz, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions()
+typedef void    (*ImGuiMemFreeFunc)(void* ptr, void* user_data);                // Function signature for ImGui::SetAllocatorFunctions()
+
+// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
+// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
+// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
+IM_MSVC_RUNTIME_CHECKS_OFF
+struct ImVec2
+{
+    float                                   x, y;
+    constexpr ImVec2()                      : x(0.0f), y(0.0f) { }
+    constexpr ImVec2(float _x, float _y)    : x(_x), y(_y) { }
+    float& operator[] (size_t idx)          { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
+    float  operator[] (size_t idx) const    { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
+#ifdef IM_VEC2_CLASS_EXTRA
+    IM_VEC2_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
+#endif
+};
+
+// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
+struct ImVec4
+{
+    float                                                     x, y, z, w;
+    constexpr ImVec4()                                        : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
+    constexpr ImVec4(float _x, float _y, float _z, float _w)  : x(_x), y(_y), z(_z), w(_w) { }
+#ifdef IM_VEC4_CLASS_EXTRA
+    IM_VEC4_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
+#endif
+};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] Dear ImGui end-user API functions
+// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+    // Context creation and access
+    // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
+    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
+    //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
+    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
+    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
+    IMGUI_API ImGuiContext* GetCurrentContext();
+    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
+
+    // Main
+    IMGUI_API ImGuiIO&      GetIO();                                    // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
+    IMGUI_API ImGuiPlatformIO& GetPlatformIO();                         // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
+    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
+    IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
+    IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
+    IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
+    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
+
+    // Demo, Debug, Information
+    IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
+    IMGUI_API void          ShowDebugLogWindow(bool* p_open = NULL);    // create Debug Log window. display a simplified log of important dear imgui events.
+    IMGUI_API void          ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
+    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
+    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
+    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
+    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
+    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
+    IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
+
+    // Styles
+    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
+    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
+    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
+
+    // Windows
+    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
+    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
+    //   which clicking will set the boolean to false when clicked.
+    // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
+    //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
+    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
+    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
+    //   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
+    //    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
+    //    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
+    // - Note that the bottom of window stack always contains a window called "Debug".
+    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
+    IMGUI_API void          End();
+
+    // Child Windows
+    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
+    // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
+    //   This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
+    //   Consider updating your old code:
+    //      BeginChild("Name", size, false)   -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
+    //      BeginChild("Name", size, true)    -> Begin("Name", size, ImGuiChildFlags_Borders);
+    // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
+    //     == 0.0f: use remaining parent window size for this axis.
+    //      > 0.0f: use specified size for this axis.
+    //      < 0.0f: right/bottom-align to specified distance from available content boundaries.
+    // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
+    //   Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
+    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
+    //   anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
+    //   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
+    //    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
+    //    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
+    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
+    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
+    IMGUI_API void          EndChild();
+
+    // Windows Utilities
+    // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
+    IMGUI_API bool          IsWindowAppearing();
+    IMGUI_API bool          IsWindowCollapsed();
+    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
+    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
+    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
+    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
+    IMGUI_API ImVec2        GetWindowSize();                            // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
+    IMGUI_API float         GetWindowWidth();                           // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
+    IMGUI_API float         GetWindowHeight();                          // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
+
+    // Window manipulation
+    // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
+    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
+    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);                  // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
+    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
+    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
+    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
+    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
+    IMGUI_API void          SetNextWindowScroll(const ImVec2& scroll);                                  // set next window scrolling value (use < 0.0f to not affect a given axis).
+    IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
+    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                        // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
+    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
+    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
+    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
+    IMGUI_API void          SetWindowFontScale(float scale);                                            // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
+    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
+    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.
+    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
+    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
+
+    // Windows Scrolling
+    // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
+    // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
+    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]
+    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]
+    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]
+    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]
+    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
+    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
+    IMGUI_API void          SetScrollHereX(float center_x_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
+    IMGUI_API void          SetScrollHereY(float center_y_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
+    IMGUI_API void          SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
+    IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
+
+    // Parameters stacks (shared)
+    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
+    IMGUI_API void          PopFont();
+    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().
+    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
+    IMGUI_API void          PopStyleColor(int count = 1);
+    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame()!
+    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. "
+    IMGUI_API void          PushStyleVarX(ImGuiStyleVar idx, float val_x);                  // modify X component of a style ImVec2 variable. "
+    IMGUI_API void          PushStyleVarY(ImGuiStyleVar idx, float val_y);                  // modify Y component of a style ImVec2 variable. "
+    IMGUI_API void          PopStyleVar(int count = 1);
+    IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);              // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
+    IMGUI_API void          PopItemFlag();
+
+    // Parameters stacks (current window)
+    IMGUI_API void          PushItemWidth(float item_width);                                // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
+    IMGUI_API void          PopItemWidth();
+    IMGUI_API void          SetNextItemWidth(float item_width);                             // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
+    IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
+    IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
+    IMGUI_API void          PopTextWrapPos();
+
+    // Style read access
+    // - Use the ShowStyleEditor() function to interactively see/edit the colors.
+    IMGUI_API ImFont*       GetFont();                                                      // get current font
+    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
+    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
+    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
+    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
+    IMGUI_API ImU32         GetColorU32(ImU32 col, float alpha_mul = 1.0f);                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
+    IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
+
+    // Layout cursor positioning
+    // - By "cursor" we mean the current output position.
+    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
+    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
+    // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
+    // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
+    //    - Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
+    //    - Window-local coordinates:   SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
+    //    - Window-local coordinates:   GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
+    // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
+    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
+    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
+    IMGUI_API ImVec2        GetContentRegionAvail();                                        // available space from current position. THIS IS YOUR BEST FRIEND.
+    IMGUI_API ImVec2        GetCursorPos();                                                 // [window-local] cursor position in window-local coordinates. This is not your best friend.
+    IMGUI_API float         GetCursorPosX();                                                // [window-local] "
+    IMGUI_API float         GetCursorPosY();                                                // [window-local] "
+    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          // [window-local] "
+    IMGUI_API void          SetCursorPosX(float local_x);                                   // [window-local] "
+    IMGUI_API void          SetCursorPosY(float local_y);                                   // [window-local] "
+    IMGUI_API ImVec2        GetCursorStartPos();                                            // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
+
+    // Other layout functions
+    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
+    IMGUI_API void          SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f);  // call between widgets or groups to layout them horizontally. X position given in window coordinates.
+    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in a horizontal-layout context.
+    IMGUI_API void          Spacing();                                                      // add vertical spacing.
+    IMGUI_API void          Dummy(const ImVec2& size);                                      // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
+    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
+    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
+    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
+    IMGUI_API void          EndGroup();                                                     // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+    IMGUI_API void          AlignTextToFramePadding();                                      // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
+    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
+    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
+    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
+    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
+
+    // ID stack/scopes
+    // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
+    // - Those questions are answered and impacted by understanding of the ID stack system:
+    //   - "Q: Why is my widget not reacting when I click on it?"
+    //   - "Q: How can I have widgets with an empty label?"
+    //   - "Q: How can I have multiple widgets with the same label?"
+    // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
+    //   want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
+    // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
+    // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
+    //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
+    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
+    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
+    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
+    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
+    IMGUI_API void          PopID();                                                        // pop from the ID stack.
+    IMGUI_API ImGuiID       GetID(const char* str_id);                                      // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
+    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
+    IMGUI_API ImGuiID       GetID(const void* ptr_id);
+    IMGUI_API ImGuiID       GetID(int int_id);
+
+    // Widgets: Text
+    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
+    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
+    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
+    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
+    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
+    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
+    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
+    IMGUI_API void          TextWrapped(const char* fmt, ...)                               IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
+    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
+    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
+    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
+    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
+    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
+    IMGUI_API void          SeparatorText(const char* label);                               // currently: formatted text with an horizontal line
+
+    // Widgets: Main
+    // - Most widgets return true when the value has been changed or when pressed/selected
+    // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
+    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button
+    IMGUI_API bool          SmallButton(const char* label);                                 // button with (FramePadding.y == 0) to easily embed within text
+    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
+    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
+    IMGUI_API bool          Checkbox(const char* label, bool* v);
+    IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);
+    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
+    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
+    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
+    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
+    IMGUI_API void          Bullet();                                                       // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
+    IMGUI_API bool          TextLink(const char* label);                                    // hyperlink text button, return true when clicked
+    IMGUI_API void          TextLinkOpenURL(const char* label, const char* url = NULL);     // hyperlink text button, automatically open file/url when clicked
+
+    // Widgets: Images
+    // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+    // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
+    // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
+    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
+    IMGUI_API bool          ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
+
+    // Widgets: Combo Box (Dropdown)
+    // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
+    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
+    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
+    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1);      // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
+
+    // Widgets: Drag Sliders
+    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
+    // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
+    //   the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
+    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
+    // - Format string may also be set to NULL or use the default format ("%f" or "%d").
+    // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
+    // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
+    // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
+    // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
+    // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
+    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
+    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);     // If v_min >= v_max we have no bound
+    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);  // If v_min >= v_max we have no bound
+    IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
+
+    // Widgets: Regular Sliders
+    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
+    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
+    // - Format string may also be set to NULL or use the default format ("%f" or "%d").
+    // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
+    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
+    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
+    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
+
+    // Widgets: Input with Keyboard
+    // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
+    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
+    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
+    IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
+
+    // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
+    // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
+    // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
+    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
+    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
+    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
+    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
+    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
+    IMGUI_API void          SetColorEditOptions(ImGuiColorEditFlags flags);                     // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
+
+    // Widgets: Trees
+    // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
+    IMGUI_API bool          TreeNode(const char* label);
+    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
+    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
+    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
+    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
+    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
+    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
+    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
+    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
+    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
+    IMGUI_API void          TreePush(const char* str_id);                                       // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
+    IMGUI_API void          TreePush(const void* ptr_id);                                       // "
+    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopID()
+    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
+    IMGUI_API bool          CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0);  // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
+    IMGUI_API bool          CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
+    IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
+    IMGUI_API void          SetNextItemStorageID(ImGuiID storage_id);                           // set id to use for open/close storage (default to same as item id).
+
+    // Widgets: Selectables
+    // - A selectable highlights when hovered, and can display another color when selected.
+    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
+    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
+    IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0));      // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
+
+    // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
+    // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
+    // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
+    // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
+    // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
+    //   which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
+    // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
+    IMGUI_API ImGuiMultiSelectIO*   BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
+    IMGUI_API ImGuiMultiSelectIO*   EndMultiSelect();
+    IMGUI_API void                  SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
+    IMGUI_API bool                  IsItemToggledSelection();                                   // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
+
+    // Widgets: List Boxes
+    // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
+    // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
+    // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
+    // - Choose frame width:   size.x > 0.0f: custom  /  size.x < 0.0f or -FLT_MIN: right-align   /  size.x = 0.0f (default): use current ItemWidth
+    // - Choose frame height:  size.y > 0.0f: custom  /  size.y < 0.0f or -FLT_MIN: bottom-align  /  size.y = 0.0f (default): arbitrary default height which can fit ~7 items
+    IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
+    IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!
+    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
+    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
+
+    // Widgets: Data Plotting
+    // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
+    IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
+    IMGUI_API void          PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
+    IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
+    IMGUI_API void          PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
+
+    // Widgets: Value() Helpers.
+    // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
+    IMGUI_API void          Value(const char* prefix, bool b);
+    IMGUI_API void          Value(const char* prefix, int v);
+    IMGUI_API void          Value(const char* prefix, unsigned int v);
+    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
+
+    // Widgets: Menus
+    // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
+    // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
+    // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
+    // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
+    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
+    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
+    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
+    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
+    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
+    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
+    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated.
+    IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL
+
+    // Tooltips
+    // - Tooltips are windows following the mouse. They do not take focus away.
+    // - A tooltip window can contain items of any types.
+    // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
+    IMGUI_API bool          BeginTooltip();                                                     // begin/append a tooltip window.
+    IMGUI_API void          EndTooltip();                                                       // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
+    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
+    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
+
+    // Tooltips: helpers for showing a tooltip when hovering an item
+    // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
+    // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
+    // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
+    IMGUI_API bool          BeginItemTooltip();                                                 // begin/append a tooltip window if preceding item was hovered.
+    IMGUI_API void          SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1);                 // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
+    IMGUI_API void          SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
+
+    // Popups, Modals
+    //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
+    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
+    //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
+    //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
+    //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
+    //  - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
+    //    This is sometimes leading to confusing mistakes. May rework this in the future.
+    //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
+    //  - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
+    IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                         // return true if the popup is open, and you can start outputting to it.
+    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
+    IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!
+
+    // Popups: open/close functions
+    //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
+    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
+    //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
+    //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
+    //  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
+    //  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
+    //  - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
+    IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).
+    IMGUI_API void          OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0);                             // id overload to facilitate calling from nested stacks
+    IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
+    IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.
+
+    // Popups: open+begin combined functions helpers
+    //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
+    //  - They are convenient to easily create context menus, hence the name.
+    //  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
+    //  - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
+    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
+    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
+    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked in void (where there are no windows).
+
+    // Popups: query functions
+    //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
+    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
+    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
+    IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.
+
+    // Tables
+    // - Full-featured replacement for old Columns API.
+    // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
+    // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
+    // The typical call flow is:
+    // - 1. Call BeginTable(), early out if returning false.
+    // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
+    // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
+    // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
+    // - 5. Populate contents:
+    //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
+    //    - If you are using tables as a sort of grid, where every column is holding the same type of contents,
+    //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
+    //      TableNextColumn() will automatically wrap-around into the next row if needed.
+    //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
+    //    - Summary of possible call flow:
+    //        - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
+    //        - TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
+    //        -                   TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
+    //        - TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
+    // - 5. Call EndTable()
+    IMGUI_API bool          BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
+    IMGUI_API void          EndTable();                                         // only call EndTable() if BeginTable() returns true!
+    IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
+    IMGUI_API bool          TableNextColumn();                                  // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
+    IMGUI_API bool          TableSetColumnIndex(int column_n);                  // append into the specified column. Return true when column is visible.
+
+    // Tables: Headers & Columns declaration
+    // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
+    // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
+    //   Headers are required to perform: reordering, sorting, and opening the context menu.
+    //   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
+    // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
+    //   some advanced use cases (e.g. adding custom widgets in header row).
+    // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
+    IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
+    IMGUI_API void          TableSetupScrollFreeze(int cols, int rows);         // lock columns/rows so they stay visible when scrolled.
+    IMGUI_API void          TableHeader(const char* label);                     // submit one header cell manually (rarely used)
+    IMGUI_API void          TableHeadersRow();                                  // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
+    IMGUI_API void          TableAngledHeadersRow();                            // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
+
+    // Tables: Sorting & Miscellaneous functions
+    // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
+    //   When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
+    //   changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
+    //   else you may wastefully sort your data every frame!
+    // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
+    IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).  Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
+    IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
+    IMGUI_API int                   TableGetColumnIndex();                      // return current column index.
+    IMGUI_API int                   TableGetRowIndex();                         // return current row index.
+    IMGUI_API const char*           TableGetColumnName(int column_n = -1);      // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
+    IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
+    IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
+    IMGUI_API int                   TableGetHoveredColumn();                    // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
+    IMGUI_API void                  TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1);  // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
+
+    // Legacy Columns API (prefer using Tables!)
+    // - You can also use SameLine(pos_x) to mimic simplified columns.
+    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool borders = true);
+    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
+    IMGUI_API int           GetColumnIndex();                                                   // get current column index
+    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
+    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
+    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
+    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
+    IMGUI_API int           GetColumnsCount();
+
+    // Tab Bars, Tabs
+    // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
+    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
+    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
+    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
+    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
+    IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
+    IMGUI_API void          SetTabItemClosed(const char* tab_or_docked_window_label);           // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
+
+    // Logging/Capture
+    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
+    IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
+    IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
+    IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
+    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
+    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
+    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
+    IMGUI_API void          LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
+
+    // Drag and Drop
+    // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
+    // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
+    // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
+    // - An item can be both drag source and drop target.
+    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
+    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
+    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
+    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
+    IMGUI_API const ImGuiPayload*   AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0);          // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
+    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
+    IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
+
+    // Disabling [BETA API]
+    // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
+    // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
+    // - Tooltips windows by exception are opted out of disabling.
+    // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
+    IMGUI_API void          BeginDisabled(bool disabled = true);
+    IMGUI_API void          EndDisabled();
+
+    // Clipping
+    // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
+    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
+    IMGUI_API void          PopClipRect();
+
+    // Focus, Activation
+    // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
+    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
+    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
+
+    // Overlapping mode
+    IMGUI_API void          SetNextItemAllowOverlap();                                          // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
+
+    // Item/Widgets Utilities and Query Functions
+    // - Most of the functions are referring to the previous Item that has been submitted.
+    // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
+    IMGUI_API bool          IsItemHovered(ImGuiHoveredFlags flags = 0);                         // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
+    IMGUI_API bool          IsItemActive();                                                     // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
+    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
+    IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
+    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
+    IMGUI_API bool          IsItemEdited();                                                     // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
+    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
+    IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
+    IMGUI_API bool          IsItemDeactivatedAfterEdit();                                       // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
+    IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().
+    IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
+    IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
+    IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
+    IMGUI_API ImGuiID       GetItemID();                                                        // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
+    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
+    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
+    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
+
+    // Viewports
+    // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
+    // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
+    // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
+    IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.
+
+    // Background/Foreground Draw Lists
+    IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
+    IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
+
+    // Miscellaneous Utilities
+    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
+    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
+    IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
+    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
+    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
+    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
+    IMGUI_API void          SetStateStorage(ImGuiStorage* storage);                             // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
+    IMGUI_API ImGuiStorage* GetStateStorage();
+
+    // Text Utilities
+    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
+
+    // Color Utilities
+    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
+    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
+    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
+    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
+
+    // Inputs Utilities: Keyboard/Mouse/Gamepad
+    // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
+    // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
+    //  - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
+    //  - with    IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
+    IMGUI_API bool          IsKeyDown(ImGuiKey key);                                            // is key being held.
+    IMGUI_API bool          IsKeyPressed(ImGuiKey key, bool repeat = true);                     // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
+    IMGUI_API bool          IsKeyReleased(ImGuiKey key);                                        // was key released (went from Down to !Down)?
+    IMGUI_API bool          IsKeyChordPressed(ImGuiKeyChord key_chord);                         // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
+    IMGUI_API int           GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate);  // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
+    IMGUI_API const char*   GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
+    IMGUI_API void          SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard);        // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
+
+    // Inputs Utilities: Shortcut Testing & Routing [BETA]
+    // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
+    //       ImGuiKey_C                          // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
+    //       ImGuiMod_Ctrl | ImGuiKey_C          // Accepted by functions taking ImGuiKeyChord arguments)
+    //   only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
+    // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
+    //      Parent   -> call Shortcut(Ctrl+S)    // When Parent is focused, Parent gets the shortcut.
+    //        Child1 -> call Shortcut(Ctrl+S)    // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
+    //        Child2 -> no call                  // When Child2 is focused, Parent gets the shortcut.
+    //   The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
+    //   This is an important property as it facilitate working with foreign code or larger codebase.
+    // - To understand the difference:
+    //   - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
+    //   - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
+    // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
+    IMGUI_API bool          Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
+    IMGUI_API void          SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
+
+    // Inputs Utilities: Key/Input Ownership [BETA]
+    // - One common use case would be to allow your items to disable standard inputs behaviors such
+    //   as Tab or Alt key handling, Mouse Wheel scrolling, etc.
+    //   e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
+    // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
+    // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
+    IMGUI_API void          SetItemKeyOwner(ImGuiKey key);                                      // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
+
+    // Inputs Utilities: Mouse specific
+    // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
+    // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
+    // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
+    IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
+    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
+    IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
+    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
+    IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
+    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
+    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
+    IMGUI_API bool          IsAnyMouseDown();                                                   // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
+    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
+    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
+    IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
+    IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
+    IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
+    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
+    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired mouse cursor shape
+    IMGUI_API void          SetNextFrameWantCaptureMouse(bool want_capture_mouse);              // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
+
+    // Clipboard Utilities
+    // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
+    IMGUI_API const char*   GetClipboardText();
+    IMGUI_API void          SetClipboardText(const char* text);
+
+    // Settings/.Ini Utilities
+    // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
+    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
+    // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
+    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
+    IMGUI_API void          LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
+    IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);                    // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
+    IMGUI_API const char*   SaveIniSettingsToMemory(size_t* out_ini_size = NULL);               // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
+
+    // Debug Utilities
+    // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
+    IMGUI_API void          DebugTextEncoding(const char* text);
+    IMGUI_API void          DebugFlashStyleColor(ImGuiCol idx);
+    IMGUI_API void          DebugStartItemPicker();
+    IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    IMGUI_API void          DebugLog(const char* fmt, ...)           IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
+    IMGUI_API void          DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
+#endif
+
+    // Memory Allocators
+    // - Those functions are not reliant on the current context.
+    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
+    //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
+    IMGUI_API void          SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
+    IMGUI_API void          GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
+    IMGUI_API void*         MemAlloc(size_t size);
+    IMGUI_API void          MemFree(void* ptr);
+
+} // namespace ImGui
+
+//-----------------------------------------------------------------------------
+// [SECTION] Flags & Enumerations
+//-----------------------------------------------------------------------------
+
+// Flags for ImGui::Begin()
+// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
+enum ImGuiWindowFlags_
+{
+    ImGuiWindowFlags_None                   = 0,
+    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
+    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
+    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
+    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
+    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
+    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
+    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
+    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
+    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
+    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
+    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
+    ImGuiWindowFlags_HorizontalScrollbar    = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
+    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
+    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
+    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
+    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
+    ImGuiWindowFlags_NoNavInputs            = 1 << 16,  // No gamepad/keyboard navigation within the window
+    ImGuiWindowFlags_NoNavFocus             = 1 << 17,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
+    ImGuiWindowFlags_UnsavedDocument        = 1 << 18,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
+    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
+    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
+    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
+
+    // [Internal]
+    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
+    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
+    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
+    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
+    ImGuiWindowFlags_ChildMenu              = 1 << 28,  // Don't use! For internal use by BeginMenu()
+
+    // Obsolete names
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30,  // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
+    ImGuiWindowFlags_NavFlattened           = 1 << 31,  // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
+#endif
+};
+
+// Flags for ImGui::BeginChild()
+// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
+// About using AutoResizeX/AutoResizeY flags:
+// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
+// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
+//   - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
+//     While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
+//   - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
+//     HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
+enum ImGuiChildFlags_
+{
+    ImGuiChildFlags_None                    = 0,
+    ImGuiChildFlags_Borders                 = 1 << 0,   // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
+    ImGuiChildFlags_AlwaysUseWindowPadding  = 1 << 1,   // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
+    ImGuiChildFlags_ResizeX                 = 1 << 2,   // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
+    ImGuiChildFlags_ResizeY                 = 1 << 3,   // Allow resize from bottom border (layout direction). "
+    ImGuiChildFlags_AutoResizeX             = 1 << 4,   // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
+    ImGuiChildFlags_AutoResizeY             = 1 << 5,   // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
+    ImGuiChildFlags_AlwaysAutoResize        = 1 << 6,   // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
+    ImGuiChildFlags_FrameStyle              = 1 << 7,   // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
+    ImGuiChildFlags_NavFlattened            = 1 << 8,   // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
+
+    // Obsolete names
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiChildFlags_Border                  = ImGuiChildFlags_Borders,  // Renamed in 1.91.1 (August 2024) for consistency.
+#endif
+};
+
+// Flags for ImGui::PushItemFlag()
+// (Those are shared by all items)
+enum ImGuiItemFlags_
+{
+    ImGuiItemFlags_None                     = 0,        // (Default)
+    ImGuiItemFlags_NoTabStop                = 1 << 0,   // false    // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
+    ImGuiItemFlags_NoNav                    = 1 << 1,   // false    // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
+    ImGuiItemFlags_NoNavDefaultFocus        = 1 << 2,   // false    // Disable item being a candidate for default focus (e.g. used by title bar items).
+    ImGuiItemFlags_ButtonRepeat             = 1 << 3,   // false    // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
+    ImGuiItemFlags_AutoClosePopups          = 1 << 4,   // true     // MenuItem()/Selectable() automatically close their parent popup window.
+    ImGuiItemFlags_AllowDuplicateId         = 1 << 5,   // false    // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
+};
+
+// Flags for ImGui::InputText()
+// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
+enum ImGuiInputTextFlags_
+{
+    // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
+    ImGuiInputTextFlags_None                = 0,
+    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
+    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
+    ImGuiInputTextFlags_CharsScientific     = 1 << 2,   // Allow 0123456789.+-*/eE (Scientific notation input)
+    ImGuiInputTextFlags_CharsUppercase      = 1 << 3,   // Turn a..z into A..Z
+    ImGuiInputTextFlags_CharsNoBlank        = 1 << 4,   // Filter out spaces, tabs
+
+    // Inputs
+    ImGuiInputTextFlags_AllowTabInput       = 1 << 5,   // Pressing TAB input a '\t' character into the text field
+    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 6,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
+    ImGuiInputTextFlags_EscapeClearsAll     = 1 << 7,   // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
+    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8,   // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
+
+    // Other options
+    ImGuiInputTextFlags_ReadOnly            = 1 << 9,   // Read-only mode
+    ImGuiInputTextFlags_Password            = 1 << 10,  // Password mode, display all characters as '*', disable copy
+    ImGuiInputTextFlags_AlwaysOverwrite     = 1 << 11,  // Overwrite mode
+    ImGuiInputTextFlags_AutoSelectAll       = 1 << 12,  // Select entire text when first taking mouse focus
+    ImGuiInputTextFlags_ParseEmptyRefVal    = 1 << 13,  // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
+    ImGuiInputTextFlags_DisplayEmptyRefVal  = 1 << 14,  // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
+    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 15,  // Disable following the cursor horizontally
+    ImGuiInputTextFlags_NoUndoRedo          = 1 << 16,  // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
+
+    // Callback features
+    ImGuiInputTextFlags_CallbackCompletion  = 1 << 17,  // Callback on pressing TAB (for completion handling)
+    ImGuiInputTextFlags_CallbackHistory     = 1 << 18,  // Callback on pressing Up/Down arrows (for history handling)
+    ImGuiInputTextFlags_CallbackAlways      = 1 << 19,  // Callback on each iteration. User code may query cursor position, modify text buffer.
+    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 20,  // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
+    ImGuiInputTextFlags_CallbackResize      = 1 << 21,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
+    ImGuiInputTextFlags_CallbackEdit        = 1 << 22,  // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+
+    // Obsolete names
+    //ImGuiInputTextFlags_AlwaysInsertMode  = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior
+};
+
+// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
+enum ImGuiTreeNodeFlags_
+{
+    ImGuiTreeNodeFlags_None                 = 0,
+    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
+    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)
+    ImGuiTreeNodeFlags_AllowOverlap         = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
+    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
+    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
+    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
+    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
+    ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
+    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
+    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
+    ImGuiTreeNodeFlags_FramePadding         = 1 << 10,  // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
+    ImGuiTreeNodeFlags_SpanAvailWidth       = 1 << 11,  // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
+    ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (cover the indent area).
+    ImGuiTreeNodeFlags_SpanTextWidth        = 1 << 13,  // Narrow hit box + narrow hovering highlight, will only cover the label text.
+    ImGuiTreeNodeFlags_SpanAllColumns       = 1 << 14,  // Frame will span all columns of its container table (text will still fit in current column)
+    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
+    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 16,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
+    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiTreeNodeFlags_AllowItemOverlap     = ImGuiTreeNodeFlags_AllowOverlap,  // Renamed in 1.89.7
+#endif
+};
+
+// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
+// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
+//   we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
+//   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
+// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
+//   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
+//   and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
+// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
+enum ImGuiPopupFlags_
+{
+    ImGuiPopupFlags_None                    = 0,
+    ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
+    ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
+    ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
+    ImGuiPopupFlags_MouseButtonMask_        = 0x1F,
+    ImGuiPopupFlags_MouseButtonDefault_     = 1,
+    ImGuiPopupFlags_NoReopen                = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
+    //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6,   // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
+    ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
+    ImGuiPopupFlags_NoOpenOverItems         = 1 << 8,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
+    ImGuiPopupFlags_AnyPopupId              = 1 << 10,  // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
+    ImGuiPopupFlags_AnyPopupLevel           = 1 << 11,  // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
+    ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
+};
+
+// Flags for ImGui::Selectable()
+enum ImGuiSelectableFlags_
+{
+    ImGuiSelectableFlags_None               = 0,
+    ImGuiSelectableFlags_NoAutoClosePopups  = 1 << 0,   // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
+    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Frame will span all columns of its container table (text will still fit in current column)
+    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
+    ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
+    ImGuiSelectableFlags_AllowOverlap       = 1 << 4,   // (WIP) Hit testing to allow subsequent widgets to overlap this one
+    ImGuiSelectableFlags_Highlight          = 1 << 5,   // Make the item be displayed as if it is hovered
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiSelectableFlags_DontClosePopups    = ImGuiSelectableFlags_NoAutoClosePopups,   // Renamed in 1.91.0
+    ImGuiSelectableFlags_AllowItemOverlap   = ImGuiSelectableFlags_AllowOverlap,        // Renamed in 1.89.7
+#endif
+};
+
+// Flags for ImGui::BeginCombo()
+enum ImGuiComboFlags_
+{
+    ImGuiComboFlags_None                    = 0,
+    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
+    ImGuiComboFlags_HeightSmall             = 1 << 1,   // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
+    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
+    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
+    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
+    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
+    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
+    ImGuiComboFlags_WidthFitPreview         = 1 << 7,   // Width dynamically calculated from preview contents
+    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
+};
+
+// Flags for ImGui::BeginTabBar()
+enum ImGuiTabBarFlags_
+{
+    ImGuiTabBarFlags_None                           = 0,
+    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
+    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
+    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup
+    ImGuiTabBarFlags_NoCloseWithMiddleMouseButton   = 1 << 3,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
+    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
+    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
+    ImGuiTabBarFlags_DrawSelectedOverline           = 1 << 6,   // Draw selected overline markers over selected tab
+    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 7,   // Resize tabs when they don't fit
+    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 8,   // Add scroll buttons when tabs don't fit
+    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
+    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown,
+};
+
+// Flags for ImGui::BeginTabItem()
+enum ImGuiTabItemFlags_
+{
+    ImGuiTabItemFlags_None                          = 0,
+    ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
+    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
+    ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
+    ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
+    ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab
+    ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab
+    ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)
+    ImGuiTabItemFlags_Trailing                      = 1 << 7,   // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
+    ImGuiTabItemFlags_NoAssumedClosure              = 1 << 8,   // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
+};
+
+// Flags for ImGui::IsWindowFocused()
+enum ImGuiFocusedFlags_
+{
+    ImGuiFocusedFlags_None                          = 0,
+    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // Return true if any children of the window is focused
+    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)
+    ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
+    ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
+    //ImGuiFocusedFlags_DockHierarchy               = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
+    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
+};
+
+// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
+// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
+// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
+enum ImGuiHoveredFlags_
+{
+    ImGuiHoveredFlags_None                          = 0,        // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
+    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
+    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
+    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
+    ImGuiHoveredFlags_NoPopupHierarchy              = 1 << 3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
+    //ImGuiHoveredFlags_DockHierarchy               = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
+    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window
+    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
+    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
+    ImGuiHoveredFlags_AllowWhenOverlappedByItem     = 1 << 8,   // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
+    ImGuiHoveredFlags_AllowWhenOverlappedByWindow   = 1 << 9,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
+    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 10,  // IsItemHovered() only: Return true even if the item is disabled
+    ImGuiHoveredFlags_NoNavOverride                 = 1 << 11,  // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
+    ImGuiHoveredFlags_AllowWhenOverlapped           = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
+    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
+    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
+
+    // Tooltips mode
+    // - typically used in IsItemHovered() + SetTooltip() sequence.
+    // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
+    //   e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
+    // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
+    // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
+    ImGuiHoveredFlags_ForTooltip                    = 1 << 12,  // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
+
+    // (Advanced) Mouse Hovering delays.
+    // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
+    // - use those if you need specific overrides.
+    ImGuiHoveredFlags_Stationary                    = 1 << 13,  // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
+    ImGuiHoveredFlags_DelayNone                     = 1 << 14,  // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
+    ImGuiHoveredFlags_DelayShort                    = 1 << 15,  // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
+    ImGuiHoveredFlags_DelayNormal                   = 1 << 16,  // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
+    ImGuiHoveredFlags_NoSharedDelay                 = 1 << 17,  // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
+};
+
+// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
+enum ImGuiDragDropFlags_
+{
+    ImGuiDragDropFlags_None                         = 0,
+    // BeginDragDropSource() flags
+    ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
+    ImGuiDragDropFlags_SourceNoDisableHover         = 1 << 1,   // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
+    ImGuiDragDropFlags_SourceNoHoldToOpenOthers     = 1 << 2,   // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
+    ImGuiDragDropFlags_SourceAllowNullID            = 1 << 3,   // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
+    ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
+    ImGuiDragDropFlags_PayloadAutoExpire            = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
+    ImGuiDragDropFlags_PayloadNoCrossContext        = 1 << 6,   // Hint to specify that the payload may not be copied outside current dear imgui context.
+    ImGuiDragDropFlags_PayloadNoCrossProcess        = 1 << 7,   // Hint to specify that the payload may not be copied outside current process.
+    // AcceptDragDropPayload() flags
+    ImGuiDragDropFlags_AcceptBeforeDelivery         = 1 << 10,  // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
+    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
+    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
+    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
+#endif
+};
+
+// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
+#define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
+#define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
+
+// A primary data type
+enum ImGuiDataType_
+{
+    ImGuiDataType_S8,       // signed char / char (with sensible compilers)
+    ImGuiDataType_U8,       // unsigned char
+    ImGuiDataType_S16,      // short
+    ImGuiDataType_U16,      // unsigned short
+    ImGuiDataType_S32,      // int
+    ImGuiDataType_U32,      // unsigned int
+    ImGuiDataType_S64,      // long long / __int64
+    ImGuiDataType_U64,      // unsigned long long / unsigned __int64
+    ImGuiDataType_Float,    // float
+    ImGuiDataType_Double,   // double
+    ImGuiDataType_Bool,     // bool (provided for user convenience, not supported by scalar widgets)
+    ImGuiDataType_COUNT
+};
+
+// A cardinal direction
+enum ImGuiDir : int
+{
+    ImGuiDir_None    = -1,
+    ImGuiDir_Left    = 0,
+    ImGuiDir_Right   = 1,
+    ImGuiDir_Up      = 2,
+    ImGuiDir_Down    = 3,
+    ImGuiDir_COUNT
+};
+
+// A sorting direction
+enum ImGuiSortDirection : ImU8
+{
+    ImGuiSortDirection_None         = 0,
+    ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.
+    ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.
+};
+
+// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
+#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
+#define IMGUI_DISABLE_OBSOLETE_KEYIO
+#endif
+
+// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
+// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
+// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
+// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
+// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
+// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
+enum ImGuiKey : int
+{
+    // Keyboard
+    ImGuiKey_None = 0,
+    ImGuiKey_Tab = 512,             // == ImGuiKey_NamedKey_BEGIN
+    ImGuiKey_LeftArrow,
+    ImGuiKey_RightArrow,
+    ImGuiKey_UpArrow,
+    ImGuiKey_DownArrow,
+    ImGuiKey_PageUp,
+    ImGuiKey_PageDown,
+    ImGuiKey_Home,
+    ImGuiKey_End,
+    ImGuiKey_Insert,
+    ImGuiKey_Delete,
+    ImGuiKey_Backspace,
+    ImGuiKey_Space,
+    ImGuiKey_Enter,
+    ImGuiKey_Escape,
+    ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
+    ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
+    ImGuiKey_Menu,
+    ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
+    ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
+    ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
+    ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
+    ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
+    ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
+    ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
+    ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
+    ImGuiKey_Apostrophe,        // '
+    ImGuiKey_Comma,             // ,
+    ImGuiKey_Minus,             // -
+    ImGuiKey_Period,            // .
+    ImGuiKey_Slash,             // /
+    ImGuiKey_Semicolon,         // ;
+    ImGuiKey_Equal,             // =
+    ImGuiKey_LeftBracket,       // [
+    ImGuiKey_Backslash,         // \ (this text inhibit multiline comment caused by backslash)
+    ImGuiKey_RightBracket,      // ]
+    ImGuiKey_GraveAccent,       // `
+    ImGuiKey_CapsLock,
+    ImGuiKey_ScrollLock,
+    ImGuiKey_NumLock,
+    ImGuiKey_PrintScreen,
+    ImGuiKey_Pause,
+    ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
+    ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
+    ImGuiKey_KeypadDecimal,
+    ImGuiKey_KeypadDivide,
+    ImGuiKey_KeypadMultiply,
+    ImGuiKey_KeypadSubtract,
+    ImGuiKey_KeypadAdd,
+    ImGuiKey_KeypadEnter,
+    ImGuiKey_KeypadEqual,
+    ImGuiKey_AppBack,               // Available on some keyboard/mouses. Often referred as "Browser Back"
+    ImGuiKey_AppForward,
+
+    // Gamepad (some of those are analog values, 0.0f to 1.0f)                          // NAVIGATION ACTION
+    // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
+    ImGuiKey_GamepadStart,          // Menu (Xbox)      + (Switch)   Start/Options (PS)
+    ImGuiKey_GamepadBack,           // View (Xbox)      - (Switch)   Share (PS)
+    ImGuiKey_GamepadFaceLeft,       // X (Xbox)         Y (Switch)   Square (PS)        // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
+    ImGuiKey_GamepadFaceRight,      // B (Xbox)         A (Switch)   Circle (PS)        // Cancel / Close / Exit
+    ImGuiKey_GamepadFaceUp,         // Y (Xbox)         X (Switch)   Triangle (PS)      // Text Input / On-screen Keyboard
+    ImGuiKey_GamepadFaceDown,       // A (Xbox)         B (Switch)   Cross (PS)         // Activate / Open / Toggle / Tweak
+    ImGuiKey_GamepadDpadLeft,       // D-pad Left                                       // Move / Tweak / Resize Window (in Windowing mode)
+    ImGuiKey_GamepadDpadRight,      // D-pad Right                                      // Move / Tweak / Resize Window (in Windowing mode)
+    ImGuiKey_GamepadDpadUp,         // D-pad Up                                         // Move / Tweak / Resize Window (in Windowing mode)
+    ImGuiKey_GamepadDpadDown,       // D-pad Down                                       // Move / Tweak / Resize Window (in Windowing mode)
+    ImGuiKey_GamepadL1,             // L Bumper (Xbox)  L (Switch)   L1 (PS)            // Tweak Slower / Focus Previous (in Windowing mode)
+    ImGuiKey_GamepadR1,             // R Bumper (Xbox)  R (Switch)   R1 (PS)            // Tweak Faster / Focus Next (in Windowing mode)
+    ImGuiKey_GamepadL2,             // L Trig. (Xbox)   ZL (Switch)  L2 (PS) [Analog]
+    ImGuiKey_GamepadR2,             // R Trig. (Xbox)   ZR (Switch)  R2 (PS) [Analog]
+    ImGuiKey_GamepadL3,             // L Stick (Xbox)   L3 (Switch)  L3 (PS)
+    ImGuiKey_GamepadR3,             // R Stick (Xbox)   R3 (Switch)  R3 (PS)
+    ImGuiKey_GamepadLStickLeft,     // [Analog]                                         // Move Window (in Windowing mode)
+    ImGuiKey_GamepadLStickRight,    // [Analog]                                         // Move Window (in Windowing mode)
+    ImGuiKey_GamepadLStickUp,       // [Analog]                                         // Move Window (in Windowing mode)
+    ImGuiKey_GamepadLStickDown,     // [Analog]                                         // Move Window (in Windowing mode)
+    ImGuiKey_GamepadRStickLeft,     // [Analog]
+    ImGuiKey_GamepadRStickRight,    // [Analog]
+    ImGuiKey_GamepadRStickUp,       // [Analog]
+    ImGuiKey_GamepadRStickDown,     // [Analog]
+
+    // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
+    // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
+    ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
+
+    // [Internal] Reserved for mod storage
+    ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
+    ImGuiKey_COUNT,
+
+    // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
+    // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
+    //   them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
+    // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
+    //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
+    // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
+    //   In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
+    //   backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
+    // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
+    ImGuiMod_None                   = 0,
+    ImGuiMod_Ctrl                   = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
+    ImGuiMod_Shift                  = 1 << 13, // Shift
+    ImGuiMod_Alt                    = 1 << 14, // Option/Menu
+    ImGuiMod_Super                  = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
+    ImGuiMod_Mask_                  = 0xF000,  // 4-bits
+
+    // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
+    // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
+    // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
+    ImGuiKey_NamedKey_BEGIN         = 512,
+    ImGuiKey_NamedKey_END           = ImGuiKey_COUNT,
+    ImGuiKey_NamedKey_COUNT         = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
+    ImGuiKey_KeysData_SIZE          = ImGuiKey_NamedKey_COUNT,  // Size of KeysData[]: only hold named keys
+    ImGuiKey_KeysData_OFFSET        = ImGuiKey_NamedKey_BEGIN,  // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
+#else
+    ImGuiKey_KeysData_SIZE          = ImGuiKey_COUNT,           // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
+    ImGuiKey_KeysData_OFFSET        = 0,                        // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
+#endif
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiMod_Shortcut               = ImGuiMod_Ctrl,            // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
+    ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
+    //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter,              // Renamed in 1.87
+#endif
+};
+
+// Flags for Shortcut(), SetNextItemShortcut(),
+// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
+// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
+enum ImGuiInputFlags_
+{
+    ImGuiInputFlags_None                    = 0,
+    ImGuiInputFlags_Repeat                  = 1 << 0,   // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
+
+    // Flags for Shortcut(), SetNextItemShortcut()
+    // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
+    // - Default policy is RouteFocused. Can select only 1 policy among all available.
+    ImGuiInputFlags_RouteActive             = 1 << 10,  // Route to active item only.
+    ImGuiInputFlags_RouteFocused            = 1 << 11,  // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
+    ImGuiInputFlags_RouteGlobal             = 1 << 12,  // Global route (unless a focused window or active item registered the route).
+    ImGuiInputFlags_RouteAlways             = 1 << 13,  // Do not register route, poll keys directly.
+    // - Routing options
+    ImGuiInputFlags_RouteOverFocused        = 1 << 14,  // Option: global route: higher priority than focused route (unless active item in focused route).
+    ImGuiInputFlags_RouteOverActive         = 1 << 15,  // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
+    ImGuiInputFlags_RouteUnlessBgFocused    = 1 << 16,  // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
+    ImGuiInputFlags_RouteFromRootWindow     = 1 << 17,  // Option: route evaluated from the point of view of root window rather than current window.
+
+    // Flags for SetNextItemShortcut()
+    ImGuiInputFlags_Tooltip                 = 1 << 18,  // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
+};
+
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
+// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
+// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
+enum ImGuiNavInput
+{
+    ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
+    ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
+    ImGuiNavInput_COUNT,
+};
+#endif
+
+// Configuration flags stored in io.ConfigFlags. Set by user/application.
+enum ImGuiConfigFlags_
+{
+    ImGuiConfigFlags_None                   = 0,
+    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
+    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
+    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
+    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
+    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct dear imgui to disable mouse inputs and interactions.
+    ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
+    ImGuiConfigFlags_NoKeyboard             = 1 << 6,   // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
+
+    // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
+    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
+    ImGuiConfigFlags_IsTouchScreen          = 1 << 21,  // Application is using a touch screen instead of a mouse.
+};
+
+// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
+enum ImGuiBackendFlags_
+{
+    ImGuiBackendFlags_None                  = 0,
+    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.
+    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
+    ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
+    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+};
+
+// Enumeration for PushStyleColor() / PopStyleColor()
+enum ImGuiCol_
+{
+    ImGuiCol_Text,
+    ImGuiCol_TextDisabled,
+    ImGuiCol_WindowBg,              // Background of normal windows
+    ImGuiCol_ChildBg,               // Background of child windows
+    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
+    ImGuiCol_Border,
+    ImGuiCol_BorderShadow,
+    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
+    ImGuiCol_FrameBgHovered,
+    ImGuiCol_FrameBgActive,
+    ImGuiCol_TitleBg,               // Title bar
+    ImGuiCol_TitleBgActive,         // Title bar when focused
+    ImGuiCol_TitleBgCollapsed,      // Title bar when collapsed
+    ImGuiCol_MenuBarBg,
+    ImGuiCol_ScrollbarBg,
+    ImGuiCol_ScrollbarGrab,
+    ImGuiCol_ScrollbarGrabHovered,
+    ImGuiCol_ScrollbarGrabActive,
+    ImGuiCol_CheckMark,             // Checkbox tick and RadioButton circle
+    ImGuiCol_SliderGrab,
+    ImGuiCol_SliderGrabActive,
+    ImGuiCol_Button,
+    ImGuiCol_ButtonHovered,
+    ImGuiCol_ButtonActive,
+    ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
+    ImGuiCol_HeaderHovered,
+    ImGuiCol_HeaderActive,
+    ImGuiCol_Separator,
+    ImGuiCol_SeparatorHovered,
+    ImGuiCol_SeparatorActive,
+    ImGuiCol_ResizeGrip,            // Resize grip in lower-right and lower-left corners of windows.
+    ImGuiCol_ResizeGripHovered,
+    ImGuiCol_ResizeGripActive,
+    ImGuiCol_TabHovered,            // Tab background, when hovered
+    ImGuiCol_Tab,                   // Tab background, when tab-bar is focused & tab is unselected
+    ImGuiCol_TabSelected,           // Tab background, when tab-bar is focused & tab is selected
+    ImGuiCol_TabSelectedOverline,   // Tab horizontal overline, when tab-bar is focused & tab is selected
+    ImGuiCol_TabDimmed,             // Tab background, when tab-bar is unfocused & tab is unselected
+    ImGuiCol_TabDimmedSelected,     // Tab background, when tab-bar is unfocused & tab is selected
+    ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
+    ImGuiCol_PlotLines,
+    ImGuiCol_PlotLinesHovered,
+    ImGuiCol_PlotHistogram,
+    ImGuiCol_PlotHistogramHovered,
+    ImGuiCol_TableHeaderBg,         // Table header background
+    ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)
+    ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)
+    ImGuiCol_TableRowBg,            // Table row background (even rows)
+    ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)
+    ImGuiCol_TextLink,              // Hyperlink color
+    ImGuiCol_TextSelectedBg,
+    ImGuiCol_DragDropTarget,        // Rectangle highlighting a drop target
+    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
+    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
+    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
+    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
+    ImGuiCol_COUNT,
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiCol_TabActive = ImGuiCol_TabSelected,                  // [renamed in 1.90.9]
+    ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed,                 // [renamed in 1.90.9]
+    ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected,   // [renamed in 1.90.9]
+#endif
+};
+
+// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
+// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
+//   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
+// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
+//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
+//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
+enum ImGuiStyleVar_
+{
+    // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
+    ImGuiStyleVar_Alpha,                    // float     Alpha
+    ImGuiStyleVar_DisabledAlpha,            // float     DisabledAlpha
+    ImGuiStyleVar_WindowPadding,            // ImVec2    WindowPadding
+    ImGuiStyleVar_WindowRounding,           // float     WindowRounding
+    ImGuiStyleVar_WindowBorderSize,         // float     WindowBorderSize
+    ImGuiStyleVar_WindowMinSize,            // ImVec2    WindowMinSize
+    ImGuiStyleVar_WindowTitleAlign,         // ImVec2    WindowTitleAlign
+    ImGuiStyleVar_ChildRounding,            // float     ChildRounding
+    ImGuiStyleVar_ChildBorderSize,          // float     ChildBorderSize
+    ImGuiStyleVar_PopupRounding,            // float     PopupRounding
+    ImGuiStyleVar_PopupBorderSize,          // float     PopupBorderSize
+    ImGuiStyleVar_FramePadding,             // ImVec2    FramePadding
+    ImGuiStyleVar_FrameRounding,            // float     FrameRounding
+    ImGuiStyleVar_FrameBorderSize,          // float     FrameBorderSize
+    ImGuiStyleVar_ItemSpacing,              // ImVec2    ItemSpacing
+    ImGuiStyleVar_ItemInnerSpacing,         // ImVec2    ItemInnerSpacing
+    ImGuiStyleVar_IndentSpacing,            // float     IndentSpacing
+    ImGuiStyleVar_CellPadding,              // ImVec2    CellPadding
+    ImGuiStyleVar_ScrollbarSize,            // float     ScrollbarSize
+    ImGuiStyleVar_ScrollbarRounding,        // float     ScrollbarRounding
+    ImGuiStyleVar_GrabMinSize,              // float     GrabMinSize
+    ImGuiStyleVar_GrabRounding,             // float     GrabRounding
+    ImGuiStyleVar_TabRounding,              // float     TabRounding
+    ImGuiStyleVar_TabBorderSize,            // float     TabBorderSize
+    ImGuiStyleVar_TabBarBorderSize,         // float     TabBarBorderSize
+    ImGuiStyleVar_TabBarOverlineSize,       // float     TabBarOverlineSize
+    ImGuiStyleVar_TableAngledHeadersAngle,  // float     TableAngledHeadersAngle
+    ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2  TableAngledHeadersTextAlign
+    ImGuiStyleVar_ButtonTextAlign,          // ImVec2    ButtonTextAlign
+    ImGuiStyleVar_SelectableTextAlign,      // ImVec2    SelectableTextAlign
+    ImGuiStyleVar_SeparatorTextBorderSize,  // float     SeparatorTextBorderSize
+    ImGuiStyleVar_SeparatorTextAlign,       // ImVec2    SeparatorTextAlign
+    ImGuiStyleVar_SeparatorTextPadding,     // ImVec2    SeparatorTextPadding
+    ImGuiStyleVar_COUNT
+};
+
+// Flags for InvisibleButton() [extended in imgui_internal.h]
+enum ImGuiButtonFlags_
+{
+    ImGuiButtonFlags_None                   = 0,
+    ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)
+    ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button
+    ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button
+    ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
+    //ImGuiButtonFlags_MouseButtonDefault_  = ImGuiButtonFlags_MouseButtonLeft,
+};
+
+// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
+enum ImGuiColorEditFlags_
+{
+    ImGuiColorEditFlags_None            = 0,
+    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
+    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color square.
+    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
+    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
+    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
+    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
+    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
+    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
+    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
+    ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)
+
+    // User Options (right-click on widget to change some of them).
+    ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
+    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
+    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
+    ImGuiColorEditFlags_HDR             = 1 << 19,  //              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
+    ImGuiColorEditFlags_DisplayRGB      = 1 << 20,  // [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
+    ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
+    ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // "
+    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
+    ImGuiColorEditFlags_Float           = 1 << 24,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
+    ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
+    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
+    ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
+    ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
+
+    // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
+    // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
+    ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
+
+    // [Internal] Masks
+    ImGuiColorEditFlags_DisplayMask_    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
+    ImGuiColorEditFlags_DataTypeMask_   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
+    ImGuiColorEditFlags_PickerMask_     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
+    ImGuiColorEditFlags_InputMask_      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
+
+    // Obsolete names
+    //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
+};
+
+// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
+// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
+// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
+enum ImGuiSliderFlags_
+{
+    ImGuiSliderFlags_None                   = 0,
+    ImGuiSliderFlags_AlwaysClamp            = 1 << 4,       // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
+    ImGuiSliderFlags_Logarithmic            = 1 << 5,       // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
+    ImGuiSliderFlags_NoRoundToFormat        = 1 << 6,       // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
+    ImGuiSliderFlags_NoInput                = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
+    ImGuiSliderFlags_WrapAround             = 1 << 8,       // Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions for now.
+    ImGuiSliderFlags_InvalidMask_           = 0x7000000F,   // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
+
+    // Obsolete names
+    //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
+};
+
+// Identify a mouse button.
+// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
+enum ImGuiMouseButton_
+{
+    ImGuiMouseButton_Left = 0,
+    ImGuiMouseButton_Right = 1,
+    ImGuiMouseButton_Middle = 2,
+    ImGuiMouseButton_COUNT = 5
+};
+
+// Enumeration for GetMouseCursor()
+// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
+enum ImGuiMouseCursor_
+{
+    ImGuiMouseCursor_None = -1,
+    ImGuiMouseCursor_Arrow = 0,
+    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
+    ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)
+    ImGuiMouseCursor_ResizeNS,          // When hovering over a horizontal border
+    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
+    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
+    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
+    ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
+    ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.
+    ImGuiMouseCursor_COUNT
+};
+
+// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
+// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
+// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
+// You can submit a change of pointer type using io.AddMouseSourceEvent().
+enum ImGuiMouseSource : int
+{
+    ImGuiMouseSource_Mouse = 0,         // Input is coming from an actual mouse.
+    ImGuiMouseSource_TouchScreen,       // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
+    ImGuiMouseSource_Pen,               // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
+    ImGuiMouseSource_COUNT
+};
+
+// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
+// Represent a condition.
+// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
+enum ImGuiCond_
+{
+    ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always
+    ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable), same as _None
+    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)
+    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
+    ImGuiCond_Appearing     = 1 << 3,   // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
+//-----------------------------------------------------------------------------
+
+// Flags for ImGui::BeginTable()
+// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
+//   Read comments/demos carefully + experiment with live demos to get acquainted with them.
+// - The DEFAULT sizing policies are:
+//    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
+//    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
+// - When ScrollX is off:
+//    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
+//    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
+//    - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
+//    - Stretch Columns will share the remaining width according to their respective weight.
+//    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
+//      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
+//      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
+// - When ScrollX is on:
+//    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
+//    - Columns sizing policy allowed: Fixed/Auto mostly.
+//    - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
+//    - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
+//    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
+//      If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
+// - Read on documentation at the top of imgui_tables.cpp for details.
+enum ImGuiTableFlags_
+{
+    // Features
+    ImGuiTableFlags_None                       = 0,
+    ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.
+    ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
+    ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.
+    ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
+    ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width and sort settings in the .ini file.
+    ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
+    // Decorations
+    ImGuiTableFlags_RowBg                      = 1 << 6,   // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
+    ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.
+    ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.
+    ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.
+    ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.
+    ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
+    ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
+    ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
+    ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
+    ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.
+    ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
+    ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
+    // Sizing Policy (read above for defaults)
+    ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
+    ImGuiTableFlags_SizingFixedSame            = 2 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
+    ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
+    ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
+    // Sizing Extra Options
+    ImGuiTableFlags_NoHostExtendX              = 1 << 16,  // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
+    ImGuiTableFlags_NoHostExtendY              = 1 << 17,  // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
+    ImGuiTableFlags_NoKeepColumnsVisible       = 1 << 18,  // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
+    ImGuiTableFlags_PreciseWidths              = 1 << 19,  // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
+    // Clipping
+    ImGuiTableFlags_NoClip                     = 1 << 20,  // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
+    // Padding
+    ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
+    ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outermost padding.
+    ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
+    // Scrolling
+    ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
+    ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
+    // Sorting
+    ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
+    ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
+    // Miscellaneous
+    ImGuiTableFlags_HighlightHoveredColumn     = 1 << 28,  // Highlight column headers when hovered (may evolve into a fuller highlight)
+
+    // [Internal] Combinations and masks
+    ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
+};
+
+// Flags for ImGui::TableSetupColumn()
+enum ImGuiTableColumnFlags_
+{
+    // Input configuration flags
+    ImGuiTableColumnFlags_None                  = 0,
+    ImGuiTableColumnFlags_Disabled              = 1 << 0,   // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
+    ImGuiTableColumnFlags_DefaultHide           = 1 << 1,   // Default as a hidden/disabled column.
+    ImGuiTableColumnFlags_DefaultSort           = 1 << 2,   // Default as a sorting column.
+    ImGuiTableColumnFlags_WidthStretch          = 1 << 3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
+    ImGuiTableColumnFlags_WidthFixed            = 1 << 4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
+    ImGuiTableColumnFlags_NoResize              = 1 << 5,   // Disable manual resizing.
+    ImGuiTableColumnFlags_NoReorder             = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
+    ImGuiTableColumnFlags_NoHide                = 1 << 7,   // Disable ability to hide/disable this column.
+    ImGuiTableColumnFlags_NoClip                = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).
+    ImGuiTableColumnFlags_NoSort                = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
+    ImGuiTableColumnFlags_NoSortAscending       = 1 << 10,  // Disable ability to sort in the ascending direction.
+    ImGuiTableColumnFlags_NoSortDescending      = 1 << 11,  // Disable ability to sort in the descending direction.
+    ImGuiTableColumnFlags_NoHeaderLabel         = 1 << 12,  // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
+    ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 13,  // Disable header text width contribution to automatic column width.
+    ImGuiTableColumnFlags_PreferSortAscending   = 1 << 14,  // Make the initial sort direction Ascending when first sorting on this column (default).
+    ImGuiTableColumnFlags_PreferSortDescending  = 1 << 15,  // Make the initial sort direction Descending when first sorting on this column.
+    ImGuiTableColumnFlags_IndentEnable          = 1 << 16,  // Use current Indent value when entering cell (default for column 0).
+    ImGuiTableColumnFlags_IndentDisable         = 1 << 17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
+    ImGuiTableColumnFlags_AngledHeader          = 1 << 18,  // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
+
+    // Output status flags, read-only via TableGetColumnFlags()
+    ImGuiTableColumnFlags_IsEnabled             = 1 << 24,  // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
+    ImGuiTableColumnFlags_IsVisible             = 1 << 25,  // Status: is visible == is enabled AND not clipped by scrolling.
+    ImGuiTableColumnFlags_IsSorted              = 1 << 26,  // Status: is currently part of the sort specs
+    ImGuiTableColumnFlags_IsHovered             = 1 << 27,  // Status: is hovered by mouse
+
+    // [Internal] Combinations and masks
+    ImGuiTableColumnFlags_WidthMask_            = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
+    ImGuiTableColumnFlags_IndentMask_           = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
+    ImGuiTableColumnFlags_StatusMask_           = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
+    ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30,  // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
+};
+
+// Flags for ImGui::TableNextRow()
+enum ImGuiTableRowFlags_
+{
+    ImGuiTableRowFlags_None                     = 0,
+    ImGuiTableRowFlags_Headers                  = 1 << 0,   // Identify header row (set default background color + width of its contents accounted differently for auto column width)
+};
+
+// Enum for ImGui::TableSetBgColor()
+// Background colors are rendering in 3 layers:
+//  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
+//  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
+//  - Layer 2: draw with CellBg color if set.
+// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
+// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
+// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
+// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
+enum ImGuiTableBgTarget_
+{
+    ImGuiTableBgTarget_None                     = 0,
+    ImGuiTableBgTarget_RowBg0                   = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
+    ImGuiTableBgTarget_RowBg1                   = 2,        // Set row background color 1 (generally used for selection marking)
+    ImGuiTableBgTarget_CellBg                   = 3,        // Set cell background color (top-most color)
+};
+
+// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
+// Obtained by calling TableGetSortSpecs().
+// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
+// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
+struct ImGuiTableSortSpecs
+{
+    const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.
+    int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
+    bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
+
+    ImGuiTableSortSpecs()       { memset(this, 0, sizeof(*this)); }
+};
+
+// Sorting specification for one column of a table (sizeof == 12 bytes)
+struct ImGuiTableColumnSortSpecs
+{
+    ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)
+    ImS16                       ColumnIndex;        // Index of the column
+    ImS16                       SortOrder;          // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
+    ImGuiSortDirection          SortDirection;      // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
+
+    ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Debug Logging into ShowDebugLogWindow(), tty and more.
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+#define IMGUI_DEBUG_LOG(...)        ImGui::DebugLog(__VA_ARGS__)
+#else
+#define IMGUI_DEBUG_LOG(...)        ((void)0)
+#endif
+
+//-----------------------------------------------------------------------------
+// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
+// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
+// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
+//-----------------------------------------------------------------------------
+
+struct ImNewWrapper {};
+inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
+inline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()
+#define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)
+#define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)
+#define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)
+#define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
+template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
+
+//-----------------------------------------------------------------------------
+// ImVector<>
+// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
+//-----------------------------------------------------------------------------
+// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
+// - We use std-like naming convention here, which is a little unusual for this codebase.
+// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
+// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
+//   Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
+//-----------------------------------------------------------------------------
+
+IM_MSVC_RUNTIME_CHECKS_OFF
+template<typename T>
+struct ImVector
+{
+    int                 Size;
+    int                 Capacity;
+    T*                  Data;
+
+    // Provide standard typedefs but we don't use them ourselves.
+    typedef T                   value_type;
+    typedef value_type*         iterator;
+    typedef const value_type*   const_iterator;
+
+    // Constructors, destructor
+    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
+    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
+    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
+    inline ~ImVector()                                      { if (Data) IM_FREE(Data); } // Important: does not destruct anything
+
+    inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }  // Important: does not destruct anything
+    inline void         clear_delete()                      { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); }     // Important: never called automatically! always explicit.
+    inline void         clear_destruct()                    { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); }           // Important: never called automatically! always explicit.
+
+    inline bool         empty() const                       { return Size == 0; }
+    inline int          size() const                        { return Size; }
+    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
+    inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }
+    inline int          capacity() const                    { return Capacity; }
+    inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
+    inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
+
+    inline T*           begin()                             { return Data; }
+    inline const T*     begin() const                       { return Data; }
+    inline T*           end()                               { return Data + Size; }
+    inline const T*     end() const                         { return Data + Size; }
+    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
+    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
+    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
+    inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
+    inline void         swap(ImVector<T>& rhs)              { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
+
+    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
+    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
+    inline void         resize(int new_size, const T& v)    { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
+    inline void         shrink(int new_size)                { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
+    inline void         reserve(int new_capacity)           { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
+    inline void         reserve_discard(int new_capacity)   { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
+
+    // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
+    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
+    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
+    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
+    inline T*           erase(const T* it)                  { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
+    inline T*           erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
+    inline T*           erase_unsorted(const T* it)         { IM_ASSERT(it >= Data && it < Data + Size);  const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
+    inline T*           insert(const T* it, const T& v)     { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
+    inline bool         contains(const T& v) const          { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
+    inline T*           find(const T& v)                    { T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
+    inline const T*     find(const T& v) const              { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
+    inline int          find_index(const T& v) const        { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
+    inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
+    inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
+    inline int          index_from_ptr(const T* it) const   { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
+};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiStyle
+//-----------------------------------------------------------------------------
+// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
+// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
+// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
+//-----------------------------------------------------------------------------
+
+struct ImGuiStyle
+{
+    float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
+    float       DisabledAlpha;              // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
+    ImVec2      WindowPadding;              // Padding within a window.
+    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
+    float       WindowBorderSize;           // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
+    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
+    ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
+    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
+    float       ChildBorderSize;            // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
+    float       PopupBorderSize;            // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
+    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
+    float       FrameBorderSize;            // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
+    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
+    ImVec2      CellPadding;                // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
+    ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
+    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
+    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
+    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
+    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
+    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+    float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
+    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+    float       TabBorderSize;              // Thickness of border around tabs.
+    float       TabMinWidthForCloseButton;  // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
+    float       TabBarBorderSize;           // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
+    float       TabBarOverlineSize;         // Thickness of tab-bar overline, which highlights the selected tab-bar.
+    float       TableAngledHeadersAngle;    // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
+    ImVec2      TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
+    ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
+    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
+    ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
+    float       SeparatorTextBorderSize;    // Thickness of border in SeparatorText()
+    ImVec2      SeparatorTextAlign;         // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
+    ImVec2      SeparatorTextPadding;       // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
+    ImVec2      DisplayWindowPadding;       // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
+    ImVec2      DisplaySafeAreaPadding;     // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
+    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
+    bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
+    bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
+    bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
+    float       CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
+    float       CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
+    ImVec4      Colors[ImGuiCol_COUNT];
+
+    // Behaviors
+    // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
+    float             HoverStationaryDelay;     // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
+    float             HoverDelayShort;          // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
+    float             HoverDelayNormal;         // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
+    ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
+    ImGuiHoveredFlags HoverFlagsForTooltipNav;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
+
+    IMGUI_API ImGuiStyle();
+    IMGUI_API void ScaleAllSizes(float scale_factor);
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiIO
+//-----------------------------------------------------------------------------
+// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
+// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
+// It is generally expected that:
+// - initialization: backends and user code writes to ImGuiIO.
+// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
+//-----------------------------------------------------------------------------
+// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
+//-----------------------------------------------------------------------------
+
+// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
+// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
+struct ImGuiKeyData
+{
+    bool        Down;               // True for if key is down
+    float       DownDuration;       // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
+    float       DownDurationPrev;   // Last frame duration the key has been down
+    float       AnalogValue;        // 0.0f..1.0f for gamepad values
+};
+
+struct ImGuiIO
+{
+    //------------------------------------------------------------------
+    // Configuration                            // Default value
+    //------------------------------------------------------------------
+
+    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
+    ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
+    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
+    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds. May change every frame.
+    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
+    const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
+    const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
+    void*       UserData;                       // = NULL           // Store your own data.
+
+    // Font system
+    ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
+    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
+    bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
+    ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
+    ImVec2      DisplayFramebufferScale;        // = (1, 1)         // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
+
+    // Miscellaneous options
+    // (you can visualize and interact with all options in 'Demo->Configuration')
+    bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
+    bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
+    bool        ConfigNavSwapGamepadButtons;    // = false          // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
+    bool        ConfigInputTrickleEventQueue;   // = true           // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
+    bool        ConfigInputTextCursorBlink;     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).
+    bool        ConfigInputTextEnterKeepActive; // = false          // [BETA] Pressing Enter will keep item active and select contents (single-line only).
+    bool        ConfigDragClickToInputText;     // = false          // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
+    bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
+    bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
+    float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
+
+    // Inputs Behaviors
+    // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
+    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
+    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
+    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
+    float       KeyRepeatDelay;                 // = 0.275f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
+    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
+
+    //------------------------------------------------------------------
+    // Debug options
+    //------------------------------------------------------------------
+
+    // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
+    // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
+    // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
+    //   e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
+    bool        ConfigDebugIsDebuggerPresent;   // = false          // Enable various tools calling IM_DEBUG_BREAK().
+
+    // Tools to detect code submitting items with conflicting/duplicate IDs
+    // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
+    // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
+    // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
+    bool        ConfigDebugHighlightIdConflicts;// = true           // Highlight and show an error message when multiple items have conflicting identifiers.
+
+    // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
+    // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
+    // - This is inconsistent with other BeginXXX functions and create confusion for many users.
+    // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
+    bool        ConfigDebugBeginReturnValueOnce;// = false          // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
+    bool        ConfigDebugBeginReturnValueLoop;// = false          // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
+
+    // Option to deactivate io.AddFocusEvent(false) handling.
+    // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
+    // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
+    bool        ConfigDebugIgnoreFocusLoss;     // = false          // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
+
+    // Option to audit .ini data
+    bool        ConfigDebugIniSettings;         // = false          // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
+
+    //------------------------------------------------------------------
+    // Platform Functions
+    // (the imgui_impl_xxxx backend files are setting those up for you)
+    //------------------------------------------------------------------
+
+    // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
+    const char* BackendPlatformName;            // = NULL
+    const char* BackendRendererName;            // = NULL
+    void*       BackendPlatformUserData;        // = NULL           // User data for platform backend
+    void*       BackendRendererUserData;        // = NULL           // User data for renderer backend
+    void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend
+
+    //------------------------------------------------------------------
+    // Input - Call before calling NewFrame()
+    //------------------------------------------------------------------
+
+    // Input Functions
+    IMGUI_API void  AddKeyEvent(ImGuiKey key, bool down);                   // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
+    IMGUI_API void  AddKeyAnalogEvent(ImGuiKey key, bool down, float v);    // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
+    IMGUI_API void  AddMousePosEvent(float x, float y);                     // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
+    IMGUI_API void  AddMouseButtonEvent(int button, bool down);             // Queue a mouse button change
+    IMGUI_API void  AddMouseWheelEvent(float wheel_x, float wheel_y);       // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
+    IMGUI_API void  AddMouseSourceEvent(ImGuiMouseSource source);           // Queue a mouse source change (Mouse/TouchScreen/Pen)
+    IMGUI_API void  AddFocusEvent(bool focused);                            // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
+    IMGUI_API void  AddInputCharacter(unsigned int c);                      // Queue a new character input
+    IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);                    // Queue a new character input from a UTF-16 character, it can be a surrogate
+    IMGUI_API void  AddInputCharactersUTF8(const char* str);                // Queue a new characters input from a UTF-8 string
+
+    IMGUI_API void  SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
+    IMGUI_API void  SetAppAcceptingEvents(bool accepting_events);           // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
+    IMGUI_API void  ClearEventsQueue();                                     // Clear all incoming events.
+    IMGUI_API void  ClearInputKeys();                                       // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
+    IMGUI_API void  ClearInputMouse();                                      // Clear current mouse state.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    IMGUI_API void  ClearInputCharacters();                                 // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
+#endif
+
+    //------------------------------------------------------------------
+    // Output - Updated by NewFrame() or EndFrame()/Render()
+    // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
+    //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
+    //------------------------------------------------------------------
+
+    bool        WantCaptureMouse;                   // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
+    bool        WantCaptureKeyboard;                // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
+    bool        WantTextInput;                      // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
+    bool        WantSetMousePos;                    // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
+    bool        WantSaveIniSettings;                // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
+    bool        NavActive;                          // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
+    bool        NavVisible;                         // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
+    float       Framerate;                          // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
+    int         MetricsRenderVertices;              // Vertices output during last call to Render()
+    int         MetricsRenderIndices;               // Indices output during last call to Render() = number of triangles * 3
+    int         MetricsRenderWindows;               // Number of visible windows
+    int         MetricsActiveWindows;               // Number of active windows
+    ImVec2      MouseDelta;                         // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
+
+    //------------------------------------------------------------------
+    // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
+    //------------------------------------------------------------------
+
+    ImGuiContext* Ctx;                              // Parent UI context (needs to be set explicitly by parent).
+
+    // Main Input State
+    // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
+    // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
+    ImVec2      MousePos;                           // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
+    bool        MouseDown[5];                       // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
+    float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
+    float       MouseWheelH;                        // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
+    ImGuiMouseSource MouseSource;                   // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
+    bool        KeyCtrl;                            // Keyboard modifier down: Control
+    bool        KeyShift;                           // Keyboard modifier down: Shift
+    bool        KeyAlt;                             // Keyboard modifier down: Alt
+    bool        KeySuper;                           // Keyboard modifier down: Cmd/Super/Windows
+
+    // Other state maintained from data above + IO function calls
+    ImGuiKeyChord KeyMods;                          // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
+    ImGuiKeyData  KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
+    bool        WantCaptureMouseUnlessPopupClose;   // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
+    ImVec2      MousePosPrev;                       // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
+    ImVec2      MouseClickedPos[5];                 // Position at time of clicking
+    double      MouseClickedTime[5];                // Time of last click (used to figure out double-click)
+    bool        MouseClicked[5];                    // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
+    bool        MouseDoubleClicked[5];              // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
+    ImU16       MouseClickedCount[5];               // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
+    ImU16       MouseClickedLastCount[5];           // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
+    bool        MouseReleased[5];                   // Mouse button went from Down to !Down
+    bool        MouseDownOwned[5];                  // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
+    bool        MouseDownOwnedUnlessPopupClose[5];  // Track if button was clicked inside a dear imgui window.
+    bool        MouseWheelRequestAxisSwap;          // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
+    bool        MouseCtrlLeftAsRightClick;          // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
+    float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)
+    float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down
+    float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
+    float       PenPressure;                        // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
+    bool        AppFocusLost;                       // Only modify via AddFocusEvent()
+    bool        AppAcceptingEvents;                 // Only modify via SetAppAcceptingEvents()
+    ImS8        BackendUsingLegacyKeyArrays;        // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
+    bool        BackendUsingLegacyNavInputArray;    // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
+    ImWchar16   InputQueueSurrogate;                // For AddInputCharacterUTF16()
+    ImVector<ImWchar> InputQueueCharacters;         // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
+
+    // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
+    // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
+    //   Old (<1.87):  ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+    int         KeyMap[ImGuiKey_COUNT];             // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
+    bool        KeysDown[ImGuiKey_COUNT];           // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
+    float       NavInputs[ImGuiNavInput_COUNT];     // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
+    //void*     ImeWindowHandle;                    // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
+#endif
+
+    // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
+    // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    const char* (*GetClipboardTextFn)(void* user_data);
+    void        (*SetClipboardTextFn)(void* user_data, const char* text);
+    void*       ClipboardUserData;
+#endif
+
+    IMGUI_API   ImGuiIO();
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
+//-----------------------------------------------------------------------------
+
+// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
+// The callback function should return 0 by default.
+// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
+// - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
+// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
+// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
+// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
+// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
+struct ImGuiInputTextCallbackData
+{
+    ImGuiContext*       Ctx;            // Parent UI context
+    ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
+    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
+    void*               UserData;       // What user passed to InputText()      // Read-only
+
+    // Arguments for the different callback events
+    // - During Resize callback, Buf will be same as your input buffer.
+    // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
+    // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
+    // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
+    ImWchar             EventChar;      // Character input                      // Read-write   // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
+    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
+    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
+    int                 BufTextLen;     // Text length (in bytes)               // Read-write   // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
+    int                 BufSize;        // Buffer size (in bytes) = capacity+1  // Read-only    // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
+    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
+    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
+    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
+    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
+
+    // Helper functions for text manipulation.
+    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
+    IMGUI_API ImGuiInputTextCallbackData();
+    IMGUI_API void      DeleteChars(int pos, int bytes_count);
+    IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
+    void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }
+    void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }
+    bool                HasSelection() const    { return SelectionStart != SelectionEnd; }
+};
+
+// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
+// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
+struct ImGuiSizeCallbackData
+{
+    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
+    ImVec2  Pos;            // Read-only.   Window position, for reference.
+    ImVec2  CurrentSize;    // Read-only.   Current window size.
+    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
+};
+
+// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
+struct ImGuiPayload
+{
+    // Members
+    void*           Data;               // Data (copied and owned by dear imgui)
+    int             DataSize;           // Data size
+
+    // [Internal]
+    ImGuiID         SourceId;           // Source item id
+    ImGuiID         SourceParentId;     // Source parent id (if available)
+    int             DataFrameCount;     // Data timestamp
+    char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)
+    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
+    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
+
+    ImGuiPayload()  { Clear(); }
+    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
+    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
+    bool IsPreview() const                  { return Preview; }
+    bool IsDelivery() const                 { return Delivery; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
+//-----------------------------------------------------------------------------
+
+// Helper: Unicode defines
+#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).
+#ifdef IMGUI_USE_WCHAR32
+#define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.
+#else
+#define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.
+#endif
+
+// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
+// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
+struct ImGuiOnceUponAFrame
+{
+    ImGuiOnceUponAFrame() { RefFrame = -1; }
+    mutable int RefFrame;
+    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
+};
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+struct ImGuiTextFilter
+{
+    IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
+    IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
+    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
+    IMGUI_API void      Build();
+    void                Clear()          { InputBuf[0] = 0; Build(); }
+    bool                IsActive() const { return !Filters.empty(); }
+
+    // [Internal]
+    struct ImGuiTextRange
+    {
+        const char*     b;
+        const char*     e;
+
+        ImGuiTextRange()                                { b = e = NULL; }
+        ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }
+        bool            empty() const                   { return b == e; }
+        IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;
+    };
+    char                    InputBuf[256];
+    ImVector<ImGuiTextRange>Filters;
+    int                     CountGrep;
+};
+
+// Helper: Growable text buffer for logging/accumulating text
+// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
+struct ImGuiTextBuffer
+{
+    ImVector<char>      Buf;
+    IMGUI_API static char EmptyString[1];
+
+    ImGuiTextBuffer()   { }
+    inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
+    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
+    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
+    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
+    bool                empty() const           { return Buf.Size <= 1; }
+    void                clear()                 { Buf.clear(); }
+    void                reserve(int capacity)   { Buf.reserve(capacity); }
+    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
+    IMGUI_API void      append(const char* str, const char* str_end = NULL);
+    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
+    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
+};
+
+// [Internal] Key+Value for ImGuiStorage
+struct ImGuiStoragePair
+{
+    ImGuiID     key;
+    union       { int val_i; float val_f; void* val_p; };
+    ImGuiStoragePair(ImGuiID _key, int _val)    { key = _key; val_i = _val; }
+    ImGuiStoragePair(ImGuiID _key, float _val)  { key = _key; val_f = _val; }
+    ImGuiStoragePair(ImGuiID _key, void* _val)  { key = _key; val_p = _val; }
+};
+
+// Helper: Key->Value storage
+// Typically you don't have to worry about this since a storage is held within each Window.
+// We use it to e.g. store collapse state for a tree (Int 0/1)
+// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
+// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
+// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
+// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
+// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
+struct ImGuiStorage
+{
+    // [Internal]
+    ImVector<ImGuiStoragePair>      Data;
+
+    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
+    // - Set***() functions find pair, insertion on demand if missing.
+    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
+    void                Clear() { Data.clear(); }
+    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
+    IMGUI_API void      SetInt(ImGuiID key, int val);
+    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
+    IMGUI_API void      SetBool(ImGuiID key, bool val);
+    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
+    IMGUI_API void      SetFloat(ImGuiID key, float val);
+    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
+    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
+
+    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
+    // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
+    // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
+    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
+    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
+    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
+    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
+    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
+
+    // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
+    IMGUI_API void      BuildSortByKey();
+    // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
+    IMGUI_API void      SetAllInt(int val);
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    //typedef ::ImGuiStoragePair ImGuiStoragePair;  // 1.90.8: moved type outside struct
+#endif
+};
+
+// Helper: Manually clip large list of items.
+// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
+// clipping based on visibility to only submit items that are in view.
+// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
+// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
+//  fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
+//  scale using lists with tens of thousands of items without a problem)
+// Usage:
+//   ImGuiListClipper clipper;
+//   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.
+//   while (clipper.Step())
+//       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+//           ImGui::Text("line number %d", i);
+// Generally what happens is:
+// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
+// - User code submit that one element.
+// - Clipper can measure the height of the first element
+// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
+// - User code submit visible elements.
+// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
+struct ImGuiListClipper
+{
+    ImGuiContext*   Ctx;                // Parent UI context
+    int             DisplayStart;       // First item to display, updated by each call to Step()
+    int             DisplayEnd;         // End of items to display (exclusive)
+    int             ItemsCount;         // [Internal] Number of items
+    float           ItemsHeight;        // [Internal] Height of item after a first step and item submission can calculate it
+    float           StartPosY;          // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
+    double          StartSeekOffsetY;   // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
+    void*           TempData;           // [Internal] Internal data
+
+    // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
+    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
+    IMGUI_API ImGuiListClipper();
+    IMGUI_API ~ImGuiListClipper();
+    IMGUI_API void  Begin(int items_count, float items_height = -1.0f);
+    IMGUI_API void  End();             // Automatically called on the last call of Step() that returns false.
+    IMGUI_API bool  Step();            // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
+
+    // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
+    // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
+    inline void     IncludeItemByIndex(int item_index)                  { IncludeItemsByIndex(item_index, item_index + 1); }
+    IMGUI_API void  IncludeItemsByIndex(int item_begin, int item_end);  // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
+
+    // Seek cursor toward given item. This is automatically called while stepping.
+    // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
+    // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
+    IMGUI_API void  SeekCursorForItem(int item_index);
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    inline void IncludeRangeByIndices(int item_begin, int item_end)      { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
+    inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
+    //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
+#endif
+};
+
+// Helpers: ImVec2/ImVec4 operators
+// - It is important that we are keeping those disabled by default so they don't leak in user space.
+// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
+// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
+#ifdef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
+IM_MSVC_RUNTIME_CHECKS_OFF
+static inline ImVec2  operator*(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
+static inline ImVec2  operator/(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
+static inline ImVec2  operator+(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
+static inline ImVec2  operator-(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
+static inline ImVec2  operator*(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+static inline ImVec2  operator/(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
+static inline ImVec2  operator-(const ImVec2& lhs)                      { return ImVec2(-lhs.x, -lhs.y); }
+static inline ImVec2& operator*=(ImVec2& lhs, const float rhs)          { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
+static inline ImVec2& operator/=(ImVec2& lhs, const float rhs)          { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
+static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
+static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
+static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
+static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
+static inline bool    operator==(const ImVec2& lhs, const ImVec2& rhs)  { return lhs.x == rhs.x && lhs.y == rhs.y; }
+static inline bool    operator!=(const ImVec2& lhs, const ImVec2& rhs)  { return lhs.x != rhs.x || lhs.y != rhs.y; }
+static inline ImVec4  operator+(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
+static inline ImVec4  operator-(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
+static inline ImVec4  operator*(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
+static inline bool    operator==(const ImVec4& lhs, const ImVec4& rhs)  { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
+static inline bool    operator!=(const ImVec4& lhs, const ImVec4& rhs)  { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+#endif
+
+// Helpers macros to generate 32-bit encoded colors
+// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
+#ifndef IM_COL32_R_SHIFT
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IM_COL32_R_SHIFT    16
+#define IM_COL32_G_SHIFT    8
+#define IM_COL32_B_SHIFT    0
+#define IM_COL32_A_SHIFT    24
+#define IM_COL32_A_MASK     0xFF000000
+#else
+#define IM_COL32_R_SHIFT    0
+#define IM_COL32_G_SHIFT    8
+#define IM_COL32_B_SHIFT    16
+#define IM_COL32_A_SHIFT    24
+#define IM_COL32_A_MASK     0xFF000000
+#endif
+#endif
+#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
+#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
+#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
+#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
+
+// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
+// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
+// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
+// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
+struct ImColor
+{
+    ImVec4          Value;
+
+    constexpr ImColor()                                             { }
+    constexpr ImColor(float r, float g, float b, float a = 1.0f)    : Value(r, g, b, a) { }
+    constexpr ImColor(const ImVec4& col)                            : Value(col) {}
+    constexpr ImColor(int r, int g, int b, int a = 255)             : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
+    constexpr ImColor(ImU32 rgba)                                   : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
+    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
+    inline operator ImVec4() const                                  { return Value; }
+
+    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
+    inline void    SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
+    static ImColor HSV(float h, float s, float v, float a = 1.0f)   { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
+//-----------------------------------------------------------------------------
+
+// Multi-selection system
+// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
+// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
+// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
+//   with support for clipper (skipping non-visible items), box-select and many other details.
+// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
+// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
+//   which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
+// - In the spirit of Dear ImGui design, your code owns actual selection data.
+//   This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
+// About ImGuiSelectionBasicStorage:
+// - This is an optional helper to store a selection state and apply selection requests.
+// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
+// Usage:
+// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
+// - Store and maintain actual selection data using persistent object identifiers.
+// - Usage flow:
+//     BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
+//           - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
+//           - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
+//     LOOP  - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
+//     END   - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
+//           - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
+//     If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
+// About ImGuiSelectionUserData:
+// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
+// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
+// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
+//   SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
+// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
+//   Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
+// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
+//   between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
+// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
+//   being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
+
+// Flags for BeginMultiSelect()
+enum ImGuiMultiSelectFlags_
+{
+    ImGuiMultiSelectFlags_None                  = 0,
+    ImGuiMultiSelectFlags_SingleSelect          = 1 << 0,   // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
+    ImGuiMultiSelectFlags_NoSelectAll           = 1 << 1,   // Disable CTRL+A shortcut to select all.
+    ImGuiMultiSelectFlags_NoRangeSelect         = 1 << 2,   // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
+    ImGuiMultiSelectFlags_NoAutoSelect          = 1 << 3,   // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
+    ImGuiMultiSelectFlags_NoAutoClear           = 1 << 4,   // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
+    ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5,   // Disable clearing selection when clicking/selecting an already selected item.
+    ImGuiMultiSelectFlags_BoxSelect1d           = 1 << 6,   // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
+    ImGuiMultiSelectFlags_BoxSelect2d           = 1 << 7,   // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
+    ImGuiMultiSelectFlags_BoxSelectNoScroll     = 1 << 8,   // Disable scrolling when box-selecting near edges of scope.
+    ImGuiMultiSelectFlags_ClearOnEscape         = 1 << 9,   // Clear selection when pressing Escape while scope is focused.
+    ImGuiMultiSelectFlags_ClearOnClickVoid      = 1 << 10,  // Clear selection when clicking on empty location within scope.
+    ImGuiMultiSelectFlags_ScopeWindow           = 1 << 11,  // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
+    ImGuiMultiSelectFlags_ScopeRect             = 1 << 12,  // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
+    ImGuiMultiSelectFlags_SelectOnClick         = 1 << 13,  // Apply selection on mouse down when clicking on unselected item. (Default)
+    ImGuiMultiSelectFlags_SelectOnClickRelease  = 1 << 14,  // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
+    //ImGuiMultiSelectFlags_RangeSelect2d       = 1 << 15,  // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
+    ImGuiMultiSelectFlags_NavWrapX              = 1 << 16,  // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
+};
+
+// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
+// This mainly contains a list of selection requests.
+// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
+// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
+// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
+struct ImGuiMultiSelectIO
+{
+    //------------------------------------------// BeginMultiSelect / EndMultiSelect
+    ImVector<ImGuiSelectionRequest> Requests;   //  ms:w, app:r     /  ms:w  app:r   // Requests to apply to your selection data.
+    ImGuiSelectionUserData      RangeSrcItem;   //  ms:w  app:r     /                // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
+    ImGuiSelectionUserData      NavIdItem;      //  ms:w, app:r     /                // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
+    bool                        NavIdSelected;  //  ms:w, app:r     /        app:r   // (If using deletion) Last known selection state for NavId (if part of submitted items).
+    bool                        RangeSrcReset;  //        app:w     /  ms:r          // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
+    int                         ItemsCount;     //  ms:w, app:r     /        app:r   // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
+};
+
+// Selection request type
+enum ImGuiSelectionRequestType
+{
+    ImGuiSelectionRequestType_None = 0,
+    ImGuiSelectionRequestType_SetAll,           // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
+    ImGuiSelectionRequestType_SetRange,         // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
+};
+
+// Selection request item
+struct ImGuiSelectionRequest
+{
+    //------------------------------------------// BeginMultiSelect / EndMultiSelect
+    ImGuiSelectionRequestType   Type;           //  ms:w, app:r     /  ms:w, app:r   // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
+    bool                        Selected;       //  ms:w, app:r     /  ms:w, app:r   // Parameter for SetAll/SetRange requests (true = select, false = unselect)
+    ImS8                        RangeDirection; //                  /  ms:w  app:r   // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
+    ImGuiSelectionUserData      RangeFirstItem; //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
+    ImGuiSelectionUserData      RangeLastItem;  //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
+};
+
+// Optional helper to store multi-selection state + apply multi-selection requests.
+// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
+// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
+//   Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
+// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
+// To store a multi-selection, in your application you could:
+// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
+// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
+// In ImGuiSelectionBasicStorage we:
+// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
+// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
+// - use decently optimized logic to allow queries and insertion of very large selection sets.
+// - do not preserve selection order.
+// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
+// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
+// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
+struct ImGuiSelectionBasicStorage
+{
+    // Members
+    int             Size;           //          // Number of selected items, maintained by this helper.
+    bool            PreserveOrder;  // = false  // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
+    void*           UserData;       // = NULL   // User data for use by adapter function        // e.g. selection.UserData = (void*)my_items;
+    ImGuiID         (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx);      // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
+    int             _SelectionOrder;// [Internal] Increasing counter to store selection order
+    ImGuiStorage    _Storage;       // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
+
+    // Methods
+    IMGUI_API ImGuiSelectionBasicStorage();
+    IMGUI_API void  ApplyRequests(ImGuiMultiSelectIO* ms_io);   // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
+    IMGUI_API bool  Contains(ImGuiID id) const;                 // Query if an item id is in selection.
+    IMGUI_API void  Clear();                                    // Clear selection
+    IMGUI_API void  Swap(ImGuiSelectionBasicStorage& r);        // Swap two selections
+    IMGUI_API void  SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
+    IMGUI_API bool  GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
+    inline ImGuiID  GetStorageIdFromIndex(int idx)              { return AdapterIndexToStorageId(this, idx); }  // Convert index to item id based on provided adapter.
+};
+
+// Optional helper to apply multi-selection requests to existing randomly accessible storage.
+// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
+struct ImGuiSelectionExternalStorage
+{
+    // Members
+    void*           UserData;       // User data for use by adapter function                                // e.g. selection.UserData = (void*)my_items;
+    void            (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
+
+    // Methods
+    IMGUI_API ImGuiSelectionExternalStorage();
+    IMGUI_API void  ApplyRequests(ImGuiMultiSelectIO* ms_io);   // Apply selection requests by using AdapterSetItemSelected() calls
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
+// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
+//-----------------------------------------------------------------------------
+
+// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
+#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
+#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)
+#endif
+
+// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
+// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
+// you can poke into the draw list for that! Draw callback may be useful for example to:
+//  A) Change your GPU render state,
+//  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
+// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
+// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
+#ifndef ImDrawCallback
+typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
+#endif
+
+// Special Draw callback value to request renderer backend to reset the graphics/render state.
+// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
+// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
+// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
+#define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-8)
+
+// Typically, 1 command = 1 GPU draw call (unless command is a callback)
+// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
+//   this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
+//   Backends made for <1.71. will typically ignore the VtxOffset fields.
+// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
+struct ImDrawCmd
+{
+    ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
+    ImTextureID     TextureId;          // 4-8  // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
+    unsigned int    VtxOffset;          // 4    // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
+    unsigned int    IdxOffset;          // 4    // Start offset in index buffer.
+    unsigned int    ElemCount;          // 4    // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
+    ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
+    void*           UserCallbackData;   // 4-8  // The draw callback code can access this.
+
+    ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
+
+    // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
+    inline ImTextureID GetTexID() const { return TextureId; }
+};
+
+// Vertex layout
+#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
+struct ImDrawVert
+{
+    ImVec2  pos;
+    ImVec2  uv;
+    ImU32   col;
+};
+#else
+// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
+// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
+// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
+// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
+IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
+#endif
+
+// [Internal] For use by ImDrawList
+struct ImDrawCmdHeader
+{
+    ImVec4          ClipRect;
+    ImTextureID     TextureId;
+    unsigned int    VtxOffset;
+};
+
+// [Internal] For use by ImDrawListSplitter
+struct ImDrawChannel
+{
+    ImVector<ImDrawCmd>         _CmdBuffer;
+    ImVector<ImDrawIdx>         _IdxBuffer;
+};
+
+
+// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
+// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
+struct ImDrawListSplitter
+{
+    int                         _Current;    // Current channel number (0)
+    int                         _Count;      // Number of active channels (1+)
+    ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)
+
+    inline ImDrawListSplitter()  { memset(this, 0, sizeof(*this)); }
+    inline ~ImDrawListSplitter() { ClearFreeMemory(); }
+    inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
+    IMGUI_API void              ClearFreeMemory();
+    IMGUI_API void              Split(ImDrawList* draw_list, int count);
+    IMGUI_API void              Merge(ImDrawList* draw_list);
+    IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
+};
+
+// Flags for ImDrawList functions
+// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
+enum ImDrawFlags_
+{
+    ImDrawFlags_None                        = 0,
+    ImDrawFlags_Closed                      = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
+    ImDrawFlags_RoundCornersTopLeft         = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
+    ImDrawFlags_RoundCornersTopRight        = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
+    ImDrawFlags_RoundCornersBottomLeft      = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
+    ImDrawFlags_RoundCornersBottomRight     = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
+    ImDrawFlags_RoundCornersNone            = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
+    ImDrawFlags_RoundCornersTop             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
+    ImDrawFlags_RoundCornersBottom          = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
+    ImDrawFlags_RoundCornersLeft            = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
+    ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
+    ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
+    ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
+    ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
+};
+
+// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
+// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
+enum ImDrawListFlags_
+{
+    ImDrawListFlags_None                    = 0,
+    ImDrawListFlags_AntiAliasedLines        = 1 << 0,  // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
+    ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
+    ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
+    ImDrawListFlags_AllowVtxOffset          = 1 << 3,  // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
+};
+
+// Draw command list
+// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
+// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
+// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
+// access the current window draw list and draw custom primitives.
+// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
+// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
+// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
+// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
+struct ImDrawList
+{
+    // This is what you have to render
+    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
+    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
+    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
+    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
+
+    // [Internal, used while building lists]
+    unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
+    ImDrawListSharedData*   _Data;              // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
+    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
+    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
+    ImVector<ImVec2>        _Path;              // [Internal] current path building
+    ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
+    ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
+    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
+    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
+    float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
+    const char*             _OwnerName;         // Pointer to owner window's name for debugging
+
+    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
+    ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
+
+    ~ImDrawList() { _ClearFreeMemory(); }
+    IMGUI_API void  PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
+    IMGUI_API void  PushClipRectFullScreen();
+    IMGUI_API void  PopClipRect();
+    IMGUI_API void  PushTextureID(ImTextureID texture_id);
+    IMGUI_API void  PopTextureID();
+    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
+    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
+
+    // Primitives
+    // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
+    // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
+    // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
+    //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
+    //   In future versions we will use textures to provide cheaper and higher-quality circles.
+    //   Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
+    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size)
+    IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0);                     // a: upper-left, b: lower-right (== upper-left + size)
+    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
+    IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
+    IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
+    IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
+    IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
+    IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
+    IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
+    IMGUI_API void  AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
+    IMGUI_API void  AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
+    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
+    IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
+    IMGUI_API void  AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
+    IMGUI_API void  AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0);               // Quadratic Bezier (3 control points)
+
+    // General polygon
+    // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
+    // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
+    IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
+    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
+    IMGUI_API void  AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
+
+    // Image primitives
+    // - Read FAQ to understand what ImTextureID is.
+    // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
+    // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
+    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
+    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
+    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
+
+    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
+    // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
+    //   so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
+    inline    void  PathClear()                                                 { _Path.Size = 0; }
+    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
+    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
+    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
+    inline    void  PathFillConcave(ImU32 col)                                  { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
+    inline    void  PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
+    IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
+    IMGUI_API void  PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12);                // Use precomputed angles for a 12 steps circle
+    IMGUI_API void  PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
+    IMGUI_API void  PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
+    IMGUI_API void  PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0);               // Quadratic Bezier (3 control points)
+    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
+
+    // Advanced
+    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
+    IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
+    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
+
+    // Advanced: Channels
+    // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
+    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
+    // - This API shouldn't have been in ImDrawList in the first place!
+    //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
+    //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
+    inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }
+    inline void     ChannelsMerge()             { _Splitter.Merge(this); }
+    inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }
+
+    // Advanced: Primitives allocations
+    // - We render triangles (three vertices)
+    // - All primitives needs to be reserved via PrimReserve() beforehand.
+    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
+    IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);
+    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
+    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
+    IMGUI_API void  PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
+    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)    { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
+    inline    void  PrimWriteIdx(ImDrawIdx idx)                                     { *_IdxWritePtr = idx; _IdxWritePtr++; }
+    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
+
+    // Obsolete names
+    //inline  void  AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
+    //inline  void  AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); }                        // OBSOLETED in 1.90.5 (Mar 2024)
+    //inline  void  PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
+    //inline  void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
+    //inline  void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
+
+    // [Internal helpers]
+    IMGUI_API void  _ResetForNewFrame();
+    IMGUI_API void  _ClearFreeMemory();
+    IMGUI_API void  _PopUnusedDrawCmd();
+    IMGUI_API void  _TryMergeDrawCmds();
+    IMGUI_API void  _OnChangedClipRect();
+    IMGUI_API void  _OnChangedTextureID();
+    IMGUI_API void  _OnChangedVtxOffset();
+    IMGUI_API void  _SetTextureID(ImTextureID texture_id);
+    IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;
+    IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
+    IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
+};
+
+// All draw data to render a Dear ImGui frame
+// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
+// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
+struct ImDrawData
+{
+    bool                Valid;              // Only valid after Render() is called and before the next NewFrame() is called.
+    int                 CmdListsCount;      // Number of ImDrawList* to render (should always be == CmdLists.size)
+    int                 TotalIdxCount;      // For convenience, sum of all ImDrawList's IdxBuffer.Size
+    int                 TotalVtxCount;      // For convenience, sum of all ImDrawList's VtxBuffer.Size
+    ImVector<ImDrawList*> CmdLists;         // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
+    ImVec2              DisplayPos;         // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
+    ImVec2              DisplaySize;        // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
+    ImVec2              FramebufferScale;   // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
+    ImGuiViewport*      OwnerViewport;      // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
+
+    // Functions
+    ImDrawData()    { Clear(); }
+    IMGUI_API void  Clear();
+    IMGUI_API void  AddDrawList(ImDrawList* draw_list);     // Helper to add an external draw list into an existing ImDrawData.
+    IMGUI_API void  DeIndexAllBuffers();                    // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+    IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
+//-----------------------------------------------------------------------------
+
+struct ImFontConfig
+{
+    void*           FontData;               //          // TTF/OTF data
+    int             FontDataSize;           //          // TTF/OTF data size
+    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
+    int             FontNo;                 // 0        // Index of font within TTF/OTF file
+    float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
+    int             OversampleH;            // 2        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
+    int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
+    bool            PixelSnapH;             // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
+    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
+    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
+    const ImWchar*  GlyphRanges;            // NULL     // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
+    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
+    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
+    bool            MergeMode;              // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
+    unsigned int    FontBuilderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
+    float           RasterizerMultiply;     // 1.0f     // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
+    float           RasterizerDensity;      // 1.0f     // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
+    ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
+
+    // [Internal]
+    char            Name[40];               // Name (strictly to ease debugging)
+    ImFont*         DstFont;
+
+    IMGUI_API ImFontConfig();
+};
+
+// Hold rendering data for one glyph.
+// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
+struct ImFontGlyph
+{
+    unsigned int    Colored : 1;        // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
+    unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
+    unsigned int    Codepoint : 30;     // 0x0000..0x10FFFF
+    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
+    float           X0, Y0, X1, Y1;     // Glyph corners
+    float           U0, V0, U1, V1;     // Texture coordinates
+};
+
+// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
+// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
+struct ImFontGlyphRangesBuilder
+{
+    ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
+
+    ImFontGlyphRangesBuilder()              { Clear(); }
+    inline void     Clear()                 { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
+    inline bool     GetBit(size_t n) const  { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array
+    inline void     SetBit(size_t n)        { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array
+    inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character
+    IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
+    IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
+    IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
+};
+
+// See ImFontAtlas::AddCustomRectXXX functions.
+struct ImFontAtlasCustomRect
+{
+    unsigned short  Width, Height;  // Input    // Desired rectangle dimension
+    unsigned short  X, Y;           // Output   // Packed position in Atlas
+    unsigned int    GlyphID;        // Input    // For custom font glyphs only (ID < 0x110000)
+    float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance
+    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset
+    ImFont*         Font;           // Input    // For custom font glyphs only: target font
+    ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
+    bool IsPacked() const           { return X != 0xFFFF; }
+};
+
+// Flags for ImFontAtlas build
+enum ImFontAtlasFlags_
+{
+    ImFontAtlasFlags_None               = 0,
+    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
+    ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)
+    ImFontAtlasFlags_NoBakedLines       = 1 << 2,   // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
+};
+
+// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
+//  - One or more fonts.
+//  - Custom graphics data needed to render the shapes needed by Dear ImGui.
+//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
+// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
+//  - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
+//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
+//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
+//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
+//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
+// Common pitfalls:
+// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
+//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
+// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
+//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
+// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
+// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
+struct ImFontAtlas
+{
+    IMGUI_API ImFontAtlas();
+    IMGUI_API ~ImFontAtlas();
+    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
+    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
+    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
+    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
+    IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
+    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
+    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
+    IMGUI_API void              Clear();                    // Clear all input and output.
+
+    // Build atlas, retrieve pixel data.
+    // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
+    // The pitch is always = Width * BytesPerPixels (1 or 4)
+    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
+    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
+    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
+    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
+    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
+    bool                        IsBuilt() const             { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
+    void                        SetTexID(ImTextureID id)    { TexID = id; }
+
+    //-------------------------------------------
+    // Glyph Ranges
+    //-------------------------------------------
+
+    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
+    // NB: Make sure that your string are UTF-8 and NOT in your local code page.
+    // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
+    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
+    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
+    IMGUI_API const ImWchar*    GetGlyphRangesGreek();                  // Default + Greek and Coptic
+    IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
+    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
+    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
+    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
+    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
+    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
+    IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
+
+    //-------------------------------------------
+    // [BETA] Custom Rectangles/Glyphs API
+    //-------------------------------------------
+
+    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
+    // - After calling Build(), you can query the rectangle position and render your pixels.
+    // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
+    // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
+    //   so you can render e.g. custom colorful icons and use them as regular glyphs.
+    // - Read docs/FONTS.md for more details about using colorful icons.
+    // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
+    IMGUI_API int               AddCustomRectRegular(int width, int height);
+    IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
+    ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
+
+    // [Internal]
+    IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
+    IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
+
+    //-------------------------------------------
+    // Members
+    //-------------------------------------------
+
+    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
+    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
+    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
+    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
+    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
+    void*                       UserData;           // Store your own atlas related user-data (if e.g. you have multiple font atlas).
+
+    // [Internal]
+    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
+    bool                        TexReady;           // Set when texture was built matching current font input
+    bool                        TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
+    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
+    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
+    int                         TexWidth;           // Texture width calculated during Build().
+    int                         TexHeight;          // Texture height calculated during Build().
+    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
+    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
+    ImVector<ImFont*>           Fonts;              // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
+    ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.
+    ImVector<ImFontConfig>      ConfigData;         // Configuration data
+    ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines
+
+    // [Internal] Font builder
+    const ImFontBuilderIO*      FontBuilderIO;      // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
+    unsigned int                FontBuilderFlags;   // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
+
+    // [Internal] Packing data
+    int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
+    int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines
+
+    // [Obsolete]
+    //typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+
+    //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
+};
+
+// Font runtime data and rendering
+// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
+struct ImFont
+{
+    // Members: Hot ~20/24 bytes (for CalcTextSize)
+    ImVector<float>             IndexAdvanceX;      // 12-16 // out //            // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
+    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
+    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
+
+    // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
+    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
+    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
+    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
+
+    // Members: Cold ~32/40 bytes
+    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
+    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
+    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
+    ImWchar                     FallbackChar;       // 2     // out // = FFFD/'?' // Character used if a glyph isn't found.
+    ImWchar                     EllipsisChar;       // 2     // out // = '...'/'.'// Character used for ellipsis rendering.
+    short                       EllipsisCharCount;  // 1     // out // 1 or 3
+    float                       EllipsisWidth;      // 4     // out               // Width
+    float                       EllipsisCharStep;   // 4     // out               // Step between characters when EllipsisCount > 0
+    bool                        DirtyLookupTables;  // 1     // out //
+    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
+    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
+    int                         MetricsTotalSurface;// 4     // out //            // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
+    ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
+
+    // Methods
+    IMGUI_API ImFont();
+    IMGUI_API ~ImFont();
+    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
+    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
+    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
+    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
+    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
+
+    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
+    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
+    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
+    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
+    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
+    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
+
+    // [Internal] Don't use!
+    IMGUI_API void              BuildLookupTable();
+    IMGUI_API void              ClearOutputData();
+    IMGUI_API void              GrowIndex(int new_size);
+    IMGUI_API void              AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
+    IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
+    IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);
+    IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Viewports
+//-----------------------------------------------------------------------------
+
+// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
+enum ImGuiViewportFlags_
+{
+    ImGuiViewportFlags_None                     = 0,
+    ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window
+    ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)
+    ImGuiViewportFlags_OwnedByApp               = 1 << 2,   // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
+};
+
+// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
+// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
+// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
+// - About Main Area vs Work Area:
+//   - Main Area = entire viewport.
+//   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
+//   - Windows are generally trying to stay within the Work Area of their host viewport.
+struct ImGuiViewport
+{
+    ImGuiID             ID;                     // Unique identifier for the viewport
+    ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
+    ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
+    ImVec2              Size;                   // Main Area: Size of the viewport.
+    ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
+    ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
+
+    // Platform/Backend Dependent Data
+    void*               PlatformHandle;         // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
+    void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
+
+    ImGuiViewport()     { memset(this, 0, sizeof(*this)); }
+
+    // Helpers
+    ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
+    ImVec2              GetWorkCenter() const   { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Platform Dependent Interfaces
+//-----------------------------------------------------------------------------
+
+// Access via ImGui::GetPlatformIO()
+struct ImGuiPlatformIO
+{
+    IMGUI_API ImGuiPlatformIO();
+
+    //------------------------------------------------------------------
+    // Input - Interface with OS/backends
+    //------------------------------------------------------------------
+
+    // Optional: Access OS clipboard
+    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
+    const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
+    void        (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
+    void*       Platform_ClipboardUserData;
+
+    // Optional: Open link/folder/file in OS Shell
+    // (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
+    bool        (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
+    void*       Platform_OpenInShellUserData;
+
+    // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
+    // (default to use native imm32 api on Windows)
+    void        (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+    void*       Platform_ImeUserData;
+    //void      (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
+
+    // Optional: Platform locale
+    // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
+    ImWchar     Platform_LocaleDecimalPoint;     // '.'
+};
+
+// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
+struct ImGuiPlatformImeData
+{
+    bool    WantVisible;        // A widget wants the IME to be visible
+    ImVec2  InputPos;           // Position of the input cursor
+    float   InputLineHeight;    // Line height
+
+    ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Obsolete functions and types
+// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
+// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+namespace ImGui
+{
+    // OBSOLETED in 1.91.0 (from July 2024)
+    static inline void  PushButtonRepeat(bool repeat)                           { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
+    static inline void  PopButtonRepeat()                                       { PopItemFlag(); }
+    static inline void  PushTabStop(bool tab_stop)                              { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
+    static inline void  PopTabStop()                                            { PopItemFlag(); }
+    IMGUI_API ImVec2    GetContentRegionMax();                                  // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
+    IMGUI_API ImVec2    GetWindowContentRegionMin();                            // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
+    IMGUI_API ImVec2    GetWindowContentRegionMax();                            // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
+    // OBSOLETED in 1.90.0 (from September 2023)
+    static inline bool  BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0)  { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
+    static inline void  EndChildFrame()                                                                     { EndChild(); }
+    //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
+    //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags)        { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags);     } // Unnecessary as true == ImGuiChildFlags_Borders
+    static inline void  ShowStackToolWindow(bool* p_open = NULL)                { ShowIDStackToolWindow(p_open); }
+    IMGUI_API bool      Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
+    IMGUI_API bool      ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
+    // OBSOLETED in 1.89.7 (from June 2023)
+    IMGUI_API void      SetItemAllowOverlap();                                  // Use SetNextItemAllowOverlap() before item.
+    // OBSOLETED in 1.89.4 (from March 2023)
+    static inline void  PushAllowKeyboardFocus(bool tab_stop)                   { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
+    static inline void  PopAllowKeyboardFocus()                                 { PopItemFlag(); }
+    // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
+    IMGUI_API ImGuiKey  GetKeyIndex(ImGuiKey key);                              // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
+    //static inline ImGuiKey GetKeyIndex(ImGuiKey key)                          { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
+
+    // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
+    //-- OBSOLETED in 1.89 (from August 2022)
+    //IMGUI_API bool      ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
+    //-- OBSOLETED in 1.88 (from May 2022)
+    //static inline void  CaptureKeyboardFromApp(bool want_capture_keyboard = true)     { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
+    //static inline void  CaptureMouseFromApp(bool want_capture_mouse = true)           { SetNextFrameWantCaptureMouse(want_capture_mouse); }       // Renamed as name was misleading + removed default value.
+    //-- OBSOLETED in 1.86 (from November 2021)
+    //IMGUI_API void      CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
+    //-- OBSOLETED in 1.85 (from August 2021)
+    //static inline float GetWindowContentRegionWidth()                                               { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
+    //-- OBSOLETED in 1.81 (from February 2021)
+    //static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0))         { return BeginListBox(label, size); }
+    //static inline bool  ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
+    //static inline void  ListBoxFooter()                                                             { EndListBox(); }
+    //-- OBSOLETED in 1.79 (from August 2020)
+    //static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1)    { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
+    //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
+    //IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f)                                                            // OBSOLETED in 1.78 (from June 2020)
+    //IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                          // OBSOLETED in 1.78 (from June 2020)
+    //IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                                        // OBSOLETED in 1.78 (from June 2020)
+    //IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                       // OBSOLETED in 1.78 (from June 2020)
+    //static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }     // OBSOLETED in 1.78 (from June 2020)
+    //static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
+    //static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
+    //static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
+    //static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }            // OBSOLETED in 1.78 (from June 2020)
+    //static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
+    //static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
+    //static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
+    //-- OBSOLETED in 1.77 and before
+    //static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
+    //static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }   // OBSOLETED in 1.72 (from July 2019)
+    //static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }                       // OBSOLETED in 1.71 (from June 2019)
+    //static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }                               // OBSOLETED in 1.70 (from May 2019)
+    //static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                                 // OBSOLETED in 1.69 (from Mar 2019)
+    //static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                          // OBSOLETED in 1.66 (from Nov 2018)
+    //static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                            // OBSOLETED in 1.63 (from Aug 2018)
+    //-- OBSOLETED in 1.60 and before
+    //static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }            // OBSOLETED in 1.60 (from Apr 2018)
+    //static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
+    //static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                        // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
+    //static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }           // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
+    //static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
+    //static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }                      // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
+    //static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                             // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
+    //IMGUI_API bool      Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
+    //static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }  // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
+    //static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }                                      // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
+    //static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
+    //static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }               // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
+    //static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; }                                     // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
+    //static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
+    //static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }       // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
+    //-- OBSOLETED in 1.50 and before
+    //static inline bool  CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
+    //static inline ImFont*GetWindowFont()                      { return GetFont(); }                                               // OBSOLETED in 1.48
+    //static inline float GetWindowFontSize()                   { return GetFontSize(); }                                           // OBSOLETED in 1.48
+    //static inline void  SetScrollPosHere()                    { SetScrollHere(); }                                                // OBSOLETED in 1.42
+}
+
+//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
+//typedef ImDrawFlags ImDrawCornerFlags;
+//enum ImDrawCornerFlags_
+//{
+//    ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
+//    ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
+//    ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.
+//    ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.
+//    ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.
+//    ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82
+//    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
+//    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
+//    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
+//    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
+//};
+
+// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
+// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
+//typedef ImGuiKeyChord ImGuiModFlags;      // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
+//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
+//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
+//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
+
+#define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)    // OBSOLETED IN 1.90 (now using C++11 standard version)
+
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
+#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+#define IMGUI_DISABLE_DEBUG_TOOLS
+#endif
+#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
+#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
+#endif
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#elif defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
+// Include imgui_user.h at the end of imgui.h
+// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
+#ifdef IMGUI_INCLUDE_IMGUI_USER_H
+#ifdef IMGUI_USER_H_FILENAME
+#include IMGUI_USER_H_FILENAME
+#else
+#include "imgui_user.h"
+#endif
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/imgui_demo.cpp b/third_party/imgui/imgui_demo.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..cc21099a887238d75822ea4df7772f83e66e11ee
--- /dev/null
+++ b/third_party/imgui/imgui_demo.cpp
@@ -0,0 +1,10346 @@
+// dear imgui, v1.91.2 WIP
+// (demo code)
+
+// Help:
+// - Read FAQ at http://dearimgui.com/faq
+// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
+// - Need help integrating Dear ImGui in your codebase?
+//   - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started
+//   - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
+// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links.
+// Get the latest version at https://github.com/ocornut/imgui
+
+// How to easily locate code?
+// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools
+// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html
+// - Find a visible string and search for it in the code!
+
+//---------------------------------------------------
+// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
+//---------------------------------------------------
+// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
+// Think again! It is the most useful reference code that you and other coders will want to refer to and call.
+// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!
+// Also include Metrics! ItemPicker! DebugLog! and other debug features.
+// Removing this file from your project is hindering access to documentation for everyone in your team,
+// likely leading you to poorer usage of the library.
+// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
+// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be
+// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
+// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference.
+// Thank you,
+// -Your beloved friend, imgui_demo.cpp (which you won't delete)
+
+//--------------------------------------------
+// ABOUT THE MEANING OF THE 'static' KEYWORD:
+//--------------------------------------------
+// In this demo code, we frequently use 'static' variables inside functions.
+// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function.
+// Think of "static int n = 0;" as "global int n = 0;" !
+// We do this IN THE DEMO because we want:
+// - to gather code and data in the same place.
+// - to make the demo source code faster to read, faster to change, smaller in size.
+// - it is also a convenient way of storing simple UI related information as long as your function
+//   doesn't need to be reentrant or used in multiple threads.
+// This might be a pattern you will want to use in your code, but most of the data you would be working
+// with in a complex codebase is likely going to be stored outside your functions.
+
+//-----------------------------------------
+// ABOUT THE CODING STYLE OF OUR DEMO CODE
+//-----------------------------------------
+// The Demo code in this file is designed to be easy to copy-and-paste into your application!
+// Because of this:
+// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.
+// - We try to declare static variables in the local scope, as close as possible to the code using them.
+// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API.
+// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided
+//   by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional
+//   and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
+//   Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
+
+// Navigating this file:
+// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
+// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+// - You can search/grep for all sections listed in the index to find the section.
+
+/*
+
+Index of this file:
+
+// [SECTION] Forward Declarations
+// [SECTION] Helpers
+// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
+// [SECTION] Demo Window / ShowDemoWindow()
+// [SECTION] ShowDemoWindowMenuBar()
+// [SECTION] ShowDemoWindowWidgets()
+// [SECTION] ShowDemoWindowMultiSelect()
+// [SECTION] ShowDemoWindowLayout()
+// [SECTION] ShowDemoWindowPopups()
+// [SECTION] ShowDemoWindowTables()
+// [SECTION] ShowDemoWindowInputs()
+// [SECTION] About Window / ShowAboutWindow()
+// [SECTION] Style Editor / ShowStyleEditor()
+// [SECTION] User Guide / ShowUserGuide()
+// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
+// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
+// [SECTION] Example App: Debug Log / ShowExampleAppLog()
+// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
+// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
+// [SECTION] Example App: Long Text / ShowExampleAppLongText()
+// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
+// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
+// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()
+// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
+// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()
+// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
+// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
+// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser()
+
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+
+// System includes
+#include <ctype.h>          // toupper
+#include <limits.h>         // INT_MIN, INT_MAX
+#include <math.h>           // sqrtf, powf, cosf, sinf, floorf, ceilf
+#include <stdio.h>          // vsnprintf, sscanf, printf
+#include <stdlib.h>         // NULL, malloc, free, atoi
+#include <stdint.h>         // intptr_t
+#if !defined(_MSC_VER) || _MSC_VER >= 1800
+#include <inttypes.h>       // PRId64/PRIu64, not avail in some MinGW headers.
+#endif
+#ifdef __EMSCRIPTEN__
+#include <emscripten/version.h>     // __EMSCRIPTEN_major__ etc.
+#endif
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127)     // condition expression is constant
+#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                     // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                           // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wdeprecated-declarations"        // warning: 'xx' is deprecated: The POSIX name for this..   // for strdup used in demo code (so user can copy & paste the code)
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type
+#pragma clang diagnostic ignored "-Wformat-security"                // warning: format string is not a string literal
+#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor    // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wunused-macros"                  // warning: macro is not used                               // we define snprintf/vsnprintf on Windows so they are available, but not always used.
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                   // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wreserved-id-macro"              // warning: macro name is a reserved identifier
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wformat-security"          // warning: format string is not a string literal (potentially insecure)
+#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wmisleading-indentation"   // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on GitHub.
+#endif
+
+// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)
+#ifdef _WIN32
+#define IM_NEWLINE  "\r\n"
+#else
+#define IM_NEWLINE  "\n"
+#endif
+
+// Helpers
+#if defined(_MSC_VER) && !defined(snprintf)
+#define snprintf    _snprintf
+#endif
+#if defined(_MSC_VER) && !defined(vsnprintf)
+#define vsnprintf   _vsnprintf
+#endif
+
+// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013)
+#if !defined(PRId64) && defined(_MSC_VER)
+#define PRId64 "I64d"
+#define PRIu64 "I64u"
+#elif !defined(PRId64)
+#define PRId64 "lld"
+#define PRIu64 "llu"
+#endif
+
+// Helpers macros
+// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,
+// but making an exception here as those are largely simplifying code...
+// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo.
+#define IM_MIN(A, B)            (((A) < (B)) ? (A) : (B))
+#define IM_MAX(A, B)            (((A) >= (B)) ? (A) : (B))
+#define IM_CLAMP(V, MN, MX)     ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))
+
+// Enforce cdecl calling convention for functions called by the standard library,
+// in case compilation settings changed the default to e.g. __vectorcall
+#ifndef IMGUI_CDECL
+#ifdef _MSC_VER
+#define IMGUI_CDECL __cdecl
+#else
+#define IMGUI_CDECL
+#endif
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Forward Declarations
+//-----------------------------------------------------------------------------
+
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
+
+// Forward Declarations
+struct ImGuiDemoWindowData;
+static void ShowExampleAppMainMenuBar();
+static void ShowExampleAppAssetsBrowser(bool* p_open);
+static void ShowExampleAppConsole(bool* p_open);
+static void ShowExampleAppCustomRendering(bool* p_open);
+static void ShowExampleAppDocuments(bool* p_open);
+static void ShowExampleAppLog(bool* p_open);
+static void ShowExampleAppLayout(bool* p_open);
+static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data);
+static void ShowExampleAppSimpleOverlay(bool* p_open);
+static void ShowExampleAppAutoResize(bool* p_open);
+static void ShowExampleAppConstrainedResize(bool* p_open);
+static void ShowExampleAppFullscreen(bool* p_open);
+static void ShowExampleAppLongText(bool* p_open);
+static void ShowExampleAppWindowTitles(bool* p_open);
+static void ShowExampleMenuFile();
+
+// We split the contents of the big ShowDemoWindow() function into smaller functions
+// (because the link time of very large functions tends to grow non-linearly)
+static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data);
+static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data);
+static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data);
+static void ShowDemoWindowLayout();
+static void ShowDemoWindowPopups();
+static void ShowDemoWindowTables();
+static void ShowDemoWindowColumns();
+static void ShowDemoWindowInputs();
+
+//-----------------------------------------------------------------------------
+// [SECTION] Helpers
+//-----------------------------------------------------------------------------
+
+// Helper to display a little (?) mark which shows a tooltip when hovered.
+// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)
+static void HelpMarker(const char* desc)
+{
+    ImGui::TextDisabled("(?)");
+    if (ImGui::BeginItemTooltip())
+    {
+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
+        ImGui::TextUnformatted(desc);
+        ImGui::PopTextWrapPos();
+        ImGui::EndTooltip();
+    }
+}
+
+// Helper to wire demo markers located in code to an interactive browser
+typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);
+extern ImGuiDemoMarkerCallback      GImGuiDemoMarkerCallback;
+extern void*                        GImGuiDemoMarkerCallbackUserData;
+ImGuiDemoMarkerCallback             GImGuiDemoMarkerCallback = NULL;
+void*                               GImGuiDemoMarkerCallbackUserData = NULL;
+#define IMGUI_DEMO_MARKER(section)  do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
+
+//-----------------------------------------------------------------------------
+// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.)
+//-----------------------------------------------------------------------------
+
+// Simple representation for a tree
+// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.)
+struct ExampleTreeNode
+{
+    // Tree structure
+    char                        Name[28] = "";
+    int                         UID = 0;
+    ExampleTreeNode*            Parent = NULL;
+    ImVector<ExampleTreeNode*>  Childs;
+    unsigned short              IndexInParent = 0;  // Maintaining this allows us to implement linear traversal more easily
+
+    // Leaf Data
+    bool                        HasData = false;    // All leaves have data
+    bool                        DataMyBool = true;
+    int                         DataMyInt = 128;
+    ImVec2                      DataMyVec2 = ImVec2(0.0f, 3.141592f);
+};
+
+// Simple representation of struct metadata/serialization data.
+// (this is a minimal version of what a typical advanced application may provide)
+struct ExampleMemberInfo
+{
+    const char*     Name;       // Member name
+    ImGuiDataType   DataType;   // Member type
+    int             DataCount;  // Member count (1 when scalar)
+    int             Offset;     // Offset inside parent structure
+};
+
+// Metadata description of ExampleTreeNode struct.
+static const ExampleMemberInfo ExampleTreeNodeMemberInfos[]
+{
+    { "MyBool",     ImGuiDataType_Bool,    1, offsetof(ExampleTreeNode, DataMyBool) },
+    { "MyInt",      ImGuiDataType_S32,     1, offsetof(ExampleTreeNode, DataMyInt) },
+    { "MyVec2",     ImGuiDataType_Float,   2, offsetof(ExampleTreeNode, DataMyVec2) },
+};
+
+static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent)
+{
+    ExampleTreeNode* node = IM_NEW(ExampleTreeNode);
+    snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name);
+    node->UID = uid;
+    node->Parent = parent;
+    node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0;
+    if (parent)
+        parent->Childs.push_back(node);
+    return node;
+}
+
+// Create example tree data
+// (this allocates _many_ more times than most other code in either Dear ImGui or others demo)
+static ExampleTreeNode* ExampleTree_CreateDemoTree()
+{
+    static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" };
+    const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name);
+    char name_buf[NAME_MAX_LEN];
+    int uid = 0;
+    ExampleTreeNode* node_L0 = ExampleTree_CreateNode("<ROOT>", ++uid, NULL);
+    const int root_items_multiplier = 2;
+    for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++)
+    {
+        snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier);
+        ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0);
+        const int number_of_childs = (int)strlen(node_L1->Name);
+        for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++)
+        {
+            snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1);
+            ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1);
+            node_L2->HasData = true;
+            if (idx_L1 == 0)
+            {
+                snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0);
+                ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2);
+                node_L3->HasData = true;
+            }
+        }
+    }
+    return node_L0;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Demo Window / ShowDemoWindow()
+//-----------------------------------------------------------------------------
+
+// Data to be shared accross different functions of the demo.
+struct ImGuiDemoWindowData
+{
+    // Examples Apps (accessible from the "Examples" menu)
+    bool ShowMainMenuBar = false;
+    bool ShowAppAssetsBrowser = false;
+    bool ShowAppConsole = false;
+    bool ShowAppCustomRendering = false;
+    bool ShowAppDocuments = false;
+    bool ShowAppLog = false;
+    bool ShowAppLayout = false;
+    bool ShowAppPropertyEditor = false;
+    bool ShowAppSimpleOverlay = false;
+    bool ShowAppAutoResize = false;
+    bool ShowAppConstrainedResize = false;
+    bool ShowAppFullscreen = false;
+    bool ShowAppLongText = false;
+    bool ShowAppWindowTitles = false;
+
+    // Dear ImGui Tools (accessible from the "Tools" menu)
+    bool ShowMetrics = false;
+    bool ShowDebugLog = false;
+    bool ShowIDStackTool = false;
+    bool ShowStyleEditor = false;
+    bool ShowAbout = false;
+
+    // Other data
+    ExampleTreeNode* DemoTree = NULL;
+};
+
+// Demonstrate most Dear ImGui features (this is big function!)
+// You may execute this function to experiment with the UI and understand what it does.
+// You may then search for keywords in the code when you are interested by a specific feature.
+void ImGui::ShowDemoWindow(bool* p_open)
+{
+    // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup
+    // Most functions would normally just assert/crash if the context is missing.
+    IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!");
+
+    // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues.
+    IMGUI_CHECKVERSION();
+
+    // Stored data
+    static ImGuiDemoWindowData demo_data;
+
+    // Examples Apps (accessible from the "Examples" menu)
+    if (demo_data.ShowMainMenuBar)          { ShowExampleAppMainMenuBar(); }
+    if (demo_data.ShowAppDocuments)         { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); }
+    if (demo_data.ShowAppAssetsBrowser)     { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); }
+    if (demo_data.ShowAppConsole)           { ShowExampleAppConsole(&demo_data.ShowAppConsole); }
+    if (demo_data.ShowAppCustomRendering)   { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); }
+    if (demo_data.ShowAppLog)               { ShowExampleAppLog(&demo_data.ShowAppLog); }
+    if (demo_data.ShowAppLayout)            { ShowExampleAppLayout(&demo_data.ShowAppLayout); }
+    if (demo_data.ShowAppPropertyEditor)    { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); }
+    if (demo_data.ShowAppSimpleOverlay)     { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); }
+    if (demo_data.ShowAppAutoResize)        { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); }
+    if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); }
+    if (demo_data.ShowAppFullscreen)        { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); }
+    if (demo_data.ShowAppLongText)          { ShowExampleAppLongText(&demo_data.ShowAppLongText); }
+    if (demo_data.ShowAppWindowTitles)      { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); }
+
+    // Dear ImGui Tools (accessible from the "Tools" menu)
+    if (demo_data.ShowMetrics)              { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); }
+    if (demo_data.ShowDebugLog)             { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); }
+    if (demo_data.ShowIDStackTool)          { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); }
+    if (demo_data.ShowAbout)                { ImGui::ShowAboutWindow(&demo_data.ShowAbout); }
+    if (demo_data.ShowStyleEditor)
+    {
+        ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor);
+        ImGui::ShowStyleEditor();
+        ImGui::End();
+    }
+
+    // Demonstrate the various window flags. Typically you would just use the default!
+    static bool no_titlebar = false;
+    static bool no_scrollbar = false;
+    static bool no_menu = false;
+    static bool no_move = false;
+    static bool no_resize = false;
+    static bool no_collapse = false;
+    static bool no_close = false;
+    static bool no_nav = false;
+    static bool no_background = false;
+    static bool no_bring_to_front = false;
+    static bool unsaved_document = false;
+
+    ImGuiWindowFlags window_flags = 0;
+    if (no_titlebar)        window_flags |= ImGuiWindowFlags_NoTitleBar;
+    if (no_scrollbar)       window_flags |= ImGuiWindowFlags_NoScrollbar;
+    if (!no_menu)           window_flags |= ImGuiWindowFlags_MenuBar;
+    if (no_move)            window_flags |= ImGuiWindowFlags_NoMove;
+    if (no_resize)          window_flags |= ImGuiWindowFlags_NoResize;
+    if (no_collapse)        window_flags |= ImGuiWindowFlags_NoCollapse;
+    if (no_nav)             window_flags |= ImGuiWindowFlags_NoNav;
+    if (no_background)      window_flags |= ImGuiWindowFlags_NoBackground;
+    if (no_bring_to_front)  window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
+    if (unsaved_document)   window_flags |= ImGuiWindowFlags_UnsavedDocument;
+    if (no_close)           p_open = NULL; // Don't pass our bool* to Begin
+
+    // We specify a default position/size in case there's no data in the .ini file.
+    // We only do it to make the demo applications a little more welcoming, but typically this isn't required.
+    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
+    ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
+
+    // Main body of the Demo window starts here.
+    if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags))
+    {
+        // Early out if the window is collapsed, as an optimization.
+        ImGui::End();
+        return;
+    }
+
+    // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
+    ImGui::PushItemWidth(ImGui::GetFontSize() * -12);           // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
+    //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);   // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
+
+    // Menu Bar
+    ShowDemoWindowMenuBar(&demo_data);
+
+    ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
+    ImGui::Spacing();
+
+    IMGUI_DEMO_MARKER("Help");
+    if (ImGui::CollapsingHeader("Help"))
+    {
+        ImGui::SeparatorText("ABOUT THIS DEMO:");
+        ImGui::BulletText("Sections below are demonstrating many aspects of the library.");
+        ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");
+        ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"
+                          "and Metrics/Debugger (general purpose Dear ImGui debugging tool).");
+
+        ImGui::SeparatorText("PROGRAMMER GUIDE:");
+        ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
+        ImGui::BulletText("See comments in imgui.cpp.");
+        ImGui::BulletText("See example applications in the examples/ folder.");
+        ImGui::BulletText("Read the FAQ at ");
+        ImGui::SameLine(0, 0);
+        ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/");
+        ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
+        ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
+
+        ImGui::SeparatorText("USER GUIDE:");
+        ImGui::ShowUserGuide();
+    }
+
+    IMGUI_DEMO_MARKER("Configuration");
+    if (ImGui::CollapsingHeader("Configuration"))
+    {
+        ImGuiIO& io = ImGui::GetIO();
+
+        if (ImGui::TreeNode("Configuration##2"))
+        {
+            ImGui::SeparatorText("General");
+            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard",    &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
+            ImGui::SameLine(); HelpMarker("Enable keyboard controls.");
+            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad",     &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
+            ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
+            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
+            ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
+            ImGui::CheckboxFlags("io.ConfigFlags: NoMouse",              &io.ConfigFlags, ImGuiConfigFlags_NoMouse);
+            ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions.");
+
+            // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it:
+            if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
+            {
+                if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)
+                {
+                    ImGui::SameLine();
+                    ImGui::Text("<<PRESS SPACE TO DISABLE>>");
+                }
+                // Prevent both being checked
+                if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard))
+                    io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
+            }
+
+            ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange",  &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
+            ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
+            ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard);
+            ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions.");
+
+            ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
+            ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
+            ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
+            ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
+
+            ImGui::SeparatorText("Widgets");
+            ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
+            ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
+            ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive);
+            ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
+            ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
+            ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
+            ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
+            ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
+            ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
+            ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);
+            ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.");
+            ImGui::Text("Also see Style->Rendering for rendering options.");
+
+            ImGui::SeparatorText("Debug");
+            ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent);
+            ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.");
+            ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts);
+            ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers.");
+            ImGui::BeginDisabled();
+            ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce);
+            ImGui::EndDisabled();
+            ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.");
+            ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop);
+            ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
+            ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss);
+            ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.");
+            ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
+            ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).");
+
+            ImGui::TreePop();
+            ImGui::Spacing();
+        }
+
+        IMGUI_DEMO_MARKER("Configuration/Backend Flags");
+        if (ImGui::TreeNode("Backend Flags"))
+        {
+            HelpMarker(
+                "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
+                "Here we expose them as read-only fields to avoid breaking interactions with your backend.");
+
+            // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright?
+            ImGui::BeginDisabled();
+            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",           &io.BackendFlags, ImGuiBackendFlags_HasGamepad);
+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",      &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
+            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",       &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
+            ImGui::EndDisabled();
+            ImGui::TreePop();
+            ImGui::Spacing();
+        }
+
+        IMGUI_DEMO_MARKER("Configuration/Style");
+        if (ImGui::TreeNode("Style"))
+        {
+            ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor);
+            ImGui::SameLine();
+            HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");
+            ImGui::TreePop();
+            ImGui::Spacing();
+        }
+
+        IMGUI_DEMO_MARKER("Configuration/Capture, Logging");
+        if (ImGui::TreeNode("Capture/Logging"))
+        {
+            HelpMarker(
+                "The logging API redirects all text output so you can easily capture the content of "
+                "a window or a block. Tree nodes can be automatically expanded.\n"
+                "Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
+            ImGui::LogButtons();
+
+            HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.");
+            if (ImGui::Button("Copy \"Hello, world!\" to clipboard"))
+            {
+                ImGui::LogToClipboard();
+                ImGui::LogText("Hello, world!");
+                ImGui::LogFinish();
+            }
+            ImGui::TreePop();
+        }
+    }
+
+    IMGUI_DEMO_MARKER("Window options");
+    if (ImGui::CollapsingHeader("Window options"))
+    {
+        if (ImGui::BeginTable("split", 3))
+        {
+            ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);
+            ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document);
+            ImGui::EndTable();
+        }
+    }
+
+    // All demo contents
+    ShowDemoWindowWidgets(&demo_data);
+    ShowDemoWindowLayout();
+    ShowDemoWindowPopups();
+    ShowDemoWindowTables();
+    ShowDemoWindowInputs();
+
+    // End of ShowDemoWindow()
+    ImGui::PopItemWidth();
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ShowDemoWindowMenuBar()
+//-----------------------------------------------------------------------------
+
+static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
+{
+    IMGUI_DEMO_MARKER("Menu");
+    if (ImGui::BeginMenuBar())
+    {
+        if (ImGui::BeginMenu("Menu"))
+        {
+            IMGUI_DEMO_MARKER("Menu/File");
+            ShowExampleMenuFile();
+            ImGui::EndMenu();
+        }
+        if (ImGui::BeginMenu("Examples"))
+        {
+            IMGUI_DEMO_MARKER("Menu/Examples");
+            ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar);
+
+            ImGui::SeparatorText("Mini apps");
+            ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser);
+            ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole);
+            ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering);
+            ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments);
+            ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog);
+            ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor);
+            ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout);
+            ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay);
+
+            ImGui::SeparatorText("Concepts");
+            ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize);
+            ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize);
+            ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen);
+            ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText);
+            ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles);
+
+            ImGui::EndMenu();
+        }
+        //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar!
+        if (ImGui::BeginMenu("Tools"))
+        {
+            IMGUI_DEMO_MARKER("Menu/Tools");
+            ImGuiIO& io = ImGui::GetIO();
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+            const bool has_debug_tools = true;
+#else
+            const bool has_debug_tools = false;
+#endif
+            ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools);
+            ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools);
+            ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools);
+            bool is_debugger_present = io.ConfigDebugIsDebuggerPresent;
+            if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present))
+                ImGui::DebugStartItemPicker();
+            if (!is_debugger_present)
+                ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools.");
+            ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor);
+            ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout);
+
+            ImGui::SeparatorText("Debug Options");
+            ImGui::MenuItem("Highlight ID Conflicts", NULL, &io.ConfigDebugHighlightIdConflicts, has_debug_tools);
+            ImGui::EndMenu();
+        }
+        ImGui::EndMenuBar();
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ShowDemoWindowWidgets()
+//-----------------------------------------------------------------------------
+
+static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
+{
+    IMGUI_DEMO_MARKER("Widgets");
+    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+    if (!ImGui::CollapsingHeader("Widgets"))
+        return;
+
+    static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom
+    if (disable_all)
+        ImGui::BeginDisabled();
+
+    IMGUI_DEMO_MARKER("Widgets/Basic");
+    if (ImGui::TreeNode("Basic"))
+    {
+        ImGui::SeparatorText("General");
+
+        IMGUI_DEMO_MARKER("Widgets/Basic/Button");
+        static int clicked = 0;
+        if (ImGui::Button("Button"))
+            clicked++;
+        if (clicked & 1)
+        {
+            ImGui::SameLine();
+            ImGui::Text("Thanks for clicking me!");
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox");
+        static bool check = true;
+        ImGui::Checkbox("checkbox", &check);
+
+        IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton");
+        static int e = 0;
+        ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
+        ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
+        ImGui::RadioButton("radio c", &e, 2);
+
+        // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
+        IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)");
+        for (int i = 0; i < 7; i++)
+        {
+            if (i > 0)
+                ImGui::SameLine();
+            ImGui::PushID(i);
+            ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f));
+            ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f));
+            ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f));
+            ImGui::Button("Click");
+            ImGui::PopStyleColor(3);
+            ImGui::PopID();
+        }
+
+        // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements
+        // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!)
+        // See 'Demo->Layout->Text Baseline Alignment' for details.
+        ImGui::AlignTextToFramePadding();
+        ImGui::Text("Hold to repeat:");
+        ImGui::SameLine();
+
+        // Arrow buttons with Repeater
+        IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)");
+        static int counter = 0;
+        float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
+        ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true);
+        if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }
+        ImGui::SameLine(0.0f, spacing);
+        if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }
+        ImGui::PopItemFlag();
+        ImGui::SameLine();
+        ImGui::Text("%d", counter);
+
+        ImGui::Button("Tooltip");
+        ImGui::SetItemTooltip("I am a tooltip");
+
+        ImGui::LabelText("label", "Value");
+
+        ImGui::SeparatorText("Inputs");
+
+        {
+            // To wire InputText() with std::string or any other custom string type,
+            // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
+            IMGUI_DEMO_MARKER("Widgets/Basic/InputText");
+            static char str0[128] = "Hello, world!";
+            ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
+            ImGui::SameLine(); HelpMarker(
+                "USER:\n"
+                "Hold SHIFT or use mouse to select text.\n"
+                "CTRL+Left/Right to word jump.\n"
+                "CTRL+A or Double-Click to select all.\n"
+                "CTRL+X,CTRL+C,CTRL+V clipboard.\n"
+                "CTRL+Z,CTRL+Y undo/redo.\n"
+                "ESCAPE to revert.\n\n"
+                "PROGRAMMER:\n"
+                "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() "
+                "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated "
+                "in imgui_demo.cpp).");
+
+            static char str1[128] = "";
+            ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1));
+
+            IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat");
+            static int i0 = 123;
+            ImGui::InputInt("input int", &i0);
+
+            static float f0 = 0.001f;
+            ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
+
+            static double d0 = 999999.00000001;
+            ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f");
+
+            static float f1 = 1.e10f;
+            ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e");
+            ImGui::SameLine(); HelpMarker(
+                "You can input value using the scientific notation,\n"
+                "  e.g. \"1e+8\" becomes \"100000000\".");
+
+            static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+            ImGui::InputFloat3("input float3", vec4a);
+        }
+
+        ImGui::SeparatorText("Drags");
+
+        {
+            IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat");
+            static int i1 = 50, i2 = 42, i3 = 128;
+            ImGui::DragInt("drag int", &i1, 1);
+            ImGui::SameLine(); HelpMarker(
+                "Click and drag to edit value.\n"
+                "Hold SHIFT/ALT for faster/slower edit.\n"
+                "Double-click or CTRL+click to input value.");
+            ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp);
+            ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround);
+
+            static float f1 = 1.00f, f2 = 0.0067f;
+            ImGui::DragFloat("drag float", &f1, 0.005f);
+            ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");
+            //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround);
+        }
+
+        ImGui::SeparatorText("Sliders");
+
+        {
+            IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat");
+            static int i1 = 0;
+            ImGui::SliderInt("slider int", &i1, -1, 3);
+            ImGui::SameLine(); HelpMarker("CTRL+click to input value.");
+
+            static float f1 = 0.123f, f2 = 0.0f;
+            ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
+            ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic);
+
+            IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle");
+            static float angle = 0.0f;
+            ImGui::SliderAngle("slider angle", &angle);
+
+            // Using the format string to display a name instead of an integer.
+            // Here we completely omit '%d' from the format string, so it'll only display a name.
+            // This technique can also be used with DragInt().
+            IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)");
+            enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };
+            static int elem = Element_Fire;
+            const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
+            const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown";
+            ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here.
+            ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
+        }
+
+        ImGui::SeparatorText("Selectors/Pickers");
+
+        {
+            IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4");
+            static float col1[3] = { 1.0f, 0.0f, 0.2f };
+            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
+            ImGui::ColorEdit3("color 1", col1);
+            ImGui::SameLine(); HelpMarker(
+                "Click on the color square to open a color picker.\n"
+                "Click and hold to use drag and drop.\n"
+                "Right-click on the color square to show options.\n"
+                "CTRL+click on individual component to input value.\n");
+
+            ImGui::ColorEdit4("color 2", col2);
+        }
+
+        {
+            // Using the _simplified_ one-liner Combo() api here
+            // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api.
+            IMGUI_DEMO_MARKER("Widgets/Basic/Combo");
+            const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" };
+            static int item_current = 0;
+            ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
+            ImGui::SameLine(); HelpMarker(
+                "Using the simplified one-liner Combo API here.\n"
+                "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.");
+        }
+
+        {
+            // Using the _simplified_ one-liner ListBox() api here
+            // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api.
+            IMGUI_DEMO_MARKER("Widgets/Basic/ListBox");
+            const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
+            static int item_current = 1;
+            ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4);
+            ImGui::SameLine(); HelpMarker(
+                "Using the simplified one-liner ListBox API here.\n"
+                "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Tooltips");
+    if (ImGui::TreeNode("Tooltips"))
+    {
+        // Tooltips are windows following the mouse. They do not take focus away.
+        ImGui::SeparatorText("General");
+
+        // Typical use cases:
+        // - Short-form (text only):      SetItemTooltip("Hello");
+        // - Short-form (any contents):   if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); }
+
+        // - Full-form (text only):       if (IsItemHovered(...)) { SetTooltip("Hello"); }
+        // - Full-form (any contents):    if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); }
+
+        HelpMarker(
+            "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n"
+            "We provide a helper SetItemTooltip() function to perform the two with standards flags.");
+
+        ImVec2 sz = ImVec2(-FLT_MIN, 0.0f);
+
+        ImGui::Button("Basic", sz);
+        ImGui::SetItemTooltip("I am a tooltip");
+
+        ImGui::Button("Fancy", sz);
+        if (ImGui::BeginItemTooltip())
+        {
+            ImGui::Text("I am a fancy tooltip");
+            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+            ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
+            ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime()));
+            ImGui::EndTooltip();
+        }
+
+        ImGui::SeparatorText("Always On");
+
+        // Showcase NOT relying on a IsItemHovered() to emit a tooltip.
+        // Here the tooltip is always emitted when 'always_on == true'.
+        static int always_on = 0;
+        ImGui::RadioButton("Off", &always_on, 0);
+        ImGui::SameLine();
+        ImGui::RadioButton("Always On (Simple)", &always_on, 1);
+        ImGui::SameLine();
+        ImGui::RadioButton("Always On (Advanced)", &always_on, 2);
+        if (always_on == 1)
+            ImGui::SetTooltip("I am following you around.");
+        else if (always_on == 2 && ImGui::BeginTooltip())
+        {
+            ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f));
+            ImGui::EndTooltip();
+        }
+
+        ImGui::SeparatorText("Custom");
+
+        HelpMarker(
+            "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize"
+            "tooltip activation details across your application. You may however decide to use custom"
+            "flags for a specific tooltip instance.");
+
+        // The following examples are passed for documentation purpose but may not be useful to most users.
+        // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
+        // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used.
+        // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
+        ImGui::Button("Manual", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+            ImGui::SetTooltip("I am a manually emitted tooltip.");
+
+        ImGui::Button("DelayNone", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone))
+            ImGui::SetTooltip("I am a tooltip with no delay.");
+
+        ImGui::Button("DelayShort", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay))
+            ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort);
+
+        ImGui::Button("DelayLong", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay))
+            ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal);
+
+        ImGui::Button("Stationary", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))
+            ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating.");
+
+        // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav',
+        // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag.
+        ImGui::BeginDisabled();
+        ImGui::Button("Disabled item", sz);
+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+            ImGui::SetTooltip("I am a a tooltip for a disabled item.");
+        ImGui::EndDisabled();
+
+        ImGui::TreePop();
+    }
+
+    // Testing ImGuiOnceUponAFrame helper.
+    //static ImGuiOnceUponAFrame once;
+    //for (int i = 0; i < 5; i++)
+    //    if (once)
+    //        ImGui::Text("This will be displayed only once.");
+
+    IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
+    if (ImGui::TreeNode("Tree Nodes"))
+    {
+        IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
+        if (ImGui::TreeNode("Basic trees"))
+        {
+            for (int i = 0; i < 5; i++)
+            {
+                // Use SetNextItemOpen() so set the default state of a node to be open. We could
+                // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
+                if (i == 0)
+                    ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+
+                // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict.
+                // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)',
+                // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine.
+                ImGui::PushID(i);
+                if (ImGui::TreeNode("", "Child %d", i))
+                {
+                    ImGui::Text("blah blah");
+                    ImGui::SameLine();
+                    if (ImGui::SmallButton("button")) {}
+                    ImGui::TreePop();
+                }
+                ImGui::PopID();
+            }
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
+        if (ImGui::TreeNode("Advanced, with Selectable nodes"))
+        {
+            HelpMarker(
+                "This is a more typical looking tree with selectable nodes.\n"
+                "Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");
+            static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
+            static bool align_label_with_current_x_position = false;
+            static bool test_drag_and_drop = false;
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow",       &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth",    &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth",     &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth",     &base_flags, ImGuiTreeNodeFlags_SpanTextWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns",    &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap",      &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed",            &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere);
+            ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
+            ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
+            ImGui::Text("Hello!");
+            if (align_label_with_current_x_position)
+                ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
+
+            // 'selection_mask' is dumb representation of what may be user-side selection state.
+            //  You may retain selection state inside or outside your objects in whatever format you see fit.
+            // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
+            /// of the loop. May be a pointer to your own node type, etc.
+            static int selection_mask = (1 << 2);
+            int node_clicked = -1;
+            for (int i = 0; i < 6; i++)
+            {
+                // Disable the default "open on single-click behavior" + set Selected flag according to our selection.
+                // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.
+                ImGuiTreeNodeFlags node_flags = base_flags;
+                const bool is_selected = (selection_mask & (1 << i)) != 0;
+                if (is_selected)
+                    node_flags |= ImGuiTreeNodeFlags_Selected;
+                if (i < 3)
+                {
+                    // Items 0..2 are Tree Node
+                    bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
+                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
+                        node_clicked = i;
+                    if (test_drag_and_drop && ImGui::BeginDragDropSource())
+                    {
+                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
+                        ImGui::Text("This is a drag and drop source");
+                        ImGui::EndDragDropSource();
+                    }
+                    if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanTextWidth))
+                    {
+                        // Item 2 has an additional inline button to help demonstrate SpanTextWidth.
+                        ImGui::SameLine();
+                        if (ImGui::SmallButton("button")) {}
+                    }
+                    if (node_open)
+                    {
+                        ImGui::BulletText("Blah blah\nBlah Blah");
+                        ImGui::SameLine();
+                        ImGui::SmallButton("Button");
+                        ImGui::TreePop();
+                    }
+                }
+                else
+                {
+                    // Items 3..5 are Tree Leaves
+                    // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
+                    // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
+                    node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
+                    ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
+                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
+                        node_clicked = i;
+                    if (test_drag_and_drop && ImGui::BeginDragDropSource())
+                    {
+                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
+                        ImGui::Text("This is a drag and drop source");
+                        ImGui::EndDragDropSource();
+                    }
+                }
+            }
+            if (node_clicked != -1)
+            {
+                // Update selection state
+                // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
+                if (ImGui::GetIO().KeyCtrl)
+                    selection_mask ^= (1 << node_clicked);          // CTRL+click to toggle
+                else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
+                    selection_mask = (1 << node_clicked);           // Click to single-select
+            }
+            if (align_label_with_current_x_position)
+                ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");
+    if (ImGui::TreeNode("Collapsing Headers"))
+    {
+        static bool closable_group = true;
+        ImGui::Checkbox("Show 2nd header", &closable_group);
+        if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
+        {
+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+            for (int i = 0; i < 5; i++)
+                ImGui::Text("Some content %d", i);
+        }
+        if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
+        {
+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+            for (int i = 0; i < 5; i++)
+                ImGui::Text("More content %d", i);
+        }
+        /*
+        if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+        */
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Bullets");
+    if (ImGui::TreeNode("Bullets"))
+    {
+        ImGui::BulletText("Bullet point 1");
+        ImGui::BulletText("Bullet point 2\nOn multiple lines");
+        if (ImGui::TreeNode("Tree node"))
+        {
+            ImGui::BulletText("Another bullet point");
+            ImGui::TreePop();
+        }
+        ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
+        ImGui::Bullet(); ImGui::SmallButton("Button");
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Text");
+    if (ImGui::TreeNode("Text"))
+    {
+        IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");
+        if (ImGui::TreeNode("Colorful Text"))
+        {
+            // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
+            ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
+            ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");
+            ImGui::TextDisabled("Disabled");
+            ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");
+        if (ImGui::TreeNode("Word Wrapping"))
+        {
+            // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
+            ImGui::TextWrapped(
+                "This text should automatically wrap on the edge of the window. The current implementation "
+                "for text wrapping follows simple rules suitable for English and possibly other languages.");
+            ImGui::Spacing();
+
+            static float wrap_width = 200.0f;
+            ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
+
+            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+            for (int n = 0; n < 2; n++)
+            {
+                ImGui::Text("Test paragraph %d:", n);
+                ImVec2 pos = ImGui::GetCursorScreenPos();
+                ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);
+                ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());
+                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+                if (n == 0)
+                    ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
+                else
+                    ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh");
+
+                // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
+                draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));
+                draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));
+                ImGui::PopTextWrapPos();
+            }
+
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");
+        if (ImGui::TreeNode("UTF-8 Text"))
+        {
+            // UTF-8 test with Japanese characters
+            // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)
+            // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
+            // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
+            //   can save your source files as 'UTF-8 without signature').
+            // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8
+            //   CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.
+            //   Don't do this in your application! Please use u8"text in any language" in your application!
+            // Note that characters values are preserved even by InputText() if the font cannot be displayed,
+            // so you can safely copy & paste garbled characters into another application.
+            ImGui::TextWrapped(
+                "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "
+                "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
+                "Read docs/FONTS.md for details.");
+            ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
+            ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
+            static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
+            //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
+            ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Images");
+    if (ImGui::TreeNode("Images"))
+    {
+        ImGuiIO& io = ImGui::GetIO();
+        ImGui::TextWrapped(
+            "Below we are displaying the font texture (which is the only texture we have access to in this demo). "
+            "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
+            "Hover the texture for a zoomed view!");
+
+        // Below we are displaying the font texture because it is the only texture we have access to inside the demo!
+        // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
+        // will be passed to the rendering backend via the ImDrawCmd structure.
+        // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
+        // of their respective source file to specify what they expect to be stored in ImTextureID, for example:
+        // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
+        // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
+        // More:
+        // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
+        //   to ImGui::Image(), and gather width/height through your own functions, etc.
+        // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
+        //   it will help you debug issues if you are confused about it.
+        // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
+        // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
+        // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+        ImTextureID my_tex_id = io.Fonts->TexID;
+        float my_tex_w = (float)io.Fonts->TexWidth;
+        float my_tex_h = (float)io.Fonts->TexHeight;
+        {
+            static bool use_text_color_for_tint = false;
+            ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint);
+            ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
+            ImVec2 pos = ImGui::GetCursorScreenPos();
+            ImVec2 uv_min = ImVec2(0.0f, 0.0f);                 // Top-left
+            ImVec2 uv_max = ImVec2(1.0f, 1.0f);                 // Lower-right
+            ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
+            ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border);
+            ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);
+            if (ImGui::BeginItemTooltip())
+            {
+                float region_sz = 32.0f;
+                float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;
+                float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;
+                float zoom = 4.0f;
+                if (region_x < 0.0f) { region_x = 0.0f; }
+                else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }
+                if (region_y < 0.0f) { region_y = 0.0f; }
+                else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }
+                ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
+                ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
+                ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
+                ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
+                ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);
+                ImGui::EndTooltip();
+            }
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
+        ImGui::TextWrapped("And now some textured buttons..");
+        static int pressed_count = 0;
+        for (int i = 0; i < 8; i++)
+        {
+            // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures.
+            // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation.
+            // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+            ImGui::PushID(i);
+            if (i > 0)
+                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f));
+            ImVec2 size = ImVec2(32.0f, 32.0f);                         // Size of the image we want to make visible
+            ImVec2 uv0 = ImVec2(0.0f, 0.0f);                            // UV coordinates for lower-left
+            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);    // UV coordinates for (32,32) in our texture
+            ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);             // Black background
+            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);           // No tint
+            if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
+                pressed_count += 1;
+            if (i > 0)
+                ImGui::PopStyleVar();
+            ImGui::PopID();
+            ImGui::SameLine();
+        }
+        ImGui::NewLine();
+        ImGui::Text("Pressed %d times.", pressed_count);
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Combo");
+    if (ImGui::TreeNode("Combo"))
+    {
+        // Combo Boxes are also called "Dropdown" in other systems
+        // Expose flags as checkbox for the demo
+        static ImGuiComboFlags flags = 0;
+        ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
+        ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
+        if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))
+            flags &= ~ImGuiComboFlags_NoPreview;     // Clear incompatible flags
+        if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))
+            flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags
+        if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview))
+            flags &= ~ImGuiComboFlags_NoPreview;
+
+        // Override default popup height
+        if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall))
+            flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall);
+        if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular))
+            flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular);
+        if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest))
+            flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest);
+
+        // Using the generic BeginCombo() API, you have full control over how to display the combo contents.
+        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
+        // stored in the object itself, etc.)
+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
+        static int item_selected_idx = 0; // Here we store our selection data as an index.
+
+        // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[])
+        const char* combo_preview_value = items[item_selected_idx];
+
+        if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))
+        {
+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)
+            {
+                const bool is_selected = (item_selected_idx == n);
+                if (ImGui::Selectable(items[n], is_selected))
+                    item_selected_idx = n;
+
+                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+                if (is_selected)
+                    ImGui::SetItemDefaultFocus();
+            }
+            ImGui::EndCombo();
+        }
+
+        ImGui::Spacing();
+        ImGui::SeparatorText("One-liner variants");
+        HelpMarker("Flags above don't apply to this section.");
+
+        // Simplified one-liner Combo() API, using values packed in a single constant string
+        // This is a convenience for when the selection set is small and known at compile-time.
+        static int item_current_2 = 0;
+        ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
+
+        // Simplified one-liner Combo() using an array of const char*
+        // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control.
+        static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview
+        ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
+
+        // Simplified one-liner Combo() using an accessor function
+        static int item_current_4 = 0;
+        ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items));
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/List Boxes");
+    if (ImGui::TreeNode("List boxes"))
+    {
+        // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild()
+        // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
+        // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild()
+        // to always be called (inconsistent with BeginListBox()/EndListBox()).
+
+        // Using the generic BeginListBox() API, you have full control over how to display the combo contents.
+        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
+        // stored in the object itself, etc.)
+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
+        static int item_selected_idx = 0; // Here we store our selected data as an index.
+
+        static bool item_highlight = false;
+        int item_highlighted_idx = -1; // Here we store our highlighted data as an index.
+        ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight);
+
+        if (ImGui::BeginListBox("listbox 1"))
+        {
+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)
+            {
+                const bool is_selected = (item_selected_idx == n);
+                if (ImGui::Selectable(items[n], is_selected))
+                    item_selected_idx = n;
+
+                if (item_highlight && ImGui::IsItemHovered())
+                    item_highlighted_idx = n;
+
+                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+                if (is_selected)
+                    ImGui::SetItemDefaultFocus();
+            }
+            ImGui::EndListBox();
+        }
+        ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes.");
+
+        // Custom size: use all width, 5 items tall
+        ImGui::Text("Full-width:");
+        if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))
+        {
+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)
+            {
+                bool is_selected = (item_selected_idx == n);
+                ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0;
+                if (ImGui::Selectable(items[n], is_selected, flags))
+                    item_selected_idx = n;
+
+                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+                if (is_selected)
+                    ImGui::SetItemDefaultFocus();
+            }
+            ImGui::EndListBox();
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Selectables");
+    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+    if (ImGui::TreeNode("Selectables"))
+    {
+        // Selectable() has 2 overloads:
+        // - The one taking "bool selected" as a read-only selection information.
+        //   When Selectable() has been clicked it returns true and you can alter selection state accordingly.
+        // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
+        // The earlier is more flexible, as in real application your selection may be stored in many different ways
+        // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).
+        IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");
+        if (ImGui::TreeNode("Basic"))
+        {
+            static bool selection[5] = { false, true, false, false };
+            ImGui::Selectable("1. I am selectable", &selection[0]);
+            ImGui::Selectable("2. I am selectable", &selection[1]);
+            ImGui::Selectable("3. I am selectable", &selection[2]);
+            if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick))
+                if (ImGui::IsMouseDoubleClicked(0))
+                    selection[3] = !selection[3];
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line");
+        if (ImGui::TreeNode("Rendering more items on the same line"))
+        {
+            // (1) Using SetNextItemAllowOverlap()
+            // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically.
+            static bool selected[3] = { false, false, false };
+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c",    &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1");
+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2");
+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h",   &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3");
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables");
+        if (ImGui::TreeNode("In Tables"))
+        {
+            static bool selected[10] = {};
+
+            if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
+            {
+                for (int i = 0; i < 10; i++)
+                {
+                    char label[32];
+                    sprintf(label, "Item %d", i);
+                    ImGui::TableNextColumn();
+                    ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap
+                }
+                ImGui::EndTable();
+            }
+            ImGui::Spacing();
+            if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
+            {
+                for (int i = 0; i < 10; i++)
+                {
+                    char label[32];
+                    sprintf(label, "Item %d", i);
+                    ImGui::TableNextRow();
+                    ImGui::TableNextColumn();
+                    ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);
+                    ImGui::TableNextColumn();
+                    ImGui::Text("Some other contents");
+                    ImGui::TableNextColumn();
+                    ImGui::Text("123456");
+                }
+                ImGui::EndTable();
+            }
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");
+        if (ImGui::TreeNode("Grid"))
+        {
+            static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
+
+            // Add in a bit of silly fun...
+            const float time = (float)ImGui::GetTime();
+            const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
+            if (winning_state)
+                ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));
+
+            for (int y = 0; y < 4; y++)
+                for (int x = 0; x < 4; x++)
+                {
+                    if (x > 0)
+                        ImGui::SameLine();
+                    ImGui::PushID(y * 4 + x);
+                    if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))
+                    {
+                        // Toggle clicked cell + toggle neighbors
+                        selected[y][x] ^= 1;
+                        if (x > 0) { selected[y][x - 1] ^= 1; }
+                        if (x < 3) { selected[y][x + 1] ^= 1; }
+                        if (y > 0) { selected[y - 1][x] ^= 1; }
+                        if (y < 3) { selected[y + 1][x] ^= 1; }
+                    }
+                    ImGui::PopID();
+                }
+
+            if (winning_state)
+                ImGui::PopStyleVar();
+            ImGui::TreePop();
+        }
+        IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");
+        if (ImGui::TreeNode("Alignment"))
+        {
+            HelpMarker(
+                "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "
+                "basis using PushStyleVar(). You'll probably want to always keep your default situation to "
+                "left-align otherwise it becomes difficult to layout multiple items on a same line");
+            static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };
+            for (int y = 0; y < 3; y++)
+            {
+                for (int x = 0; x < 3; x++)
+                {
+                    ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
+                    char name[32];
+                    sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
+                    if (x > 0) ImGui::SameLine();
+                    ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
+                    ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));
+                    ImGui::PopStyleVar();
+                }
+            }
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+
+    ShowDemoWindowMultiSelect(demo_data);
+
+    // To wire InputText() with std::string or any other custom string type,
+    // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
+    IMGUI_DEMO_MARKER("Widgets/Text Input");
+    if (ImGui::TreeNode("Text Input"))
+    {
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");
+        if (ImGui::TreeNode("Multi-line Text Input"))
+        {
+            // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
+            // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
+            static char text[1024 * 16] =
+                "/*\n"
+                " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
+                " the hexadecimal encoding of one offending instruction,\n"
+                " more formally, the invalid operand with locked CMPXCHG8B\n"
+                " instruction bug, is a design flaw in the majority of\n"
+                " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
+                " processors (all in the P5 microarchitecture).\n"
+                "*/\n\n"
+                "label:\n"
+                "\tlock cmpxchg8b eax\n";
+
+            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
+            HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
+            ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
+            ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");
+        if (ImGui::TreeNode("Filtered Text Input"))
+        {
+            struct TextFilters
+            {
+                // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback)
+                static int FilterCasingSwap(ImGuiInputTextCallbackData* data)
+                {
+                    if (data->EventChar >= 'a' && data->EventChar <= 'z')       { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase
+                    else if (data->EventChar >= 'A' && data->EventChar <= 'Z')  { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase
+                    return 0;
+                }
+
+                // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out)
+                static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)
+                {
+                    if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))
+                        return 0;
+                    return 1;
+                }
+            };
+
+            static char buf1[32] = ""; ImGui::InputText("default",     buf1, 32);
+            static char buf2[32] = ""; ImGui::InputText("decimal",     buf2, 32, ImGuiInputTextFlags_CharsDecimal);
+            static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
+            static char buf4[32] = ""; ImGui::InputText("uppercase",   buf4, 32, ImGuiInputTextFlags_CharsUppercase);
+            static char buf5[32] = ""; ImGui::InputText("no blank",    buf5, 32, ImGuiInputTextFlags_CharsNoBlank);
+            static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters.
+            static char buf7[32] = ""; ImGui::InputText("\"imgui\"",   buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters.
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");
+        if (ImGui::TreeNode("Password Input"))
+        {
+            static char password[64] = "password123";
+            ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
+            ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
+            ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
+            ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");
+        if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
+        {
+            struct Funcs
+            {
+                static int MyCallback(ImGuiInputTextCallbackData* data)
+                {
+                    if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
+                    {
+                        data->InsertChars(data->CursorPos, "..");
+                    }
+                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
+                    {
+                        if (data->EventKey == ImGuiKey_UpArrow)
+                        {
+                            data->DeleteChars(0, data->BufTextLen);
+                            data->InsertChars(0, "Pressed Up!");
+                            data->SelectAll();
+                        }
+                        else if (data->EventKey == ImGuiKey_DownArrow)
+                        {
+                            data->DeleteChars(0, data->BufTextLen);
+                            data->InsertChars(0, "Pressed Down!");
+                            data->SelectAll();
+                        }
+                    }
+                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
+                    {
+                        // Toggle casing of first character
+                        char c = data->Buf[0];
+                        if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
+                        data->BufDirty = true;
+
+                        // Increment a counter
+                        int* p_int = (int*)data->UserData;
+                        *p_int = *p_int + 1;
+                    }
+                    return 0;
+                }
+            };
+            static char buf1[64];
+            ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
+            ImGui::SameLine(); HelpMarker(
+                "Here we append \"..\" each time Tab is pressed. "
+                "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
+
+            static char buf2[64];
+            ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
+            ImGui::SameLine(); HelpMarker(
+                "Here we replace and select text each time Up/Down are pressed. "
+                "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
+
+            static char buf3[64];
+            static int edit_count = 0;
+            ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
+            ImGui::SameLine(); HelpMarker(
+                "Here we toggle the casing of the first character on every edit + count edits.");
+            ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
+
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");
+        if (ImGui::TreeNode("Resize Callback"))
+        {
+            // To wire InputText() with std::string or any other custom string type,
+            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper
+            // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
+            HelpMarker(
+                "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"
+                "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
+            struct Funcs
+            {
+                static int MyResizeCallback(ImGuiInputTextCallbackData* data)
+                {
+                    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
+                    {
+                        ImVector<char>* my_str = (ImVector<char>*)data->UserData;
+                        IM_ASSERT(my_str->begin() == data->Buf);
+                        my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
+                        data->Buf = my_str->begin();
+                    }
+                    return 0;
+                }
+
+                // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.
+                // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'
+                static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
+                {
+                    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
+                    return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);
+                }
+            };
+
+            // For this demo we are using ImVector as a string container.
+            // Note that because we need to store a terminating zero character, our size/capacity are 1 more
+            // than usually reported by a typical string class.
+            static ImVector<char> my_str;
+            if (my_str.empty())
+                my_str.push_back(0);
+            Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
+            ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");
+        if (ImGui::TreeNode("Miscellaneous"))
+        {
+            static char buf1[16];
+            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+            ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);
+            ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);
+            ImGui::TreePop();
+        }
+
+        ImGui::TreePop();
+    }
+
+    // Tabs
+    IMGUI_DEMO_MARKER("Widgets/Tabs");
+    if (ImGui::TreeNode("Tabs"))
+    {
+        IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");
+        if (ImGui::TreeNode("Basic"))
+        {
+            ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+            {
+                if (ImGui::BeginTabItem("Avocado"))
+                {
+                    ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
+                    ImGui::EndTabItem();
+                }
+                if (ImGui::BeginTabItem("Broccoli"))
+                {
+                    ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
+                    ImGui::EndTabItem();
+                }
+                if (ImGui::BeginTabItem("Cucumber"))
+                {
+                    ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
+                    ImGui::EndTabItem();
+                }
+                ImGui::EndTabBar();
+            }
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");
+        if (ImGui::TreeNode("Advanced & Close Button"))
+        {
+            // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
+            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline);
+            if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
+                tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+
+            // Tab Bar
+            ImGui::AlignTextToFramePadding();
+            ImGui::Text("Opened:");
+            const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
+            static bool opened[4] = { true, true, true, true }; // Persistent user state
+            for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+            {
+                ImGui::SameLine();
+                ImGui::Checkbox(names[n], &opened[n]);
+            }
+
+            // Passing a bool* to BeginTabItem() is similar to passing one to Begin():
+            // the underlying bool will be set to false when the tab is closed.
+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+            {
+                for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+                    if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
+                    {
+                        ImGui::Text("This is the %s tab!", names[n]);
+                        if (n & 1)
+                            ImGui::Text("I am an odd tab.");
+                        ImGui::EndTabItem();
+                    }
+                ImGui::EndTabBar();
+            }
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");
+        if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
+        {
+            static ImVector<int> active_tabs;
+            static int next_tab_id = 0;
+            if (next_tab_id == 0) // Initialize with some default tabs
+                for (int i = 0; i < 3; i++)
+                    active_tabs.push_back(next_tab_id++);
+
+            // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
+            // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
+            // but they tend to make more sense together)
+            static bool show_leading_button = true;
+            static bool show_trailing_button = true;
+            ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
+            ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
+
+            // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
+            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+
+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+            {
+                // Demo a Leading TabItemButton(): click the "?" button to open a menu
+                if (show_leading_button)
+                    if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
+                        ImGui::OpenPopup("MyHelpMenu");
+                if (ImGui::BeginPopup("MyHelpMenu"))
+                {
+                    ImGui::Selectable("Hello!");
+                    ImGui::EndPopup();
+                }
+
+                // Demo Trailing Tabs: click the "+" button to add a new tab.
+                // (In your app you may want to use a font icon instead of the "+")
+                // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
+                if (show_trailing_button)
+                    if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
+                        active_tabs.push_back(next_tab_id++); // Add new tab
+
+                // Submit our regular tabs
+                for (int n = 0; n < active_tabs.Size; )
+                {
+                    bool open = true;
+                    char name[16];
+                    snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
+                    if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
+                    {
+                        ImGui::Text("This is the %s tab!", name);
+                        ImGui::EndTabItem();
+                    }
+
+                    if (!open)
+                        active_tabs.erase(active_tabs.Data + n);
+                    else
+                        n++;
+                }
+
+                ImGui::EndTabBar();
+            }
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+
+    // Plot/Graph widgets are not very good.
+    // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
+    // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
+    IMGUI_DEMO_MARKER("Widgets/Plotting");
+    if (ImGui::TreeNode("Plotting"))
+    {
+        static bool animate = true;
+        ImGui::Checkbox("Animate", &animate);
+
+        // Plot as lines and plot as histogram
+        static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+        ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
+        ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
+        //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!");
+
+        // Fill an array of contiguous float values to plot
+        // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float
+        // and the sizeof() of your structure in the "stride" parameter.
+        static float values[90] = {};
+        static int values_offset = 0;
+        static double refresh_time = 0.0;
+        if (!animate || refresh_time == 0.0)
+            refresh_time = ImGui::GetTime();
+        while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo
+        {
+            static float phase = 0.0f;
+            values[values_offset] = cosf(phase);
+            values_offset = (values_offset + 1) % IM_ARRAYSIZE(values);
+            phase += 0.10f * values_offset;
+            refresh_time += 1.0f / 60.0f;
+        }
+
+        // Plots can display overlay texts
+        // (in this example, we will display an average value)
+        {
+            float average = 0.0f;
+            for (int n = 0; n < IM_ARRAYSIZE(values); n++)
+                average += values[n];
+            average /= (float)IM_ARRAYSIZE(values);
+            char overlay[32];
+            sprintf(overlay, "avg %f", average);
+            ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));
+        }
+
+        // Use functions to generate output
+        // FIXME: This is actually VERY awkward because current plot API only pass in indices.
+        // We probably want an API passing floats and user provide sample rate/count.
+        struct Funcs
+        {
+            static float Sin(void*, int i) { return sinf(i * 0.1f); }
+            static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }
+        };
+        static int func_type = 0, display_count = 70;
+        ImGui::SeparatorText("Functions");
+        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+        ImGui::Combo("func", &func_type, "Sin\0Saw\0");
+        ImGui::SameLine();
+        ImGui::SliderInt("Sample count", &display_count, 1, 400);
+        float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
+        ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
+        ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
+        ImGui::Separator();
+
+        ImGui::Text("Need better plotting and graphing? Consider using ImPlot:");
+        ImGui::TextLinkOpenURL("https://github.com/epezent/implot");
+        ImGui::Separator();
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Progress Bars");
+    if (ImGui::TreeNode("Progress Bars"))
+    {
+        // Animate a simple progress bar
+        static float progress = 0.0f, progress_dir = 1.0f;
+        progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
+        if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }
+        if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
+
+        // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,
+        // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
+        ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f));
+        ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+        ImGui::Text("Progress Bar");
+
+        float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f);
+        char buf[32];
+        sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753);
+        ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf);
+
+        // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value.
+        // Adjust the factor if you want to adjust the animation speed.
+        ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching..");
+        ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+        ImGui::Text("Indeterminate");
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Color");
+    if (ImGui::TreeNode("Color/Picker Widgets"))
+    {
+        static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);
+
+        static bool alpha_preview = true;
+        static bool alpha_half_preview = false;
+        static bool drag_and_drop = true;
+        static bool options_menu = true;
+        static bool hdr = false;
+        ImGui::SeparatorText("Options");
+        ImGui::Checkbox("With Alpha Preview", &alpha_preview);
+        ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);
+        ImGui::Checkbox("With Drag and Drop", &drag_and_drop);
+        ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");
+        ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
+        ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");
+        ImGui::SeparatorText("Inline color editor");
+        ImGui::Text("Color widget:");
+        ImGui::SameLine(); HelpMarker(
+            "Click on the color square to open a color picker.\n"
+            "CTRL+click on individual component to input value.\n");
+        ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");
+        ImGui::Text("Color widget HSV with Alpha:");
+        ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");
+        ImGui::Text("Color widget with Float Display:");
+        ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");
+        ImGui::Text("Color button with Picker:");
+        ImGui::SameLine(); HelpMarker(
+            "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"
+            "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "
+            "be used for the tooltip and picker popup.");
+        ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");
+        ImGui::Text("Color button with Custom Picker Popup:");
+
+        // Generate a default palette. The palette will persist and can be edited.
+        static bool saved_palette_init = true;
+        static ImVec4 saved_palette[32] = {};
+        if (saved_palette_init)
+        {
+            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
+            {
+                ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,
+                    saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
+                saved_palette[n].w = 1.0f; // Alpha
+            }
+            saved_palette_init = false;
+        }
+
+        static ImVec4 backup_color;
+        bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
+        ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
+        open_popup |= ImGui::Button("Palette");
+        if (open_popup)
+        {
+            ImGui::OpenPopup("mypicker");
+            backup_color = color;
+        }
+        if (ImGui::BeginPopup("mypicker"))
+        {
+            ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
+            ImGui::Separator();
+            ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
+            ImGui::SameLine();
+
+            ImGui::BeginGroup(); // Lock X position
+            ImGui::Text("Current");
+            ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));
+            ImGui::Text("Previous");
+            if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))
+                color = backup_color;
+            ImGui::Separator();
+            ImGui::Text("Palette");
+            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
+            {
+                ImGui::PushID(n);
+                if ((n % 8) != 0)
+                    ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);
+
+                ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;
+                if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))
+                    color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
+
+                // Allow user to drop colors into each palette entry. Note that ColorButton() is already a
+                // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.
+                if (ImGui::BeginDragDropTarget())
+                {
+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
+                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);
+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
+                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);
+                    ImGui::EndDragDropTarget();
+                }
+
+                ImGui::PopID();
+            }
+            ImGui::EndGroup();
+            ImGui::EndPopup();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");
+        ImGui::Text("Color button only:");
+        static bool no_border = false;
+        ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
+        ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));
+
+        IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");
+        ImGui::SeparatorText("Color picker");
+        static bool alpha = true;
+        static bool alpha_bar = true;
+        static bool side_preview = true;
+        static bool ref_color = false;
+        static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);
+        static int display_mode = 0;
+        static int picker_mode = 0;
+        ImGui::Checkbox("With Alpha", &alpha);
+        ImGui::Checkbox("With Alpha Bar", &alpha_bar);
+        ImGui::Checkbox("With Side Preview", &side_preview);
+        if (side_preview)
+        {
+            ImGui::SameLine();
+            ImGui::Checkbox("With Ref Color", &ref_color);
+            if (ref_color)
+            {
+                ImGui::SameLine();
+                ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);
+            }
+        }
+        ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");
+        ImGui::SameLine(); HelpMarker(
+            "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
+            "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
+            "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
+        ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode.");
+        ImGuiColorEditFlags flags = misc_flags;
+        if (!alpha)            flags |= ImGuiColorEditFlags_NoAlpha;        // This is by default if you call ColorPicker3() instead of ColorPicker4()
+        if (alpha_bar)         flags |= ImGuiColorEditFlags_AlphaBar;
+        if (!side_preview)     flags |= ImGuiColorEditFlags_NoSidePreview;
+        if (picker_mode == 1)  flags |= ImGuiColorEditFlags_PickerHueBar;
+        if (picker_mode == 2)  flags |= ImGuiColorEditFlags_PickerHueWheel;
+        if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;       // Disable all RGB/HSV/Hex displays
+        if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB;     // Override display mode
+        if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;
+        if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;
+        ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
+
+        ImGui::Text("Set defaults in code:");
+        ImGui::SameLine(); HelpMarker(
+            "SetColorEditOptions() is designed to allow you to set boot-time default.\n"
+            "We don't have Push/Pop functions because you can force options on a per-widget basis if needed,"
+            "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid"
+            "encouraging you to persistently save values that aren't forward-compatible.");
+        if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
+            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
+        if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
+            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
+
+        // Always display a small version of both types of pickers
+        // (that's in order to make it more visible in the demo to people who are skimming quickly through it)
+        ImGui::Text("Both types:");
+        float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
+        ImGui::SetNextItemWidth(w);
+        ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
+        ImGui::SameLine();
+        ImGui::SetNextItemWidth(w);
+        ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
+
+        // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
+        static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
+        ImGui::Spacing();
+        ImGui::Text("HSV encoded colors");
+        ImGui::SameLine(); HelpMarker(
+            "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV"
+            "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the"
+            "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
+        ImGui::Text("Color widget with InputHSV:");
+        ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
+        ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
+        ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");
+    if (ImGui::TreeNode("Drag/Slider Flags"))
+    {
+        // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
+        static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
+        ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
+        ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
+        ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
+        ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
+        ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");
+        ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround);
+        ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)");
+
+        // Drags
+        static float drag_f = 0.5f;
+        static int drag_i = 50;
+        ImGui::Text("Underlying float value: %f", drag_f);
+        ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);
+        ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
+        ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
+        ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
+        ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
+
+        // Sliders
+        static float slider_f = 0.5f;
+        static int slider_i = 50;
+        const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround;
+        ImGui::Text("Underlying float value: %f", slider_f);
+        ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders);
+        ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders);
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Range Widgets");
+    if (ImGui::TreeNode("Range Widgets"))
+    {
+        static float begin = 10, end = 90;
+        static int begin_i = 100, end_i = 1000;
+        ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);
+        ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");
+        ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Data Types");
+    if (ImGui::TreeNode("Data Types"))
+    {
+        // DragScalar/InputScalar/SliderScalar functions allow various data types
+        // - signed/unsigned
+        // - 8/16/32/64-bits
+        // - integer/float/double
+        // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
+        // to pass the type, and passing all arguments by pointer.
+        // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
+        // In practice, if you frequently use a given type that is not covered by the normal API entry points,
+        // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
+        // and then pass their address to the generic function. For example:
+        //   bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
+        //   {
+        //      return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
+        //   }
+
+        // Setup limits (as helper variables so we can take their address, as explained above)
+        // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.
+        #ifndef LLONG_MIN
+        ImS64 LLONG_MIN = -9223372036854775807LL - 1;
+        ImS64 LLONG_MAX = 9223372036854775807LL;
+        ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);
+        #endif
+        const char    s8_zero  = 0,   s8_one  = 1,   s8_fifty  = 50, s8_min  = -128,        s8_max = 127;
+        const ImU8    u8_zero  = 0,   u8_one  = 1,   u8_fifty  = 50, u8_min  = 0,           u8_max = 255;
+        const short   s16_zero = 0,   s16_one = 1,   s16_fifty = 50, s16_min = -32768,      s16_max = 32767;
+        const ImU16   u16_zero = 0,   u16_one = 1,   u16_fifty = 50, u16_min = 0,           u16_max = 65535;
+        const ImS32   s32_zero = 0,   s32_one = 1,   s32_fifty = 50, s32_min = INT_MIN/2,   s32_max = INT_MAX/2,    s32_hi_a = INT_MAX/2 - 100,    s32_hi_b = INT_MAX/2;
+        const ImU32   u32_zero = 0,   u32_one = 1,   u32_fifty = 50, u32_min = 0,           u32_max = UINT_MAX/2,   u32_hi_a = UINT_MAX/2 - 100,   u32_hi_b = UINT_MAX/2;
+        const ImS64   s64_zero = 0,   s64_one = 1,   s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2,  s64_hi_a = LLONG_MAX/2 - 100,  s64_hi_b = LLONG_MAX/2;
+        const ImU64   u64_zero = 0,   u64_one = 1,   u64_fifty = 50, u64_min = 0,           u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;
+        const float   f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;
+        const double  f64_zero = 0.,  f64_one = 1.,  f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;
+
+        // State
+        static char   s8_v  = 127;
+        static ImU8   u8_v  = 255;
+        static short  s16_v = 32767;
+        static ImU16  u16_v = 65535;
+        static ImS32  s32_v = -1;
+        static ImU32  u32_v = (ImU32)-1;
+        static ImS64  s64_v = -1;
+        static ImU64  u64_v = (ImU64)-1;
+        static float  f32_v = 0.123f;
+        static double f64_v = 90000.01234567890123456789;
+
+        const float drag_speed = 0.2f;
+        static bool drag_clamp = false;
+        IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");
+        ImGui::SeparatorText("Drags");
+        ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
+        ImGui::SameLine(); HelpMarker(
+            "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
+            "You can override the clamping limits by using CTRL+Click to input a value.");
+        ImGui::DragScalar("drag s8",        ImGuiDataType_S8,     &s8_v,  drag_speed, drag_clamp ? &s8_zero  : NULL, drag_clamp ? &s8_fifty  : NULL);
+        ImGui::DragScalar("drag u8",        ImGuiDataType_U8,     &u8_v,  drag_speed, drag_clamp ? &u8_zero  : NULL, drag_clamp ? &u8_fifty  : NULL, "%u ms");
+        ImGui::DragScalar("drag s16",       ImGuiDataType_S16,    &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
+        ImGui::DragScalar("drag u16",       ImGuiDataType_U16,    &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
+        ImGui::DragScalar("drag s32",       ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
+        ImGui::DragScalar("drag s32 hex",   ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
+        ImGui::DragScalar("drag u32",       ImGuiDataType_U32,    &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
+        ImGui::DragScalar("drag s64",       ImGuiDataType_S64,    &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
+        ImGui::DragScalar("drag u64",       ImGuiDataType_U64,    &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
+        ImGui::DragScalar("drag float",     ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f");
+        ImGui::DragScalar("drag float log", ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);
+        ImGui::DragScalar("drag double",    ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL,     "%.10f grams");
+        ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
+
+        IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");
+        ImGui::SeparatorText("Sliders");
+        ImGui::SliderScalar("slider s8 full",       ImGuiDataType_S8,     &s8_v,  &s8_min,   &s8_max,   "%d");
+        ImGui::SliderScalar("slider u8 full",       ImGuiDataType_U8,     &u8_v,  &u8_min,   &u8_max,   "%u");
+        ImGui::SliderScalar("slider s16 full",      ImGuiDataType_S16,    &s16_v, &s16_min,  &s16_max,  "%d");
+        ImGui::SliderScalar("slider u16 full",      ImGuiDataType_U16,    &u16_v, &u16_min,  &u16_max,  "%u");
+        ImGui::SliderScalar("slider s32 low",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty,"%d");
+        ImGui::SliderScalar("slider s32 high",      ImGuiDataType_S32,    &s32_v, &s32_hi_a, &s32_hi_b, "%d");
+        ImGui::SliderScalar("slider s32 full",      ImGuiDataType_S32,    &s32_v, &s32_min,  &s32_max,  "%d");
+        ImGui::SliderScalar("slider s32 hex",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty, "0x%04X");
+        ImGui::SliderScalar("slider u32 low",       ImGuiDataType_U32,    &u32_v, &u32_zero, &u32_fifty,"%u");
+        ImGui::SliderScalar("slider u32 high",      ImGuiDataType_U32,    &u32_v, &u32_hi_a, &u32_hi_b, "%u");
+        ImGui::SliderScalar("slider u32 full",      ImGuiDataType_U32,    &u32_v, &u32_min,  &u32_max,  "%u");
+        ImGui::SliderScalar("slider s64 low",       ImGuiDataType_S64,    &s64_v, &s64_zero, &s64_fifty,"%" PRId64);
+        ImGui::SliderScalar("slider s64 high",      ImGuiDataType_S64,    &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64);
+        ImGui::SliderScalar("slider s64 full",      ImGuiDataType_S64,    &s64_v, &s64_min,  &s64_max,  "%" PRId64);
+        ImGui::SliderScalar("slider u64 low",       ImGuiDataType_U64,    &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms");
+        ImGui::SliderScalar("slider u64 high",      ImGuiDataType_U64,    &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms");
+        ImGui::SliderScalar("slider u64 full",      ImGuiDataType_U64,    &u64_v, &u64_min,  &u64_max,  "%" PRIu64 " ms");
+        ImGui::SliderScalar("slider float low",     ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one);
+        ImGui::SliderScalar("slider float low log", ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one,  "%.10f", ImGuiSliderFlags_Logarithmic);
+        ImGui::SliderScalar("slider float high",    ImGuiDataType_Float,  &f32_v, &f32_lo_a, &f32_hi_a, "%e");
+        ImGui::SliderScalar("slider double low",    ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f grams");
+        ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f", ImGuiSliderFlags_Logarithmic);
+        ImGui::SliderScalar("slider double high",   ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
+
+        ImGui::SeparatorText("Sliders (reverse)");
+        ImGui::SliderScalar("slider s8 reverse",    ImGuiDataType_S8,   &s8_v,  &s8_max,    &s8_min,   "%d");
+        ImGui::SliderScalar("slider u8 reverse",    ImGuiDataType_U8,   &u8_v,  &u8_max,    &u8_min,   "%u");
+        ImGui::SliderScalar("slider s32 reverse",   ImGuiDataType_S32,  &s32_v, &s32_fifty, &s32_zero, "%d");
+        ImGui::SliderScalar("slider u32 reverse",   ImGuiDataType_U32,  &u32_v, &u32_fifty, &u32_zero, "%u");
+        ImGui::SliderScalar("slider s64 reverse",   ImGuiDataType_S64,  &s64_v, &s64_fifty, &s64_zero, "%" PRId64);
+        ImGui::SliderScalar("slider u64 reverse",   ImGuiDataType_U64,  &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms");
+
+        IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");
+        static bool inputs_step = true;
+        static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None;
+        ImGui::SeparatorText("Inputs");
+        ImGui::Checkbox("Show step buttons", &inputs_step);
+        ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+        ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal);
+        ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal);
+        ImGui::InputScalar("input s8",      ImGuiDataType_S8,     &s8_v,  inputs_step ? &s8_one  : NULL, NULL, "%d", flags);
+        ImGui::InputScalar("input u8",      ImGuiDataType_U8,     &u8_v,  inputs_step ? &u8_one  : NULL, NULL, "%u", flags);
+        ImGui::InputScalar("input s16",     ImGuiDataType_S16,    &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags);
+        ImGui::InputScalar("input u16",     ImGuiDataType_U16,    &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags);
+        ImGui::InputScalar("input s32",     ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags);
+        ImGui::InputScalar("input s32 hex", ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags);
+        ImGui::InputScalar("input u32",     ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags);
+        ImGui::InputScalar("input u32 hex", ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags);
+        ImGui::InputScalar("input s64",     ImGuiDataType_S64,    &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags);
+        ImGui::InputScalar("input u64",     ImGuiDataType_U64,    &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags);
+        ImGui::InputScalar("input float",   ImGuiDataType_Float,  &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags);
+        ImGui::InputScalar("input double",  ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags);
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");
+    if (ImGui::TreeNode("Multi-component Widgets"))
+    {
+        static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+        static int vec4i[4] = { 1, 5, 100, 255 };
+
+        ImGui::SeparatorText("2-wide");
+        ImGui::InputFloat2("input float2", vec4f);
+        ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
+        ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
+        ImGui::InputInt2("input int2", vec4i);
+        ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
+        ImGui::SliderInt2("slider int2", vec4i, 0, 255);
+
+        ImGui::SeparatorText("3-wide");
+        ImGui::InputFloat3("input float3", vec4f);
+        ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
+        ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
+        ImGui::InputInt3("input int3", vec4i);
+        ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
+        ImGui::SliderInt3("slider int3", vec4i, 0, 255);
+
+        ImGui::SeparatorText("4-wide");
+        ImGui::InputFloat4("input float4", vec4f);
+        ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
+        ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
+        ImGui::InputInt4("input int4", vec4i);
+        ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
+        ImGui::SliderInt4("slider int4", vec4i, 0, 255);
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");
+    if (ImGui::TreeNode("Vertical Sliders"))
+    {
+        const float spacing = 4;
+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
+
+        static int int_value = 0;
+        ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);
+        ImGui::SameLine();
+
+        static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
+        ImGui::PushID("set1");
+        for (int i = 0; i < 7; i++)
+        {
+            if (i > 0) ImGui::SameLine();
+            ImGui::PushID(i);
+            ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));
+            ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));
+            ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));
+            ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));
+            ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");
+            if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+                ImGui::SetTooltip("%.3f", values[i]);
+            ImGui::PopStyleColor(4);
+            ImGui::PopID();
+        }
+        ImGui::PopID();
+
+        ImGui::SameLine();
+        ImGui::PushID("set2");
+        static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
+        const int rows = 3;
+        const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));
+        for (int nx = 0; nx < 4; nx++)
+        {
+            if (nx > 0) ImGui::SameLine();
+            ImGui::BeginGroup();
+            for (int ny = 0; ny < rows; ny++)
+            {
+                ImGui::PushID(nx * rows + ny);
+                ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
+                if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+                    ImGui::SetTooltip("%.3f", values2[nx]);
+                ImGui::PopID();
+            }
+            ImGui::EndGroup();
+        }
+        ImGui::PopID();
+
+        ImGui::SameLine();
+        ImGui::PushID("set3");
+        for (int i = 0; i < 4; i++)
+        {
+            if (i > 0) ImGui::SameLine();
+            ImGui::PushID(i);
+            ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
+            ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
+            ImGui::PopStyleVar();
+            ImGui::PopID();
+        }
+        ImGui::PopID();
+        ImGui::PopStyleVar();
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Drag and drop");
+    if (ImGui::TreeNode("Drag and Drop"))
+    {
+        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");
+        if (ImGui::TreeNode("Drag and drop in standard widgets"))
+        {
+            // ColorEdit widgets automatically act as drag source and drag target.
+            // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
+            // to allow your own widgets to use colors in their drag and drop interaction.
+            // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
+            HelpMarker("You can drag from the color squares.");
+            static float col1[3] = { 1.0f, 0.0f, 0.2f };
+            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
+            ImGui::ColorEdit3("color 1", col1);
+            ImGui::ColorEdit4("color 2", col2);
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");
+        if (ImGui::TreeNode("Drag and drop to copy/swap items"))
+        {
+            enum Mode
+            {
+                Mode_Copy,
+                Mode_Move,
+                Mode_Swap
+            };
+            static int mode = 0;
+            if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
+            if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
+            if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
+            static const char* names[9] =
+            {
+                "Bobby", "Beatrice", "Betty",
+                "Brianna", "Barry", "Bernard",
+                "Bibi", "Blaine", "Bryn"
+            };
+            for (int n = 0; n < IM_ARRAYSIZE(names); n++)
+            {
+                ImGui::PushID(n);
+                if ((n % 3) != 0)
+                    ImGui::SameLine();
+                ImGui::Button(names[n], ImVec2(60, 60));
+
+                // Our buttons are both drag sources and drag targets here!
+                if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
+                {
+                    // Set payload to carry the index of our item (could be anything)
+                    ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));
+
+                    // Display preview (could be anything, e.g. when dragging an image we could decide to display
+                    // the filename and a small preview of the image, etc.)
+                    if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }
+                    if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
+                    if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
+                    ImGui::EndDragDropSource();
+                }
+                if (ImGui::BeginDragDropTarget())
+                {
+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))
+                    {
+                        IM_ASSERT(payload->DataSize == sizeof(int));
+                        int payload_n = *(const int*)payload->Data;
+                        if (mode == Mode_Copy)
+                        {
+                            names[n] = names[payload_n];
+                        }
+                        if (mode == Mode_Move)
+                        {
+                            names[n] = names[payload_n];
+                            names[payload_n] = "";
+                        }
+                        if (mode == Mode_Swap)
+                        {
+                            const char* tmp = names[n];
+                            names[n] = names[payload_n];
+                            names[payload_n] = tmp;
+                        }
+                    }
+                    ImGui::EndDragDropTarget();
+                }
+                ImGui::PopID();
+            }
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");
+        if (ImGui::TreeNode("Drag to reorder items (simple)"))
+        {
+            // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice.
+            // This code was always slightly faulty but in a way which was not easily noticeable.
+            // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue.
+            ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true);
+
+            // Simple reordering
+            HelpMarker(
+                "We don't use the drag and drop api at all here! "
+                "Instead we query when the item is held but not hovered, and order items accordingly.");
+            static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
+            for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
+            {
+                const char* item = item_names[n];
+                ImGui::Selectable(item);
+
+                if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
+                {
+                    int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
+                    if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
+                    {
+                        item_names[n] = item_names[n_next];
+                        item_names[n_next] = item;
+                        ImGui::ResetMouseDragDelta();
+                    }
+                }
+            }
+
+            ImGui::PopItemFlag();
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location");
+        if (ImGui::TreeNode("Tooltip at target location"))
+        {
+            for (int n = 0; n < 2; n++)
+            {
+                // Drop targets
+                ImGui::Button(n ? "drop here##1" : "drop here##0");
+                if (ImGui::BeginDragDropTarget())
+                {
+                    ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip;
+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags))
+                    {
+                        IM_UNUSED(payload);
+                        ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed);
+                        ImGui::SetTooltip("Cannot drop here!");
+                    }
+                    ImGui::EndDragDropTarget();
+                }
+
+                // Drop source
+                static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f };
+                if (n == 0)
+                    ImGui::ColorButton("drag me", col4);
+
+            }
+            ImGui::TreePop();
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");
+    if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))
+    {
+        // Select an item type
+        const char* item_names[] =
+        {
+            "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",
+            "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
+        };
+        static int item_type = 4;
+        static bool item_disabled = false;
+        ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
+        ImGui::SameLine();
+        HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
+        ImGui::Checkbox("Item Disabled",  &item_disabled);
+
+        // Submit selected items so we can query their status in the code following it.
+        bool ret = false;
+        static bool b = false;
+        static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
+        static char str[16] = {};
+        if (item_disabled)
+            ImGui::BeginDisabled(true);
+        if (item_type == 0) { ImGui::Text("ITEM: Text"); }                                              // Testing text items with no identifier/interaction
+        if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); }                                    // Testing button
+        if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater)
+        if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); }                            // Testing checkbox
+        if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); }   // Testing basic item
+        if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); }  // Testing input text (which handles tabbing)
+        if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)
+        if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); }               // Testing +/- buttons on scalar input
+        if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); }                   // Testing multi-component items (IsItemXXX flags are reported merged)
+        if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)
+        if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); }                            // Testing selectable item
+        if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); }                                // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
+        if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); }     // Testing tree node
+        if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
+        if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
+        if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
+
+        bool hovered_delay_none = ImGui::IsItemHovered();
+        bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary);
+        bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);
+        bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);
+        bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary
+
+        // Display the values of IsItemHovered() and other common item state functions.
+        // Note that the ImGuiHoveredFlags_XXX flags can be combined.
+        // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
+        // we query every state in a single call to avoid storing them and to simplify the code.
+        ImGui::BulletText(
+            "Return value = %d\n"
+            "IsItemFocused() = %d\n"
+            "IsItemHovered() = %d\n"
+            "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
+            "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
+            "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n"
+            "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n"
+            "IsItemHovered(_AllowWhenDisabled) = %d\n"
+            "IsItemHovered(_RectOnly) = %d\n"
+            "IsItemActive() = %d\n"
+            "IsItemEdited() = %d\n"
+            "IsItemActivated() = %d\n"
+            "IsItemDeactivated() = %d\n"
+            "IsItemDeactivatedAfterEdit() = %d\n"
+            "IsItemVisible() = %d\n"
+            "IsItemClicked() = %d\n"
+            "IsItemToggledOpen() = %d\n"
+            "GetItemRectMin() = (%.1f, %.1f)\n"
+            "GetItemRectMax() = (%.1f, %.1f)\n"
+            "GetItemRectSize() = (%.1f, %.1f)",
+            ret,
+            ImGui::IsItemFocused(),
+            ImGui::IsItemHovered(),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),
+            ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
+            ImGui::IsItemActive(),
+            ImGui::IsItemEdited(),
+            ImGui::IsItemActivated(),
+            ImGui::IsItemDeactivated(),
+            ImGui::IsItemDeactivatedAfterEdit(),
+            ImGui::IsItemVisible(),
+            ImGui::IsItemClicked(),
+            ImGui::IsItemToggledOpen(),
+            ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
+            ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
+            ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
+        );
+        ImGui::BulletText(
+            "with Hovering Delay or Stationary test:\n"
+            "IsItemHovered() = = %d\n"
+            "IsItemHovered(_Stationary) = %d\n"
+            "IsItemHovered(_DelayShort) = %d\n"
+            "IsItemHovered(_DelayNormal) = %d\n"
+            "IsItemHovered(_Tooltip) = %d",
+            hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip);
+
+        if (item_disabled)
+            ImGui::EndDisabled();
+
+        char buf[1] = "";
+        ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
+        ImGui::SameLine();
+        HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");
+    if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))
+    {
+        static bool embed_all_inside_a_child_window = false;
+        ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
+        if (embed_all_inside_a_child_window)
+            ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders);
+
+        // Testing IsWindowFocused() function with its various flags.
+        ImGui::BulletText(
+            "IsWindowFocused() = %d\n"
+            "IsWindowFocused(_ChildWindows) = %d\n"
+            "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
+            "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_RootWindow) = %d\n"
+            "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_AnyWindow) = %d\n",
+            ImGui::IsWindowFocused(),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
+
+        // Testing IsWindowHovered() function with its various flags.
+        ImGui::BulletText(
+            "IsWindowHovered() = %d\n"
+            "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
+            "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
+            "IsWindowHovered(_ChildWindows) = %d\n"
+            "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
+            "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_RootWindow) = %d\n"
+            "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
+            "IsWindowHovered(_AnyWindow) = %d\n"
+            "IsWindowHovered(_Stationary) = %d\n",
+            ImGui::IsWindowHovered(),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
+
+        ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders);
+        ImGui::Text("This is another child window for testing the _ChildWindows flag.");
+        ImGui::EndChild();
+        if (embed_all_inside_a_child_window)
+            ImGui::EndChild();
+
+        // Calling IsItemHovered() after begin returns the hovered status of the title bar.
+        // This is useful in particular if you want to create a context menu associated to the title bar of a window.
+        static bool test_window = false;
+        ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
+        if (test_window)
+        {
+            ImGui::Begin("Title bar Hovered/Active tests", &test_window);
+            if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
+            {
+                if (ImGui::MenuItem("Close")) { test_window = false; }
+                ImGui::EndPopup();
+            }
+            ImGui::Text(
+                "IsItemHovered() after begin = %d (== is title bar hovered)\n"
+                "IsItemActive() after begin = %d (== is window being clicked/moved)\n",
+                ImGui::IsItemHovered(), ImGui::IsItemActive());
+            ImGui::End();
+        }
+
+        ImGui::TreePop();
+    }
+
+    // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd:
+    // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space)
+    if (disable_all)
+        ImGui::EndDisabled();
+
+    IMGUI_DEMO_MARKER("Widgets/Disable Block");
+    if (ImGui::TreeNode("Disable block"))
+    {
+        ImGui::Checkbox("Disable entire section above", &disable_all);
+        ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section.");
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Widgets/Text Filter");
+    if (ImGui::TreeNode("Text Filter"))
+    {
+        // Helper class to easy setup a text filter.
+        // You may want to implement a more feature-full filtering scheme in your own application.
+        HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.");
+        static ImGuiTextFilter filter;
+        ImGui::Text("Filter usage:\n"
+            "  \"\"         display all lines\n"
+            "  \"xxx\"      display lines containing \"xxx\"\n"
+            "  \"xxx,yyy\"  display lines containing \"xxx\" or \"yyy\"\n"
+            "  \"-xxx\"     hide lines containing \"xxx\"");
+        filter.Draw();
+        const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
+        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
+            if (filter.PassFilter(lines[i]))
+                ImGui::BulletText("%s", lines[i]);
+        ImGui::TreePop();
+    }
+}
+
+static const char* ExampleNames[] =
+{
+    "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper",
+    "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava",
+    "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber"
+};
+
+// Extra functions to add deletion support to ImGuiSelectionBasicStorage
+struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage
+{
+    // Find which item should be Focused after deletion.
+    // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
+    // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection.
+    // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data.
+    // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility.
+    // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr.
+    // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset.
+    int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count)
+    {
+        if (Size == 0)
+            return -1;
+
+        // If focused item is not selected...
+        const int focused_idx = (int)ms_io->NavIdItem;  // Index of currently focused item
+        if (ms_io->NavIdSelected == false)  // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx))
+        {
+            ms_io->RangeSrcReset = true;    // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item.
+            return focused_idx;             // Request to focus same item after deletion.
+        }
+
+        // If focused item is selected: land on first unselected item after focused item.
+        for (int idx = focused_idx + 1; idx < items_count; idx++)
+            if (!Contains(GetStorageIdFromIndex(idx)))
+                return idx;
+
+        // If focused item is selected: otherwise return last unselected item before focused item.
+        for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--)
+            if (!Contains(GetStorageIdFromIndex(idx)))
+                return idx;
+
+        return -1;
+    }
+
+    // Rewrite item list (delete items) + update selection.
+    // - Call after EndMultiSelect()
+    // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data.
+    template<typename ITEM_TYPE>
+    void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector<ITEM_TYPE>& items, int item_curr_idx_to_select)
+    {
+        // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection).
+        // If NavId was not part of selection, we will stay on same item.
+        ImVector<ITEM_TYPE> new_items;
+        new_items.reserve(items.Size - Size);
+        int item_next_idx_to_select = -1;
+        for (int idx = 0; idx < items.Size; idx++)
+        {
+            if (!Contains(GetStorageIdFromIndex(idx)))
+                new_items.push_back(items[idx]);
+            if (item_curr_idx_to_select == idx)
+                item_next_idx_to_select = new_items.Size - 1;
+        }
+        items.swap(new_items);
+
+        // Update selection
+        Clear();
+        if (item_next_idx_to_select != -1 && ms_io->NavIdSelected)
+            SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true);
+    }
+};
+
+// Example: Implement dual list box storage and interface
+struct ExampleDualListBox
+{
+    ImVector<ImGuiID>           Items[2];               // ID is index into ExampleName[]
+    ImGuiSelectionBasicStorage  Selections[2];          // Store ExampleItemId into selection
+    bool                        OptKeepSorted = true;
+
+    void MoveAll(int src, int dst)
+    {
+        IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0));
+        for (ImGuiID item_id : Items[src])
+            Items[dst].push_back(item_id);
+        Items[src].clear();
+        SortItems(dst);
+        Selections[src].Swap(Selections[dst]);
+        Selections[src].Clear();
+    }
+    void MoveSelected(int src, int dst)
+    {
+        for (int src_n = 0; src_n < Items[src].Size; src_n++)
+        {
+            ImGuiID item_id = Items[src][src_n];
+            if (!Selections[src].Contains(item_id))
+                continue;
+            Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap)
+            Items[dst].push_back(item_id);
+            src_n--;
+        }
+        if (OptKeepSorted)
+            SortItems(dst);
+        Selections[src].Swap(Selections[dst]);
+        Selections[src].Clear();
+    }
+    void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side)
+    {
+        // In this example we store item id in selection (instead of item index)
+        Selections[side].UserData = Items[side].Data;
+        Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; };
+        Selections[side].ApplyRequests(ms_io);
+    }
+    static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs)
+    {
+        const int* a = (const int*)lhs;
+        const int* b = (const int*)rhs;
+        return (*a - *b) > 0 ? +1 : -1;
+    }
+    void SortItems(int n)
+    {
+        qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue);
+    }
+    void Show()
+    {
+        //ImGui::Checkbox("Sorted", &OptKeepSorted);
+        if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None))
+        {
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch);    // Left side
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed);      // Buttons
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch);    // Right side
+            ImGui::TableNextRow();
+
+            int request_move_selected = -1;
+            int request_move_all = -1;
+            float child_height_0 = 0.0f;
+            for (int side = 0; side < 2; side++)
+            {
+                // FIXME-MULTISELECT: Dual List Box: Add context menus
+                // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues.
+                ImVector<ImGuiID>& items = Items[side];
+                ImGuiSelectionBasicStorage& selection = Selections[side];
+
+                ImGui::TableSetColumnIndex((side == 0) ? 0 : 2);
+                ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size);
+
+                // Submit scrolling range to avoid glitches on moving/deletion
+                const float items_height = ImGui::GetTextLineHeightWithSpacing();
+                ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
+
+                bool child_visible;
+                if (side == 0)
+                {
+                    // Left child is resizable
+                    ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX));
+                    child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY);
+                    child_height_0 = ImGui::GetWindowSize().y;
+                }
+                else
+                {
+                    // Right child use same height as left one
+                    child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle);
+                }
+                if (child_visible)
+                {
+                    ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None;
+                    ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+                    ApplySelectionRequests(ms_io, side);
+
+                    for (int item_n = 0; item_n < items.Size; item_n++)
+                    {
+                        ImGuiID item_id = items[item_n];
+                        bool item_is_selected = selection.Contains(item_id);
+                        ImGui::SetNextItemSelectionUserData(item_n);
+                        ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick);
+                        if (ImGui::IsItemFocused())
+                        {
+                            // FIXME-MULTISELECT: Dual List Box: Transfer focus
+                            if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter))
+                                request_move_selected = side;
+                            if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection?
+                                request_move_selected = side;
+                        }
+                    }
+
+                    ms_io = ImGui::EndMultiSelect();
+                    ApplySelectionRequests(ms_io, side);
+                }
+                ImGui::EndChild();
+            }
+
+            // Buttons columns
+            ImGui::TableSetColumnIndex(1);
+            ImGui::NewLine();
+            //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f };
+            ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() };
+
+            // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized)
+            if (ImGui::Button(">>", button_sz))
+                request_move_all = 0;
+            if (ImGui::Button(">", button_sz))
+                request_move_selected = 0;
+            if (ImGui::Button("<", button_sz))
+                request_move_selected = 1;
+            if (ImGui::Button("<<", button_sz))
+                request_move_all = 1;
+
+            // Process requests
+            if (request_move_all != -1)
+                MoveAll(request_move_all, request_move_all ^ 1);
+            if (request_move_selected != -1)
+                MoveSelected(request_move_selected, request_move_selected ^ 1);
+
+            // FIXME-MULTISELECT: Support action from outside
+            /*
+            if (OptKeepSorted == false)
+            {
+                ImGui::NewLine();
+                if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {}
+                if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {}
+            }
+            */
+
+            ImGui::EndTable();
+        }
+    }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ShowDemoWindowMultiSelect()
+//-----------------------------------------------------------------------------
+// Multi-selection demos
+// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select
+//-----------------------------------------------------------------------------
+
+static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data)
+{
+    IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select");
+    if (ImGui::TreeNode("Selection State & Multi-Select"))
+    {
+        HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data.");
+
+        // Without any fancy API: manage single-selection yourself.
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select");
+        if (ImGui::TreeNode("Single-Select"))
+        {
+            static int selected = -1;
+            for (int n = 0; n < 5; n++)
+            {
+                char buf[32];
+                sprintf(buf, "Object %d", n);
+                if (ImGui::Selectable(buf, selected == n))
+                    selected = n;
+            }
+            ImGui::TreePop();
+        }
+
+        // Demonstrate implementation a most-basic form of multi-selection manually
+        // This doesn't support the SHIFT modifier which requires BeginMultiSelect()!
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)");
+        if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)"))
+        {
+            HelpMarker("Hold CTRL and click to select multiple items.");
+            static bool selection[5] = { false, false, false, false, false };
+            for (int n = 0; n < 5; n++)
+            {
+                char buf[32];
+                sprintf(buf, "Object %d", n);
+                if (ImGui::Selectable(buf, selection[n]))
+                {
+                    if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
+                        memset(selection, 0, sizeof(selection));
+                    selection[n] ^= 1; // Toggle current item
+                }
+            }
+            ImGui::TreePop();
+        }
+
+        // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API.
+        // SHIFT+Click w/ CTRL and other standard features are supported.
+        // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement.
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select");
+        if (ImGui::TreeNode("Multi-Select"))
+        {
+            ImGui::Text("Supported features:");
+            ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space).");
+            ImGui::BulletText("Ctrl modifier to preserve and toggle selection.");
+            ImGui::BulletText("Shift modifier for range selection.");
+            ImGui::BulletText("CTRL+A to select all.");
+            ImGui::BulletText("Escape to clear selection.");
+            ImGui::BulletText("Click and drag to box-select.");
+            ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.");
+
+            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+            const int ITEMS_COUNT = 50;
+            static ImGuiSelectionBasicStorage selection;
+            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+
+            // The BeginChild() has no purpose for selection logic, other that offering a scrolling region.
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+                selection.ApplyRequests(ms_io);
+
+                for (int n = 0; n < ITEMS_COUNT; n++)
+                {
+                    char label[64];
+                    sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+                    bool item_is_selected = selection.Contains((ImGuiID)n);
+                    ImGui::SetNextItemSelectionUserData(n);
+                    ImGui::Selectable(label, item_is_selected);
+                }
+
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+            }
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
+
+        // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)");
+        if (ImGui::TreeNode("Multi-Select (with clipper)"))
+        {
+            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+            static ImGuiSelectionBasicStorage selection;
+
+            ImGui::Text("Added features:");
+            ImGui::BulletText("Using ImGuiListClipper.");
+
+            const int ITEMS_COUNT = 10000;
+            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+                selection.ApplyRequests(ms_io);
+
+                ImGuiListClipper clipper;
+                clipper.Begin(ITEMS_COUNT);
+                if (ms_io->RangeSrcItem != -1)
+                    clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+                while (clipper.Step())
+                {
+                    for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
+                    {
+                        char label[64];
+                        sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+                        bool item_is_selected = selection.Contains((ImGuiID)n);
+                        ImGui::SetNextItemSelectionUserData(n);
+                        ImGui::Selectable(label, item_is_selected);
+                    }
+                }
+
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+            }
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
+
+        // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API.
+        // In order to support Deletion without any glitches you need to:
+        // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling.
+        // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection.
+        // - (3) BeginXXXX process
+        // - (4) Focus process
+        // - (5) EndXXXX process
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)");
+        if (ImGui::TreeNode("Multi-Select (with deletion)"))
+        {
+            // Storing items data separately from selection data.
+            // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items)
+            // Use a custom selection.Adapter: store item identifier in Selection (instead of index)
+            static ImVector<ImGuiID> items;
+            static ExampleSelectionWithDeletion selection;
+            selection.UserData = (void*)&items;
+            selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector<ImGuiID>* p_items = (ImVector<ImGuiID>*)self->UserData; return (*p_items)[idx]; }; // Index -> ID
+
+            ImGui::Text("Added features:");
+            ImGui::BulletText("Dynamic list with Delete key support.");
+            ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
+
+            // Initialize default list with 50 items + button to add/remove items.
+            static ImGuiID items_next_id = 0;
+            if (items_next_id == 0)
+                for (ImGuiID n = 0; n < 50; n++)
+                    items.push_back(items_next_id++);
+            if (ImGui::SmallButton("Add 20 items"))     { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } }
+            ImGui::SameLine();
+            if (ImGui::SmallButton("Remove 20 items"))  { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } }
+
+            // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion
+            const float items_height = ImGui::GetTextLineHeightWithSpacing();
+            ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
+
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+                selection.ApplyRequests(ms_io);
+
+                const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0);
+                const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
+
+                for (int n = 0; n < items.Size; n++)
+                {
+                    const ImGuiID item_id = items[n];
+                    char label[64];
+                    sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]);
+
+                    bool item_is_selected = selection.Contains(item_id);
+                    ImGui::SetNextItemSelectionUserData(n);
+                    ImGui::Selectable(label, item_is_selected);
+                    if (item_curr_idx_to_focus == n)
+                        ImGui::SetKeyboardFocusHere(-1);
+                }
+
+                // Apply multi-select requests
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+                if (want_delete)
+                    selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
+            }
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
+
+        // Implement a Dual List Box (#6648)
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)");
+        if (ImGui::TreeNode("Multi-Select (dual list box)"))
+        {
+            // Init default state
+            static ExampleDualListBox dlb;
+            if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0)
+                for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++)
+                    dlb.Items[0].push_back((ImGuiID)item_id);
+
+            // Show
+            dlb.Show();
+
+            ImGui::TreePop();
+        }
+
+        // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)");
+        if (ImGui::TreeNode("Multi-Select (in a table)"))
+        {
+            static ImGuiSelectionBasicStorage selection;
+
+            const int ITEMS_COUNT = 10000;
+            ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+            if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter))
+            {
+                ImGui::TableSetupColumn("Object");
+                ImGui::TableSetupColumn("Action");
+                ImGui::TableSetupScrollFreeze(0, 1);
+                ImGui::TableHeadersRow();
+
+                ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+                selection.ApplyRequests(ms_io);
+
+                ImGuiListClipper clipper;
+                clipper.Begin(ITEMS_COUNT);
+                if (ms_io->RangeSrcItem != -1)
+                    clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+                while (clipper.Step())
+                {
+                    for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
+                    {
+                        ImGui::TableNextRow();
+                        ImGui::TableNextColumn();
+                        char label[64];
+                        sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+                        bool item_is_selected = selection.Contains((ImGuiID)n);
+                        ImGui::SetNextItemSelectionUserData(n);
+                        ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
+                        ImGui::TableNextColumn();
+                        ImGui::SmallButton("hello");
+                    }
+                }
+
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+                ImGui::EndTable();
+            }
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)");
+        if (ImGui::TreeNode("Multi-Select (checkboxes)"))
+        {
+            ImGui::Text("In a list of checkboxes (not selectable):");
+            ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags.");
+            ImGui::BulletText("Shift+Click to check multiple boxes.");
+            ImGui::BulletText("Shift+Keyboard to copy current value to other boxes.");
+
+            // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper.
+            static bool items[20] = {};
+            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape;
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width.
+
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY))
+            {
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items));
+                ImGuiSelectionExternalStorage storage_wrapper;
+                storage_wrapper.UserData = (void*)items;
+                storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; };
+                storage_wrapper.ApplyRequests(ms_io);
+                for (int n = 0; n < 20; n++)
+                {
+                    char label[32];
+                    sprintf(label, "Item %d", n);
+                    ImGui::SetNextItemSelectionUserData(n);
+                    ImGui::Checkbox(label, &items[n]);
+                }
+                ms_io = ImGui::EndMultiSelect();
+                storage_wrapper.ApplyRequests(ms_io);
+            }
+            ImGui::EndChild();
+
+            ImGui::TreePop();
+        }
+
+        // Demonstrate individual selection scopes in same window
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)");
+        if (ImGui::TreeNode("Multi-Select (multiple scopes)"))
+        {
+            // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection
+            const int SCOPES_COUNT = 3;
+            const int ITEMS_COUNT = 8; // Per scope
+            static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT];
+
+            // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window.
+            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid;
+            if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
+                flags &= ~ImGuiMultiSelectFlags_ScopeRect;
+            if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
+                flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
+            ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
+
+            for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++)
+            {
+                ImGui::PushID(selection_scope_n);
+                ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n];
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT);
+                selection->ApplyRequests(ms_io);
+
+                ImGui::SeparatorText("Selection scope");
+                ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT);
+
+                for (int n = 0; n < ITEMS_COUNT; n++)
+                {
+                    char label[64];
+                    sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+                    bool item_is_selected = selection->Contains((ImGuiID)n);
+                    ImGui::SetNextItemSelectionUserData(n);
+                    ImGui::Selectable(label, item_is_selected);
+                }
+
+                // Apply multi-select requests
+                ms_io = ImGui::EndMultiSelect();
+                selection->ApplyRequests(ms_io);
+                ImGui::PopID();
+            }
+            ImGui::TreePop();
+        }
+
+        // See ShowExampleAppAssetsBrowser()
+        if (ImGui::TreeNode("Multi-Select (tiled assets browser)"))
+        {
+            ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser);
+            ImGui::Text("(also access from 'Examples->Assets Browser' in menu)");
+            ImGui::TreePop();
+        }
+
+        // Demonstrate supporting multiple-selection in a tree.
+        // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly!
+        //   This showcase how SetNextItemSelectionUserData() never assume indices!
+        // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request.
+        //   We want this interpolation to match what the user sees: in visible order, skipping closed nodes.
+        //   This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper.
+        // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you
+        //   are more likely to build an array mapping sequential indices to visible tree nodes, since your
+        //   filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier.
+        // - Consider this a prototype: we are working toward simplifying some of it.
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)");
+        if (ImGui::TreeNode("Multi-Select (trees)"))
+        {
+            HelpMarker(
+                "This is rather advanced and experimental. If you are getting started with multi-select,"
+                "please don't start by looking at how to use it for a tree!\n\n"
+                "Future versions will try to simplify and formalize some of this.");
+
+            struct ExampleTreeFuncs
+            {
+                static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection)
+                {
+                    ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
+                    tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent
+                    if (node->Childs.Size == 0)
+                        tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf;
+                    if (selection->Contains((ImGuiID)node->UID))
+                        tree_node_flags |= ImGuiTreeNodeFlags_Selected;
+
+                    // Using SetNextItemStorageID() to specify storage id, so we can easily peek into
+                    // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions.
+                    ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node);
+                    ImGui::SetNextItemStorageID((ImGuiID)node->UID);
+                    if (ImGui::TreeNodeEx(node->Name, tree_node_flags))
+                    {
+                        for (ExampleTreeNode* child : node->Childs)
+                            DrawNode(child, selection);
+                        ImGui::TreePop();
+                    }
+                    else if (ImGui::IsItemToggledOpen())
+                    {
+                        TreeCloseAndUnselectChildNodes(node, selection);
+                    }
+                }
+
+                static bool TreeNodeGetOpen(ExampleTreeNode* node)
+                {
+                    return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID);
+                }
+
+                static void TreeNodeSetOpen(ExampleTreeNode* node, bool open)
+                {
+                    ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open);
+                }
+
+                // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected.
+                // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node
+                // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc.
+                static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0)
+                {
+                    // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!)
+                    int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0;
+                    if (depth == 0 || TreeNodeGetOpen(node))
+                    {
+                        for (ExampleTreeNode* child : node->Childs)
+                            unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1);
+                        TreeNodeSetOpen(node, false);
+                    }
+
+                    // Select root node if any of its child was selected, otherwise unselect
+                    selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0));
+                    return unselected_count;
+                }
+
+                // Apply multi-selection requests
+                static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection)
+                {
+                    for (ImGuiSelectionRequest& req : ms_io->Requests)
+                    {
+                        if (req.Type == ImGuiSelectionRequestType_SetAll)
+                        {
+                            if (req.Selected)
+                                TreeSetAllInOpenNodes(tree, selection, req.Selected);
+                            else
+                                selection->Clear();
+                        }
+                        else if (req.Type == ImGuiSelectionRequestType_SetRange)
+                        {
+                            ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem;
+                            ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem;
+                            for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node))
+                                selection->SetItemSelected((ImGuiID)node->UID, req.Selected);
+                        }
+                    }
+                }
+
+                static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected)
+                {
+                    if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme
+                        selection->SetItemSelected((ImGuiID)node->UID, selected);
+                    if (node->Parent == NULL || TreeNodeGetOpen(node))
+                        for (ExampleTreeNode* child : node->Childs)
+                            TreeSetAllInOpenNodes(child, selection, selected);
+                }
+
+                // Interpolate in *user-visible order* AND only *over opened nodes*.
+                // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler.
+                // Here the tricks are that:
+                // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion.
+                //   this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)'
+                //   which would only be called when crossing from child to a parent, aka not too much.
+                // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack,
+                //   making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location.
+                static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node)
+                {
+                    // Reached last node
+                    if (curr_node == last_node)
+                        return NULL;
+
+                    // Recurse into childs. Query storage to tell if the node is open.
+                    if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node))
+                        return curr_node->Childs[0];
+
+                    // Next sibling, then into our own parent
+                    while (curr_node->Parent != NULL)
+                    {
+                        if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size)
+                            return curr_node->Parent->Childs[curr_node->IndexInParent + 1];
+                        curr_node = curr_node->Parent;
+                    }
+                    return NULL;
+                }
+
+            }; // ExampleTreeFuncs
+
+            static ImGuiSelectionBasicStorage selection;
+            if (demo_data->DemoTree == NULL)
+                demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once
+            ImGui::Text("Selection size: %d", selection.Size);
+
+            if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ExampleTreeNode* tree = demo_data->DemoTree;
+                ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d;
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1);
+                ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
+                for (ExampleTreeNode* node : tree->Childs)
+                    ExampleTreeFuncs::DrawNode(node, &selection);
+                ms_io = ImGui::EndMultiSelect();
+                ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
+            }
+            ImGui::EndChild();
+
+            ImGui::TreePop();
+        }
+
+        // Advanced demonstration of BeginMultiSelect()
+        // - Showcase clipping.
+        // - Showcase deletion.
+        // - Showcase basic drag and drop.
+        // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing).
+        // - Showcase using inside a table.
+        IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)");
+        //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+        if (ImGui::TreeNode("Multi-Select (advanced)"))
+        {
+            // Options
+            enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode };
+            static bool use_clipper = true;
+            static bool use_deletion = true;
+            static bool use_drag_drop = true;
+            static bool show_in_table = false;
+            static bool show_color_button = true;
+            static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+            static WidgetType widget_type = WidgetType_Selectable;
+
+            if (ImGui::TreeNode("Options"))
+            {
+                if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; }
+                ImGui::SameLine();
+                if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; }
+                ImGui::SameLine();
+                HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes.");
+                ImGui::Checkbox("Enable clipper", &use_clipper);
+                ImGui::Checkbox("Enable deletion", &use_deletion);
+                ImGui::Checkbox("Enable drag & drop", &use_drag_drop);
+                ImGui::Checkbox("Show in a table", &show_in_table);
+                ImGui::Checkbox("Show color button", &show_color_button);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape);
+                ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
+                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
+                    flags &= ~ImGuiMultiSelectFlags_ScopeRect;
+                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
+                    flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
+                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick))
+                    flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease;
+                if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
+                    flags &= ~ImGuiMultiSelectFlags_SelectOnClick;
+                ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection.");
+                ImGui::TreePop();
+            }
+
+            // Initialize default list with 1000 items.
+            // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+            static ImVector<int> items;
+            static int items_next_id = 0;
+            if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } }
+            static ExampleSelectionWithDeletion selection;
+            static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu
+
+            ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
+
+            const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing();
+            ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
+            if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+            {
+                ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
+                if (widget_type == WidgetType_TreeNode)
+                    ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f);
+
+                ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+                selection.ApplyRequests(ms_io);
+
+                const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu;
+                const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
+                request_deletion_from_menu = false;
+
+                if (show_in_table)
+                {
+                    if (widget_type == WidgetType_TreeNode)
+                        ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f));
+                    ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX);
+                    ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f);
+                    ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f);
+                    //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f);
+                }
+
+                ImGuiListClipper clipper;
+                if (use_clipper)
+                {
+                    clipper.Begin(items.Size);
+                    if (item_curr_idx_to_focus != -1)
+                        clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped.
+                    if (ms_io->RangeSrcItem != -1)
+                        clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+                }
+
+                while (!use_clipper || clipper.Step())
+                {
+                    const int item_begin = use_clipper ? clipper.DisplayStart : 0;
+                    const int item_end = use_clipper ? clipper.DisplayEnd : items.Size;
+                    for (int n = item_begin; n < item_end; n++)
+                    {
+                        if (show_in_table)
+                            ImGui::TableNextColumn();
+
+                        const int item_id = items[n];
+                        const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)];
+                        char label[64];
+                        sprintf(label, "Object %05d: %s", item_id, item_category);
+
+                        // IMPORTANT: for deletion refocus to work we need object ID to be stable,
+                        // aka not depend on their index in the list. Here we use our persistent item_id
+                        // instead of index to build a unique ID that will persist.
+                        // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion).
+                        ImGui::PushID(item_id);
+
+                        // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part
+                        // of the selection scope doesn't erroneously alter our selection.
+                        if (show_color_button)
+                        {
+                            ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK;
+                            ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz);
+                            ImGui::SameLine();
+                        }
+
+                        // Submit item
+                        bool item_is_selected = selection.Contains((ImGuiID)n);
+                        bool item_is_open = false;
+                        ImGui::SetNextItemSelectionUserData(n);
+                        if (widget_type == WidgetType_Selectable)
+                        {
+                            ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None);
+                        }
+                        else if (widget_type == WidgetType_TreeNode)
+                        {
+                            ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
+                            if (item_is_selected)
+                                tree_node_flags |= ImGuiTreeNodeFlags_Selected;
+                            item_is_open = ImGui::TreeNodeEx(label, tree_node_flags);
+                        }
+
+                        // Focus (for after deletion)
+                        if (item_curr_idx_to_focus == n)
+                            ImGui::SetKeyboardFocusHere(-1);
+
+                        // Drag and Drop
+                        if (use_drag_drop && ImGui::BeginDragDropSource())
+                        {
+                            // Create payload with full selection OR single unselected item.
+                            // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease)
+                            if (ImGui::GetDragDropPayload() == NULL)
+                            {
+                                ImVector<int> payload_items;
+                                void* it = NULL;
+                                ImGuiID id = 0;
+                                if (!item_is_selected)
+                                    payload_items.push_back(item_id);
+                                else
+                                    while (selection.GetNextSelectedItem(&it, &id))
+                                        payload_items.push_back((int)id);
+                                ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes());
+                            }
+
+                            // Display payload content in tooltip
+                            const ImGuiPayload* payload = ImGui::GetDragDropPayload();
+                            const int* payload_items = (int*)payload->Data;
+                            const int payload_count = (int)payload->DataSize / (int)sizeof(int);
+                            if (payload_count == 1)
+                                ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]);
+                            else
+                                ImGui::Text("Dragging %d objects", payload_count);
+
+                            ImGui::EndDragDropSource();
+                        }
+
+                        if (widget_type == WidgetType_TreeNode && item_is_open)
+                            ImGui::TreePop();
+
+                        // Right-click: context menu
+                        if (ImGui::BeginPopupContextItem())
+                        {
+                            ImGui::BeginDisabled(!use_deletion || selection.Size == 0);
+                            sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size);
+                            if (ImGui::Selectable(label))
+                                request_deletion_from_menu = true;
+                            ImGui::EndDisabled();
+                            ImGui::Selectable("Close");
+                            ImGui::EndPopup();
+                        }
+
+                        // Demo content within a table
+                        if (show_in_table)
+                        {
+                            ImGui::TableNextColumn();
+                            ImGui::SetNextItemWidth(-FLT_MIN);
+                            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
+                            ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly);
+                            ImGui::PopStyleVar();
+                        }
+
+                        ImGui::PopID();
+                    }
+                    if (!use_clipper)
+                        break;
+                }
+
+                if (show_in_table)
+                {
+                    ImGui::EndTable();
+                    if (widget_type == WidgetType_TreeNode)
+                        ImGui::PopStyleVar();
+                }
+
+                // Apply multi-select requests
+                ms_io = ImGui::EndMultiSelect();
+                selection.ApplyRequests(ms_io);
+                if (want_delete)
+                    selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
+
+                if (widget_type == WidgetType_TreeNode)
+                    ImGui::PopStyleVar();
+            }
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ShowDemoWindowLayout()
+//-----------------------------------------------------------------------------
+
+static void ShowDemoWindowLayout()
+{
+    IMGUI_DEMO_MARKER("Layout");
+    if (!ImGui::CollapsingHeader("Layout & Scrolling"))
+        return;
+
+    IMGUI_DEMO_MARKER("Layout/Child windows");
+    if (ImGui::TreeNode("Child windows"))
+    {
+        ImGui::SeparatorText("Child windows");
+
+        HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");
+        static bool disable_mouse_wheel = false;
+        static bool disable_menu = false;
+        ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
+        ImGui::Checkbox("Disable Menu", &disable_menu);
+
+        // Child 1: no border, enable horizontal scrollbar
+        {
+            ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar;
+            if (disable_mouse_wheel)
+                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;
+            ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags);
+            for (int i = 0; i < 100; i++)
+                ImGui::Text("%04d: scrollable region", i);
+            ImGui::EndChild();
+        }
+
+        ImGui::SameLine();
+
+        // Child 2: rounded border
+        {
+            ImGuiWindowFlags window_flags = ImGuiWindowFlags_None;
+            if (disable_mouse_wheel)
+                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;
+            if (!disable_menu)
+                window_flags |= ImGuiWindowFlags_MenuBar;
+            ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
+            ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags);
+            if (!disable_menu && ImGui::BeginMenuBar())
+            {
+                if (ImGui::BeginMenu("Menu"))
+                {
+                    ShowExampleMenuFile();
+                    ImGui::EndMenu();
+                }
+                ImGui::EndMenuBar();
+            }
+            if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
+            {
+                for (int i = 0; i < 100; i++)
+                {
+                    char buf[32];
+                    sprintf(buf, "%03d", i);
+                    ImGui::TableNextColumn();
+                    ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
+                }
+                ImGui::EndTable();
+            }
+            ImGui::EndChild();
+            ImGui::PopStyleVar();
+        }
+
+        // Child 3: manual-resize
+        ImGui::SeparatorText("Manual-resize");
+        {
+            HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.");
+            ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg));
+            if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY))
+                for (int n = 0; n < 10; n++)
+                    ImGui::Text("Line %04d", n);
+            ImGui::PopStyleColor();
+            ImGui::EndChild();
+        }
+
+        // Child 4: auto-resizing height with a limit
+        ImGui::SeparatorText("Auto-resize with constraints");
+        {
+            static int draw_lines = 3;
+            static int max_height_in_lines = 10;
+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+            ImGui::DragInt("Lines Count", &draw_lines, 0.2f);
+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+            ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f);
+
+            ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines));
+            if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY))
+                for (int n = 0; n < draw_lines; n++)
+                    ImGui::Text("Line %04d", n);
+            ImGui::EndChild();
+        }
+
+        ImGui::SeparatorText("Misc/Advanced");
+
+        // Demonstrate a few extra things
+        // - Changing ImGuiCol_ChildBg (which is transparent black in default styles)
+        // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window)
+        //   You can also call SetNextWindowPos() to position the child window. The parent window will effectively
+        //   layout from this position.
+        // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from
+        //   the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details.
+        {
+            static int offset_x = 0;
+            static bool override_bg_color = true;
+            static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY;
+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+            ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000);
+            ImGui::Checkbox("Override ChildBg color", &override_bg_color);
+            ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders);
+            ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding);
+            ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX);
+            ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY);
+            ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle);
+            ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.");
+            if (child_flags & ImGuiChildFlags_FrameStyle)
+                override_bg_color = false;
+
+            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);
+            if (override_bg_color)
+                ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
+            ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None);
+            if (override_bg_color)
+                ImGui::PopStyleColor();
+
+            for (int n = 0; n < 50; n++)
+                ImGui::Text("Some test %d", n);
+            ImGui::EndChild();
+            bool child_is_hovered = ImGui::IsItemHovered();
+            ImVec2 child_rect_min = ImGui::GetItemRectMin();
+            ImVec2 child_rect_max = ImGui::GetItemRectMax();
+            ImGui::Text("Hovered: %d", child_is_hovered);
+            ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y);
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Layout/Widgets Width");
+    if (ImGui::TreeNode("Widgets Width"))
+    {
+        static float f = 0.0f;
+        static bool show_indented_items = true;
+        ImGui::Checkbox("Show indented items", &show_indented_items);
+
+        // Use SetNextItemWidth() to set the width of a single upcoming item.
+        // Use PushItemWidth()/PopItemWidth() to set the width of a group of items.
+        // In real code use you'll probably want to choose width values that are proportional to your font size
+        // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.
+
+        ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
+        ImGui::SameLine(); HelpMarker("Fixed width.");
+        ImGui::PushItemWidth(100);
+        ImGui::DragFloat("float##1b", &f);
+        if (show_indented_items)
+        {
+            ImGui::Indent();
+            ImGui::DragFloat("float (indented)##1b", &f);
+            ImGui::Unindent();
+        }
+        ImGui::PopItemWidth();
+
+        ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
+        ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
+        ImGui::PushItemWidth(-100);
+        ImGui::DragFloat("float##2a", &f);
+        if (show_indented_items)
+        {
+            ImGui::Indent();
+            ImGui::DragFloat("float (indented)##2b", &f);
+            ImGui::Unindent();
+        }
+        ImGui::PopItemWidth();
+
+        ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");
+        ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
+        ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
+        ImGui::DragFloat("float##3a", &f);
+        if (show_indented_items)
+        {
+            ImGui::Indent();
+            ImGui::DragFloat("float (indented)##3b", &f);
+            ImGui::Unindent();
+        }
+        ImGui::PopItemWidth();
+
+        ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)");
+        ImGui::SameLine(); HelpMarker("Align to right edge minus half");
+        ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
+        ImGui::DragFloat("float##4a", &f);
+        if (show_indented_items)
+        {
+            ImGui::Indent();
+            ImGui::DragFloat("float (indented)##4b", &f);
+            ImGui::Unindent();
+        }
+        ImGui::PopItemWidth();
+
+        // Demonstrate using PushItemWidth to surround three items.
+        // Calling SetNextItemWidth() before each of them would have the same effect.
+        ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
+        ImGui::SameLine(); HelpMarker("Align to right edge");
+        ImGui::PushItemWidth(-FLT_MIN);
+        ImGui::DragFloat("##float5a", &f);
+        if (show_indented_items)
+        {
+            ImGui::Indent();
+            ImGui::DragFloat("float (indented)##5b", &f);
+            ImGui::Unindent();
+        }
+        ImGui::PopItemWidth();
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout");
+    if (ImGui::TreeNode("Basic Horizontal Layout"))
+    {
+        ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
+
+        // Text
+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine");
+        ImGui::Text("Two items: Hello"); ImGui::SameLine();
+        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor");
+
+        // Adjust spacing
+        ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);
+        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor");
+
+        // Button
+        ImGui::AlignTextToFramePadding();
+        ImGui::Text("Normal buttons"); ImGui::SameLine();
+        ImGui::Button("Banana"); ImGui::SameLine();
+        ImGui::Button("Apple"); ImGui::SameLine();
+        ImGui::Button("Corniflower");
+
+        // Button
+        ImGui::Text("Small buttons"); ImGui::SameLine();
+        ImGui::SmallButton("Like this one"); ImGui::SameLine();
+        ImGui::Text("can fit within a text block.");
+
+        // Aligned to arbitrary position. Easy/cheap column.
+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)");
+        ImGui::Text("Aligned");
+        ImGui::SameLine(150); ImGui::Text("x=150");
+        ImGui::SameLine(300); ImGui::Text("x=300");
+        ImGui::Text("Aligned");
+        ImGui::SameLine(150); ImGui::SmallButton("x=150");
+        ImGui::SameLine(300); ImGui::SmallButton("x=300");
+
+        // Checkbox
+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)");
+        static bool c1 = false, c2 = false, c3 = false, c4 = false;
+        ImGui::Checkbox("My", &c1); ImGui::SameLine();
+        ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();
+        ImGui::Checkbox("Is", &c3); ImGui::SameLine();
+        ImGui::Checkbox("Rich", &c4);
+
+        // Various
+        static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f;
+        ImGui::PushItemWidth(80);
+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };
+        static int item = -1;
+        ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();
+        ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine();
+        ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine();
+        ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f);
+        ImGui::PopItemWidth();
+
+        ImGui::PushItemWidth(80);
+        ImGui::Text("Lists:");
+        static int selection[4] = { 0, 1, 2, 3 };
+        for (int i = 0; i < 4; i++)
+        {
+            if (i > 0) ImGui::SameLine();
+            ImGui::PushID(i);
+            ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
+            ImGui::PopID();
+            //ImGui::SetItemTooltip("ListBox %d hovered", i);
+        }
+        ImGui::PopItemWidth();
+
+        // Dummy
+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy");
+        ImVec2 button_sz(40, 40);
+        ImGui::Button("A", button_sz); ImGui::SameLine();
+        ImGui::Dummy(button_sz); ImGui::SameLine();
+        ImGui::Button("B", button_sz);
+
+        // Manually wrapping
+        // (we should eventually provide this as an automatic layout feature, but for now you can do it manually)
+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping");
+        ImGui::Text("Manual wrapping:");
+        ImGuiStyle& style = ImGui::GetStyle();
+        int buttons_count = 20;
+        float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x;
+        for (int n = 0; n < buttons_count; n++)
+        {
+            ImGui::PushID(n);
+            ImGui::Button("Box", button_sz);
+            float last_button_x2 = ImGui::GetItemRectMax().x;
+            float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line
+            if (n + 1 < buttons_count && next_button_x2 < window_visible_x2)
+                ImGui::SameLine();
+            ImGui::PopID();
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Layout/Groups");
+    if (ImGui::TreeNode("Groups"))
+    {
+        HelpMarker(
+            "BeginGroup() basically locks the horizontal position for new line. "
+            "EndGroup() bundles the whole group so that you can use \"item\" functions such as "
+            "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");
+        ImGui::BeginGroup();
+        {
+            ImGui::BeginGroup();
+            ImGui::Button("AAA");
+            ImGui::SameLine();
+            ImGui::Button("BBB");
+            ImGui::SameLine();
+            ImGui::BeginGroup();
+            ImGui::Button("CCC");
+            ImGui::Button("DDD");
+            ImGui::EndGroup();
+            ImGui::SameLine();
+            ImGui::Button("EEE");
+            ImGui::EndGroup();
+            ImGui::SetItemTooltip("First group hovered");
+        }
+        // Capture the group size and create widgets using the same size
+        ImVec2 size = ImGui::GetItemRectSize();
+        const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };
+        ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);
+
+        ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));
+        ImGui::SameLine();
+        ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));
+        ImGui::EndGroup();
+        ImGui::SameLine();
+
+        ImGui::Button("LEVERAGE\nBUZZWORD", size);
+        ImGui::SameLine();
+
+        if (ImGui::BeginListBox("List", size))
+        {
+            ImGui::Selectable("Selected", true);
+            ImGui::Selectable("Not Selected", false);
+            ImGui::EndListBox();
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment");
+    if (ImGui::TreeNode("Text Baseline Alignment"))
+    {
+        {
+            ImGui::BulletText("Text baseline:");
+            ImGui::SameLine(); HelpMarker(
+                "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. "
+                "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.");
+            ImGui::Indent();
+
+            ImGui::Text("KO Blahblah"); ImGui::SameLine();
+            ImGui::Button("Some framed item"); ImGui::SameLine();
+            HelpMarker("Baseline of button will look misaligned with text..");
+
+            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
+            // (because we don't know what's coming after the Text() statement, we need to move the text baseline
+            // down by FramePadding.y ahead of time)
+            ImGui::AlignTextToFramePadding();
+            ImGui::Text("OK Blahblah"); ImGui::SameLine();
+            ImGui::Button("Some framed item##2"); ImGui::SameLine();
+            HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y");
+
+            // SmallButton() uses the same vertical padding as Text
+            ImGui::Button("TEST##1"); ImGui::SameLine();
+            ImGui::Text("TEST"); ImGui::SameLine();
+            ImGui::SmallButton("TEST##2");
+
+            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
+            ImGui::AlignTextToFramePadding();
+            ImGui::Text("Text aligned to framed item"); ImGui::SameLine();
+            ImGui::Button("Item##1"); ImGui::SameLine();
+            ImGui::Text("Item"); ImGui::SameLine();
+            ImGui::SmallButton("Item##2"); ImGui::SameLine();
+            ImGui::Button("Item##3");
+
+            ImGui::Unindent();
+        }
+
+        ImGui::Spacing();
+
+        {
+            ImGui::BulletText("Multi-line text:");
+            ImGui::Indent();
+            ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+
+            ImGui::Text("Banana"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("One\nTwo\nThree");
+
+            ImGui::Button("HOP##1"); ImGui::SameLine();
+            ImGui::Text("Banana"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+
+            ImGui::Button("HOP##2"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+            ImGui::Unindent();
+        }
+
+        ImGui::Spacing();
+
+        {
+            ImGui::BulletText("Misc items:");
+            ImGui::Indent();
+
+            // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button.
+            ImGui::Button("80x80", ImVec2(80, 80));
+            ImGui::SameLine();
+            ImGui::Button("50x50", ImVec2(50, 50));
+            ImGui::SameLine();
+            ImGui::Button("Button()");
+            ImGui::SameLine();
+            ImGui::SmallButton("SmallButton()");
+
+            // Tree
+            const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
+            ImGui::Button("Button##1");
+            ImGui::SameLine(0.0f, spacing);
+            if (ImGui::TreeNode("Node##1"))
+            {
+                // Placeholder tree data
+                for (int i = 0; i < 6; i++)
+                    ImGui::BulletText("Item %d..", i);
+                ImGui::TreePop();
+            }
+
+            // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.
+            // Otherwise you can use SmallButton() (smaller fit).
+            ImGui::AlignTextToFramePadding();
+
+            // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add
+            // other contents below the node.
+            bool node_open = ImGui::TreeNode("Node##2");
+            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
+            if (node_open)
+            {
+                // Placeholder tree data
+                for (int i = 0; i < 6; i++)
+                    ImGui::BulletText("Item %d..", i);
+                ImGui::TreePop();
+            }
+
+            // Bullet
+            ImGui::Button("Button##3");
+            ImGui::SameLine(0.0f, spacing);
+            ImGui::BulletText("Bullet text");
+
+            ImGui::AlignTextToFramePadding();
+            ImGui::BulletText("Node");
+            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
+            ImGui::Unindent();
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Layout/Scrolling");
+    if (ImGui::TreeNode("Scrolling"))
+    {
+        // Vertical scroll functions
+        IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical");
+        HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");
+
+        static int track_item = 50;
+        static bool enable_track = true;
+        static bool enable_extra_decorations = false;
+        static float scroll_to_off_px = 0.0f;
+        static float scroll_to_pos_px = 200.0f;
+
+        ImGui::Checkbox("Decoration", &enable_extra_decorations);
+
+        ImGui::Checkbox("Track", &enable_track);
+        ImGui::PushItemWidth(100);
+        ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
+
+        bool scroll_to_off = ImGui::Button("Scroll Offset");
+        ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
+
+        bool scroll_to_pos = ImGui::Button("Scroll To Pos");
+        ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");
+        ImGui::PopItemWidth();
+
+        if (scroll_to_off || scroll_to_pos)
+            enable_track = false;
+
+        ImGuiStyle& style = ImGui::GetStyle();
+        float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;
+        if (child_w < 1.0f)
+            child_w = 1.0f;
+        ImGui::PushID("##VerticalScrolling");
+        for (int i = 0; i < 5; i++)
+        {
+            if (i > 0) ImGui::SameLine();
+            ImGui::BeginGroup();
+            const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };
+            ImGui::TextUnformatted(names[i]);
+
+            const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
+            const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
+            const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags);
+            if (ImGui::BeginMenuBar())
+            {
+                ImGui::TextUnformatted("abc");
+                ImGui::EndMenuBar();
+            }
+            if (scroll_to_off)
+                ImGui::SetScrollY(scroll_to_off_px);
+            if (scroll_to_pos)
+                ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
+            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items
+            {
+                for (int item = 0; item < 100; item++)
+                {
+                    if (enable_track && item == track_item)
+                    {
+                        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
+                        ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
+                    }
+                    else
+                    {
+                        ImGui::Text("Item %d", item);
+                    }
+                }
+            }
+            float scroll_y = ImGui::GetScrollY();
+            float scroll_max_y = ImGui::GetScrollMaxY();
+            ImGui::EndChild();
+            ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y);
+            ImGui::EndGroup();
+        }
+        ImGui::PopID();
+
+        // Horizontal scroll functions
+        IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal");
+        ImGui::Spacing();
+        HelpMarker(
+            "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n"
+            "Because the clipping rectangle of most window hides half worth of WindowPadding on the "
+            "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the "
+            "equivalent SetScrollFromPosY(+1) wouldn't.");
+        ImGui::PushID("##HorizontalScrolling");
+        for (int i = 0; i < 5; i++)
+        {
+            float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
+            ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
+            ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
+            bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags);
+            if (scroll_to_off)
+                ImGui::SetScrollX(scroll_to_off_px);
+            if (scroll_to_pos)
+                ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
+            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items
+            {
+                for (int item = 0; item < 100; item++)
+                {
+                    if (item > 0)
+                        ImGui::SameLine();
+                    if (enable_track && item == track_item)
+                    {
+                        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
+                        ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
+                    }
+                    else
+                    {
+                        ImGui::Text("Item %d", item);
+                    }
+                }
+            }
+            float scroll_x = ImGui::GetScrollX();
+            float scroll_max_x = ImGui::GetScrollMaxX();
+            ImGui::EndChild();
+            ImGui::SameLine();
+            const char* names[] = { "Left", "25%", "Center", "75%", "Right" };
+            ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x);
+            ImGui::Spacing();
+        }
+        ImGui::PopID();
+
+        // Miscellaneous Horizontal Scrolling Demo
+        IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)");
+        HelpMarker(
+            "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n"
+            "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().");
+        static int lines = 7;
+        ImGui::SliderInt("Lines", &lines, 1, 15);
+        ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
+        ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
+        ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30);
+        ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar);
+        for (int line = 0; line < lines; line++)
+        {
+            // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine()
+            // If you want to create your own time line for a real application you may be better off manipulating
+            // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets
+            // yourself. You may also want to use the lower-level ImDrawList API.
+            int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
+            for (int n = 0; n < num_buttons; n++)
+            {
+                if (n > 0) ImGui::SameLine();
+                ImGui::PushID(n + line * 1000);
+                char num_buf[16];
+                sprintf(num_buf, "%d", n);
+                const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf;
+                float hue = n * 0.05f;
+                ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));
+                ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));
+                ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));
+                ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));
+                ImGui::PopStyleColor(3);
+                ImGui::PopID();
+            }
+        }
+        float scroll_x = ImGui::GetScrollX();
+        float scroll_max_x = ImGui::GetScrollMaxX();
+        ImGui::EndChild();
+        ImGui::PopStyleVar(2);
+        float scroll_x_delta = 0.0f;
+        ImGui::SmallButton("<<");
+        if (ImGui::IsItemActive())
+            scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
+        ImGui::SameLine();
+        ImGui::Text("Scroll from code"); ImGui::SameLine();
+        ImGui::SmallButton(">>");
+        if (ImGui::IsItemActive())
+            scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
+        ImGui::SameLine();
+        ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);
+        if (scroll_x_delta != 0.0f)
+        {
+            // Demonstrate a trick: you can use Begin to set yourself in the context of another window
+            // (here we are already out of your child window)
+            ImGui::BeginChild("scrolling");
+            ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
+            ImGui::EndChild();
+        }
+        ImGui::Spacing();
+
+        static bool show_horizontal_contents_size_demo_window = false;
+        ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window);
+
+        if (show_horizontal_contents_size_demo_window)
+        {
+            static bool show_h_scrollbar = true;
+            static bool show_button = true;
+            static bool show_tree_nodes = true;
+            static bool show_text_wrapped = false;
+            static bool show_columns = true;
+            static bool show_tab_bar = true;
+            static bool show_child = false;
+            static bool explicit_content_size = false;
+            static float contents_size_x = 300.0f;
+            if (explicit_content_size)
+                ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));
+            ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);
+            IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window");
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
+            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));
+            HelpMarker(
+                "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n"
+                "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");
+            ImGui::Checkbox("H-scrollbar", &show_h_scrollbar);
+            ImGui::Checkbox("Button", &show_button);            // Will grow contents size (unless explicitly overwritten)
+            ImGui::Checkbox("Tree nodes", &show_tree_nodes);    // Will grow contents size and display highlight over full width
+            ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size
+            ImGui::Checkbox("Columns", &show_columns);          // Will use contents size
+            ImGui::Checkbox("Tab bar", &show_tab_bar);          // Will use contents size
+            ImGui::Checkbox("Child", &show_child);              // Will grow and use contents size
+            ImGui::Checkbox("Explicit content size", &explicit_content_size);
+            ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY());
+            if (explicit_content_size)
+            {
+                ImGui::SameLine();
+                ImGui::SetNextItemWidth(100);
+                ImGui::DragFloat("##csx", &contents_size_x);
+                ImVec2 p = ImGui::GetCursorScreenPos();
+                ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);
+                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);
+                ImGui::Dummy(ImVec2(0, 10));
+            }
+            ImGui::PopStyleVar(2);
+            ImGui::Separator();
+            if (show_button)
+            {
+                ImGui::Button("this is a 300-wide button", ImVec2(300, 0));
+            }
+            if (show_tree_nodes)
+            {
+                bool open = true;
+                if (ImGui::TreeNode("this is a tree node"))
+                {
+                    if (ImGui::TreeNode("another one of those tree node..."))
+                    {
+                        ImGui::Text("Some tree contents");
+                        ImGui::TreePop();
+                    }
+                    ImGui::TreePop();
+                }
+                ImGui::CollapsingHeader("CollapsingHeader", &open);
+            }
+            if (show_text_wrapped)
+            {
+                ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle.");
+            }
+            if (show_columns)
+            {
+                ImGui::Text("Tables:");
+                if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders))
+                {
+                    for (int n = 0; n < 4; n++)
+                    {
+                        ImGui::TableNextColumn();
+                        ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x);
+                    }
+                    ImGui::EndTable();
+                }
+                ImGui::Text("Columns:");
+                ImGui::Columns(4);
+                for (int n = 0; n < 4; n++)
+                {
+                    ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
+                    ImGui::NextColumn();
+                }
+                ImGui::Columns(1);
+            }
+            if (show_tab_bar && ImGui::BeginTabBar("Hello"))
+            {
+                if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); }
+                if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); }
+                if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); }
+                if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); }
+                ImGui::EndTabBar();
+            }
+            if (show_child)
+            {
+                ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders);
+                ImGui::EndChild();
+            }
+            ImGui::End();
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Layout/Text Clipping");
+    if (ImGui::TreeNode("Text Clipping"))
+    {
+        static ImVec2 size(100.0f, 100.0f);
+        static ImVec2 offset(30.0f, 30.0f);
+        ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
+        ImGui::TextWrapped("(Click and drag to scroll)");
+
+        HelpMarker(
+            "(Left) Using ImGui::PushClipRect():\n"
+            "Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
+            "(use this if you want your clipping rectangle to affect interactions)\n\n"
+            "(Center) Using ImDrawList::PushClipRect():\n"
+            "Will alter ImDrawList rendering only.\n"
+            "(use this as a shortcut if you are only using ImDrawList calls)\n\n"
+            "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n"
+            "Will alter only this specific ImDrawList::AddText() rendering.\n"
+            "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.");
+
+        for (int n = 0; n < 3; n++)
+        {
+            if (n > 0)
+                ImGui::SameLine();
+
+            ImGui::PushID(n);
+            ImGui::InvisibleButton("##canvas", size);
+            if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))
+            {
+                offset.x += ImGui::GetIO().MouseDelta.x;
+                offset.y += ImGui::GetIO().MouseDelta.y;
+            }
+            ImGui::PopID();
+            if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped.
+                continue;
+
+            const ImVec2 p0 = ImGui::GetItemRectMin();
+            const ImVec2 p1 = ImGui::GetItemRectMax();
+            const char* text_str = "Line 1 hello\nLine 2 clip me!";
+            const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);
+            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+            switch (n)
+            {
+            case 0:
+                ImGui::PushClipRect(p0, p1, true);
+                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
+                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
+                ImGui::PopClipRect();
+                break;
+            case 1:
+                draw_list->PushClipRect(p0, p1, true);
+                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
+                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
+                draw_list->PopClipRect();
+                break;
+            case 2:
+                ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.
+                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
+                draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);
+                break;
+            }
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Layout/Overlap Mode");
+    if (ImGui::TreeNode("Overlap Mode"))
+    {
+        static bool enable_allow_overlap = true;
+
+        HelpMarker(
+            "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n"
+            "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. "
+            "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.");
+        ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap);
+
+        ImVec2 button1_pos = ImGui::GetCursorScreenPos();
+        ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f);
+        if (enable_allow_overlap)
+            ImGui::SetNextItemAllowOverlap();
+        ImGui::Button("Button 1", ImVec2(80, 80));
+        ImGui::SetCursorScreenPos(button2_pos);
+        ImGui::Button("Button 2", ImVec2(80, 80));
+
+        // This is typically used with width-spanning items.
+        // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut
+        // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.)
+        if (enable_allow_overlap)
+            ImGui::SetNextItemAllowOverlap();
+        ImGui::Selectable("Some Selectable", false);
+        ImGui::SameLine();
+        ImGui::SmallButton("++");
+
+        ImGui::TreePop();
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ShowDemoWindowPopups()
+//-----------------------------------------------------------------------------
+
+static void ShowDemoWindowPopups()
+{
+    IMGUI_DEMO_MARKER("Popups");
+    if (!ImGui::CollapsingHeader("Popups & Modal windows"))
+        return;
+
+    // The properties of popups windows are:
+    // - They block normal mouse hovering detection outside them. (*)
+    // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
+    // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as
+    //   we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup().
+    // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even
+    //     when normally blocked by a popup.
+    // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close
+    // popups at any time.
+
+    // Typical use for regular windows:
+    //   bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();
+    // Typical use for popups:
+    //   if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }
+
+    // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
+    // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
+
+    IMGUI_DEMO_MARKER("Popups/Popups");
+    if (ImGui::TreeNode("Popups"))
+    {
+        ImGui::TextWrapped(
+            "When a popup is active, it inhibits interacting with windows that are behind the popup. "
+            "Clicking outside the popup closes it.");
+
+        static int selected_fish = -1;
+        const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };
+        static bool toggles[] = { true, false, false, false, false };
+
+        // Simple selection popup (if you want to show the current selection inside the Button itself,
+        // you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
+        if (ImGui::Button("Select.."))
+            ImGui::OpenPopup("my_select_popup");
+        ImGui::SameLine();
+        ImGui::TextUnformatted(selected_fish == -1 ? "<None>" : names[selected_fish]);
+        if (ImGui::BeginPopup("my_select_popup"))
+        {
+            ImGui::SeparatorText("Aquarium");
+            for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                if (ImGui::Selectable(names[i]))
+                    selected_fish = i;
+            ImGui::EndPopup();
+        }
+
+        // Showing a menu with toggles
+        if (ImGui::Button("Toggle.."))
+            ImGui::OpenPopup("my_toggle_popup");
+        if (ImGui::BeginPopup("my_toggle_popup"))
+        {
+            for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                ImGui::MenuItem(names[i], "", &toggles[i]);
+            if (ImGui::BeginMenu("Sub-menu"))
+            {
+                ImGui::MenuItem("Click me");
+                ImGui::EndMenu();
+            }
+
+            ImGui::Separator();
+            ImGui::Text("Tooltip here");
+            ImGui::SetItemTooltip("I am a tooltip over a popup");
+
+            if (ImGui::Button("Stacked Popup"))
+                ImGui::OpenPopup("another popup");
+            if (ImGui::BeginPopup("another popup"))
+            {
+                for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                    ImGui::MenuItem(names[i], "", &toggles[i]);
+                if (ImGui::BeginMenu("Sub-menu"))
+                {
+                    ImGui::MenuItem("Click me");
+                    if (ImGui::Button("Stacked Popup"))
+                        ImGui::OpenPopup("another popup");
+                    if (ImGui::BeginPopup("another popup"))
+                    {
+                        ImGui::Text("I am the last one here.");
+                        ImGui::EndPopup();
+                    }
+                    ImGui::EndMenu();
+                }
+                ImGui::EndPopup();
+            }
+            ImGui::EndPopup();
+        }
+
+        // Call the more complete ShowExampleMenuFile which we use in various places of this demo
+        if (ImGui::Button("With a menu.."))
+            ImGui::OpenPopup("my_file_popup");
+        if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar))
+        {
+            if (ImGui::BeginMenuBar())
+            {
+                if (ImGui::BeginMenu("File"))
+                {
+                    ShowExampleMenuFile();
+                    ImGui::EndMenu();
+                }
+                if (ImGui::BeginMenu("Edit"))
+                {
+                    ImGui::MenuItem("Dummy");
+                    ImGui::EndMenu();
+                }
+                ImGui::EndMenuBar();
+            }
+            ImGui::Text("Hello from popup!");
+            ImGui::Button("This is a dummy button..");
+            ImGui::EndPopup();
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Popups/Context menus");
+    if (ImGui::TreeNode("Context menus"))
+    {
+        HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.");
+
+        // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:
+        //     if (id == 0)
+        //         id = GetItemID(); // Use last item id
+        //     if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
+        //         OpenPopup(id);
+        //     return BeginPopup(id);
+        // For advanced uses you may want to replicate and customize this code.
+        // See more details in BeginPopupContextItem().
+
+        // Example 1
+        // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(),
+        // and BeginPopupContextItem() will use the last item ID as the popup ID.
+        {
+            const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" };
+            static int selected = -1;
+            for (int n = 0; n < 5; n++)
+            {
+                if (ImGui::Selectable(names[n], selected == n))
+                    selected = n;
+                if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id
+                {
+                    selected = n;
+                    ImGui::Text("This a popup for \"%s\"!", names[n]);
+                    if (ImGui::Button("Close"))
+                        ImGui::CloseCurrentPopup();
+                    ImGui::EndPopup();
+                }
+                ImGui::SetItemTooltip("Right-click to open popup");
+            }
+        }
+
+        // Example 2
+        // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem().
+        // Using an explicit identifier is also convenient if you want to activate the popups from different locations.
+        {
+            HelpMarker("Text() elements don't have stable identifiers so we need to provide one.");
+            static float value = 0.5f;
+            ImGui::Text("Value = %.3f <-- (1) right-click this text", value);
+            if (ImGui::BeginPopupContextItem("my popup"))
+            {
+                if (ImGui::Selectable("Set to zero")) value = 0.0f;
+                if (ImGui::Selectable("Set to PI")) value = 3.1415f;
+                ImGui::SetNextItemWidth(-FLT_MIN);
+                ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);
+                ImGui::EndPopup();
+            }
+
+            // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup.
+            // Here we make it that right-clicking this other text element opens the same popup as above.
+            // The popup itself will be submitted by the code above.
+            ImGui::Text("(2) Or right-click this text");
+            ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight);
+
+            // Back to square one: manually open the same popup.
+            if (ImGui::Button("(3) Or click this button"))
+                ImGui::OpenPopup("my popup");
+        }
+
+        // Example 3
+        // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID),
+        // we need to make sure your item identifier is stable.
+        // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ).
+        {
+            HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.");
+            static char name[32] = "Label1";
+            char buf[64];
+            sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label
+            ImGui::Button(buf);
+            if (ImGui::BeginPopupContextItem())
+            {
+                ImGui::Text("Edit name:");
+                ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));
+                if (ImGui::Button("Close"))
+                    ImGui::CloseCurrentPopup();
+                ImGui::EndPopup();
+            }
+            ImGui::SameLine(); ImGui::Text("(<-- right-click here)");
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Popups/Modals");
+    if (ImGui::TreeNode("Modals"))
+    {
+        ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.");
+
+        if (ImGui::Button("Delete.."))
+            ImGui::OpenPopup("Delete?");
+
+        // Always center this window when appearing
+        ImVec2 center = ImGui::GetMainViewport()->GetCenter();
+        ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
+
+        if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
+        {
+            ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!");
+            ImGui::Separator();
+
+            //static int unused_i = 0;
+            //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0");
+
+            static bool dont_ask_me_next_time = false;
+            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
+            ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);
+            ImGui::PopStyleVar();
+
+            if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }
+            ImGui::SetItemDefaultFocus();
+            ImGui::SameLine();
+            if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }
+            ImGui::EndPopup();
+        }
+
+        if (ImGui::Button("Stacked modals.."))
+            ImGui::OpenPopup("Stacked 1");
+        if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar))
+        {
+            if (ImGui::BeginMenuBar())
+            {
+                if (ImGui::BeginMenu("File"))
+                {
+                    if (ImGui::MenuItem("Some menu item")) {}
+                    ImGui::EndMenu();
+                }
+                ImGui::EndMenuBar();
+            }
+            ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");
+
+            // Testing behavior of widgets stacking their own regular popups over the modal.
+            static int item = 1;
+            static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
+            ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
+            ImGui::ColorEdit4("Color", color);
+
+            if (ImGui::Button("Add another modal.."))
+                ImGui::OpenPopup("Stacked 2");
+
+            // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which
+            // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value
+            // of the bool actually doesn't matter here.
+            bool unused_open = true;
+            if (ImGui::BeginPopupModal("Stacked 2", &unused_open))
+            {
+                ImGui::Text("Hello from Stacked The Second!");
+                ImGui::ColorEdit4("Color", color); // Allow opening another nested popup
+                if (ImGui::Button("Close"))
+                    ImGui::CloseCurrentPopup();
+                ImGui::EndPopup();
+            }
+
+            if (ImGui::Button("Close"))
+                ImGui::CloseCurrentPopup();
+            ImGui::EndPopup();
+        }
+
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Popups/Menus inside a regular window");
+    if (ImGui::TreeNode("Menus inside a regular window"))
+    {
+        ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
+        ImGui::Separator();
+
+        ImGui::MenuItem("Menu item", "CTRL+M");
+        if (ImGui::BeginMenu("Menu inside a regular window"))
+        {
+            ShowExampleMenuFile();
+            ImGui::EndMenu();
+        }
+        ImGui::Separator();
+        ImGui::TreePop();
+    }
+}
+
+// Dummy data structure that we use for the Table demo.
+// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure is defined inside the demo function)
+namespace
+{
+// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.
+// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID.
+// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex)
+// If you don't use sorting, you will generally never care about giving column an ID!
+enum MyItemColumnID
+{
+    MyItemColumnID_ID,
+    MyItemColumnID_Name,
+    MyItemColumnID_Action,
+    MyItemColumnID_Quantity,
+    MyItemColumnID_Description
+};
+
+struct MyItem
+{
+    int         ID;
+    const char* Name;
+    int         Quantity;
+
+    // We have a problem which is affecting _only this demo_ and should not affect your code:
+    // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(),
+    // however qsort doesn't allow passing user data to comparing function.
+    // As a workaround, we are storing the sort specs in a static/global for the comparing function to access.
+    // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global.
+    // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called
+    // very often by the sorting algorithm it would be a little wasteful.
+    static const ImGuiTableSortSpecs* s_current_sort_specs;
+
+    static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count)
+    {
+        s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function.
+        if (items_count > 1)
+            qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs);
+        s_current_sort_specs = NULL;
+    }
+
+    // Compare function to be used by qsort()
+    static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)
+    {
+        const MyItem* a = (const MyItem*)lhs;
+        const MyItem* b = (const MyItem*)rhs;
+        for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)
+        {
+            // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn()
+            // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler!
+            const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];
+            int delta = 0;
+            switch (sort_spec->ColumnUserID)
+            {
+            case MyItemColumnID_ID:             delta = (a->ID - b->ID);                break;
+            case MyItemColumnID_Name:           delta = (strcmp(a->Name, b->Name));     break;
+            case MyItemColumnID_Quantity:       delta = (a->Quantity - b->Quantity);    break;
+            case MyItemColumnID_Description:    delta = (strcmp(a->Name, b->Name));     break;
+            default: IM_ASSERT(0); break;
+            }
+            if (delta > 0)
+                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
+            if (delta < 0)
+                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
+        }
+
+        // qsort() is instable so always return a way to differenciate items.
+        // Your own compare function may want to avoid fallback on implicit sort specs.
+        // e.g. a Name compare if it wasn't already part of the sort specs.
+        return (a->ID - b->ID);
+    }
+};
+const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;
+}
+
+// Make the UI compact because there are so many fields
+static void PushStyleCompact()
+{
+    ImGuiStyle& style = ImGui::GetStyle();
+    ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f));
+    ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f));
+}
+
+static void PopStyleCompact()
+{
+    ImGui::PopStyleVar(2);
+}
+
+// Show a combo box with a choice of sizing policies
+static void EditTableSizingFlags(ImGuiTableFlags* p_flags)
+{
+    struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; };
+    static const EnumDesc policies[] =
+    {
+        { ImGuiTableFlags_None,               "Default",                            "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." },
+        { ImGuiTableFlags_SizingFixedFit,     "ImGuiTableFlags_SizingFixedFit",     "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." },
+        { ImGuiTableFlags_SizingFixedSame,    "ImGuiTableFlags_SizingFixedSame",    "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." },
+        { ImGuiTableFlags_SizingStretchProp,  "ImGuiTableFlags_SizingStretchProp",  "Columns default to _WidthStretch with weights proportional to their widths." },
+        { ImGuiTableFlags_SizingStretchSame,  "ImGuiTableFlags_SizingStretchSame",  "Columns default to _WidthStretch with same weights." }
+    };
+    int idx;
+    for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++)
+        if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_))
+            break;
+    const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : "";
+    if (ImGui::BeginCombo("Sizing Policy", preview_text))
+    {
+        for (int n = 0; n < IM_ARRAYSIZE(policies); n++)
+            if (ImGui::Selectable(policies[n].Name, idx == n))
+                *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value;
+        ImGui::EndCombo();
+    }
+    ImGui::SameLine();
+    ImGui::TextDisabled("(?)");
+    if (ImGui::BeginItemTooltip())
+    {
+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f);
+        for (int m = 0; m < IM_ARRAYSIZE(policies); m++)
+        {
+            ImGui::Separator();
+            ImGui::Text("%s:", policies[m].Name);
+            ImGui::Separator();
+            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f);
+            ImGui::TextUnformatted(policies[m].Tooltip);
+        }
+        ImGui::PopTextWrapPos();
+        ImGui::EndTooltip();
+    }
+}
+
+static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)
+{
+    ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)");
+    ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide);
+    ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort);
+    if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch))
+        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch);
+    if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed))
+        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed);
+    ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize);
+    ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder);
+    ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide);
+    ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip);
+    ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort);
+    ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending);
+    ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending);
+    ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel);
+    ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth);
+    ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending);
+    ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending);
+    ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0");
+    ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0");
+    ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader);
+}
+
+static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)
+{
+    ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled);
+    ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible);
+    ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted);
+    ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ShowDemoWindowTables()
+//-----------------------------------------------------------------------------
+
+static void ShowDemoWindowTables()
+{
+    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+    IMGUI_DEMO_MARKER("Tables");
+    if (!ImGui::CollapsingHeader("Tables & Columns"))
+        return;
+
+    // Using those as a base value to create width/height that are factor of the size of our font
+    const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x;
+    const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing();
+
+    ImGui::PushID("Tables");
+
+    int open_action = -1;
+    if (ImGui::Button("Expand all"))
+        open_action = 1;
+    ImGui::SameLine();
+    if (ImGui::Button("Collapse all"))
+        open_action = 0;
+    ImGui::SameLine();
+
+    // Options
+    static bool disable_indent = false;
+    ImGui::Checkbox("Disable tree indentation", &disable_indent);
+    ImGui::SameLine();
+    HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.");
+    ImGui::Separator();
+    if (disable_indent)
+        ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);
+
+    // About Styling of tables
+    // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs.
+    // There are however a few settings that a shared and part of the ImGuiStyle structure:
+    //   style.CellPadding                          // Padding within each cell
+    //   style.Colors[ImGuiCol_TableHeaderBg]       // Table header background
+    //   style.Colors[ImGuiCol_TableBorderStrong]   // Table outer and header borders
+    //   style.Colors[ImGuiCol_TableBorderLight]    // Table inner borders
+    //   style.Colors[ImGuiCol_TableRowBg]          // Table row background when ImGuiTableFlags_RowBg is enabled (even rows)
+    //   style.Colors[ImGuiCol_TableRowBgAlt]       // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows)
+
+    // Demos
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Basic");
+    if (ImGui::TreeNode("Basic"))
+    {
+        // Here we will showcase three different ways to output a table.
+        // They are very simple variations of a same thing!
+
+        // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.
+        // In many situations, this is the most flexible and easy to use pattern.
+        HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.");
+        if (ImGui::BeginTable("table1", 3))
+        {
+            for (int row = 0; row < 4; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("Row %d Column %d", row, column);
+                }
+            }
+            ImGui::EndTable();
+        }
+
+        // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().
+        // This is generally more convenient when you have code manually submitting the contents of each column.
+        HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");
+        if (ImGui::BeginTable("table2", 3))
+        {
+            for (int row = 0; row < 4; row++)
+            {
+                ImGui::TableNextRow();
+                ImGui::TableNextColumn();
+                ImGui::Text("Row %d", row);
+                ImGui::TableNextColumn();
+                ImGui::Text("Some contents");
+                ImGui::TableNextColumn();
+                ImGui::Text("123.456");
+            }
+            ImGui::EndTable();
+        }
+
+        // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),
+        // as TableNextColumn() will automatically wrap around and create new rows as needed.
+        // This is generally more convenient when your cells all contains the same type of data.
+        HelpMarker(
+            "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains "
+            "the same type of contents.\n This is also more similar to the old NextColumn() function of the "
+            "Columns API, and provided to facilitate the Columns->Tables API transition.");
+        if (ImGui::BeginTable("table3", 3))
+        {
+            for (int item = 0; item < 14; item++)
+            {
+                ImGui::TableNextColumn();
+                ImGui::Text("Item %d", item);
+            }
+            ImGui::EndTable();
+        }
+
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Borders, background");
+    if (ImGui::TreeNode("Borders, background"))
+    {
+        // Expose a few Borders related flags interactively
+        enum ContentsType { CT_Text, CT_FillButton };
+        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
+        static bool display_headers = false;
+        static int contents_type = CT_Text;
+
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
+        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);
+        ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH");
+        ImGui::Indent();
+
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
+        ImGui::Indent();
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
+        ImGui::Unindent();
+
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
+        ImGui::Indent();
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);
+        ImGui::Unindent();
+
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner);
+        ImGui::Unindent();
+
+        ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:");
+        ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text);
+        ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton);
+        ImGui::Checkbox("Display headers", &display_headers);
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
+        PopStyleCompact();
+
+        if (ImGui::BeginTable("table1", 3, flags))
+        {
+            // Display headers so we can inspect their interaction with borders
+            // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details)
+            if (display_headers)
+            {
+                ImGui::TableSetupColumn("One");
+                ImGui::TableSetupColumn("Two");
+                ImGui::TableSetupColumn("Three");
+                ImGui::TableHeadersRow();
+            }
+
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    char buf[32];
+                    sprintf(buf, "Hello %d,%d", column, row);
+                    if (contents_type == CT_Text)
+                        ImGui::TextUnformatted(buf);
+                    else if (contents_type == CT_FillButton)
+                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Resizable, stretch");
+    if (ImGui::TreeNode("Resizable, stretch"))
+    {
+        // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch"
+        // All columns maintain a sizing weight, and they will occupy all available width.
+        static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
+        ImGui::SameLine(); HelpMarker(
+            "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, "
+            "this is why the resize borders are still showing when unchecking this.");
+        PopStyleCompact();
+
+        if (ImGui::BeginTable("table1", 3, flags))
+        {
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("Hello %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Resizable, fixed");
+    if (ImGui::TreeNode("Resizable, fixed"))
+    {
+        // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set)
+        // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small)
+        // If there is not enough available width to fit all columns, they will however be resized down.
+        // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings
+        HelpMarker(
+            "Using _Resizable + _SizingFixedFit flags.\n"
+            "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n"
+            "Double-click a column border to auto-fit the column to its contents.");
+        PushStyleCompact();
+        static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
+        PopStyleCompact();
+
+        if (ImGui::BeginTable("table1", 3, flags))
+        {
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("Hello %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Resizable, mixed");
+    if (ImGui::TreeNode("Resizable, mixed"))
+    {
+        HelpMarker(
+            "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n"
+            "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.");
+        static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
+
+        if (ImGui::BeginTable("table1", 3, flags))
+        {
+            ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);
+            ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
+            ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch);
+            ImGui::TableHeadersRow();
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+        if (ImGui::BeginTable("table2", 6, flags))
+        {
+            ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);
+            ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
+            ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide);
+            ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch);
+            ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch);
+            ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);
+            ImGui::TableHeadersRow();
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 6; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers");
+    if (ImGui::TreeNode("Reorderable, hideable, with headers"))
+    {
+        HelpMarker(
+            "Click and drag column headers to reorder columns.\n\n"
+            "Right-click on a header to open a context menu.");
+        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV;
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody);
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
+        ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn);
+        PopStyleCompact();
+
+        if (ImGui::BeginTable("table1", 3, flags))
+        {
+            // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.
+            // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)
+            ImGui::TableSetupColumn("One");
+            ImGui::TableSetupColumn("Two");
+            ImGui::TableSetupColumn("Three");
+            ImGui::TableHeadersRow();
+            for (int row = 0; row < 6; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("Hello %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+
+        // Use outer_size.x == 0.0f instead of default to make the table as tight as possible
+        // (only valid when no scrolling and no stretch column)
+        if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f)))
+        {
+            ImGui::TableSetupColumn("One");
+            ImGui::TableSetupColumn("Two");
+            ImGui::TableSetupColumn("Three");
+            ImGui::TableHeadersRow();
+            for (int row = 0; row < 6; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("Fixed %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Padding");
+    if (ImGui::TreeNode("Padding"))
+    {
+        // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding.
+        // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding.
+        HelpMarker(
+            "We often want outer padding activated when any using features which makes the edges of a column visible:\n"
+            "e.g.:\n"
+            "- BorderOuterV\n"
+            "- any form of row selection\n"
+            "Because of this, activating BorderOuterV sets the default to PadOuterX. "
+            "Using PadOuterX or NoPadOuterX you can override the default.\n\n"
+            "Actual padding values are using style.CellPadding.\n\n"
+            "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.");
+
+        static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX);
+        ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)");
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX);
+        ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)");
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX);
+        ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)");
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV);
+        static bool show_headers = false;
+        ImGui::Checkbox("show_headers", &show_headers);
+        PopStyleCompact();
+
+        if (ImGui::BeginTable("table_padding", 3, flags1))
+        {
+            if (show_headers)
+            {
+                ImGui::TableSetupColumn("One");
+                ImGui::TableSetupColumn("Two");
+                ImGui::TableSetupColumn("Three");
+                ImGui::TableHeadersRow();
+            }
+
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    if (row == 0)
+                    {
+                        ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
+                    }
+                    else
+                    {
+                        char buf[32];
+                        sprintf(buf, "Hello %d,%d", column, row);
+                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
+                    }
+                    //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)
+                    //    ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255));
+                }
+            }
+            ImGui::EndTable();
+        }
+
+        // Second example: set style.CellPadding to (0.0) or a custom value.
+        // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one...
+        HelpMarker("Setting style.CellPadding to (0,0) or a custom value.");
+        static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
+        static ImVec2 cell_padding(0.0f, 0.0f);
+        static bool show_widget_frame_bg = true;
+
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter);
+        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg);
+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable);
+        ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg);
+        ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f");
+        PopStyleCompact();
+
+        ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding);
+        if (ImGui::BeginTable("table_padding_2", 3, flags2))
+        {
+            static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells
+            static bool init = true;
+            if (!show_widget_frame_bg)
+                ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);
+            for (int cell = 0; cell < 3 * 5; cell++)
+            {
+                ImGui::TableNextColumn();
+                if (init)
+                    strcpy(text_bufs[cell], "edit me");
+                ImGui::SetNextItemWidth(-FLT_MIN);
+                ImGui::PushID(cell);
+                ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell]));
+                ImGui::PopID();
+            }
+            if (!show_widget_frame_bg)
+                ImGui::PopStyleColor();
+            init = false;
+            ImGui::EndTable();
+        }
+        ImGui::PopStyleVar();
+
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Explicit widths");
+    if (ImGui::TreeNode("Sizing policies"))
+    {
+        static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX);
+        PopStyleCompact();
+
+        static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame };
+        for (int table_n = 0; table_n < 4; table_n++)
+        {
+            ImGui::PushID(table_n);
+            ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30);
+            EditTableSizingFlags(&sizing_policy_flags[table_n]);
+
+            // To make it easier to understand the different sizing policy,
+            // For each policy: we display one table where the columns have equal contents width,
+            // and one where the columns have different contents width.
+            if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1))
+            {
+                for (int row = 0; row < 3; row++)
+                {
+                    ImGui::TableNextRow();
+                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");
+                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");
+                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");
+                }
+                ImGui::EndTable();
+            }
+            if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1))
+            {
+                for (int row = 0; row < 3; row++)
+                {
+                    ImGui::TableNextRow();
+                    ImGui::TableNextColumn(); ImGui::Text("AAAA");
+                    ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB");
+                    ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC");
+                }
+                ImGui::EndTable();
+            }
+            ImGui::PopID();
+        }
+
+        ImGui::Spacing();
+        ImGui::TextUnformatted("Advanced");
+        ImGui::SameLine();
+        HelpMarker(
+            "This section allows you to interact and see the effect of various sizing policies "
+            "depending on whether Scroll is enabled and the contents of your columns.");
+
+        enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };
+        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable;
+        static int contents_type = CT_ShowWidth;
+        static int column_count = 3;
+
+        PushStyleCompact();
+        ImGui::PushID("Advanced");
+        ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);
+        EditTableSizingFlags(&flags);
+        ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0");
+        if (contents_type == CT_FillButton)
+        {
+            ImGui::SameLine();
+            HelpMarker(
+                "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop "
+                "where contents width can feed into auto-column width can feed into contents width.");
+        }
+        ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp);
+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);
+        ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.");
+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);
+        ImGui::PopItemWidth();
+        ImGui::PopID();
+        PopStyleCompact();
+
+        if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7)))
+        {
+            for (int cell = 0; cell < 10 * column_count; cell++)
+            {
+                ImGui::TableNextColumn();
+                int column = ImGui::TableGetColumnIndex();
+                int row = ImGui::TableGetRowIndex();
+
+                ImGui::PushID(cell);
+                char label[32];
+                static char text_buf[32] = "";
+                sprintf(label, "Hello %d,%d", column, row);
+                switch (contents_type)
+                {
+                case CT_ShortText:  ImGui::TextUnformatted(label); break;
+                case CT_LongText:   ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break;
+                case CT_ShowWidth:  ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break;
+                case CT_Button:     ImGui::Button(label); break;
+                case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break;
+                case CT_InputText:  ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break;
+                }
+                ImGui::PopID();
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping");
+    if (ImGui::TreeNode("Vertical scrolling, with clipping"))
+    {
+        HelpMarker(
+            "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n"
+            "We also demonstrate using ImGuiListClipper to virtualize the submission of many items.");
+        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
+
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+        PopStyleCompact();
+
+        // When using ScrollX or ScrollY we need to specify a size for our table container!
+        // Otherwise by default the table will fit all available space, like a BeginChild() call.
+        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);
+        if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size))
+        {
+            ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible
+            ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None);
+            ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None);
+            ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None);
+            ImGui::TableHeadersRow();
+
+            // Demonstrate using clipper for large vertical lists
+            ImGuiListClipper clipper;
+            clipper.Begin(1000);
+            while (clipper.Step())
+            {
+                for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)
+                {
+                    ImGui::TableNextRow();
+                    for (int column = 0; column < 3; column++)
+                    {
+                        ImGui::TableSetColumnIndex(column);
+                        ImGui::Text("Hello %d,%d", column, row);
+                    }
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Horizontal scrolling");
+    if (ImGui::TreeNode("Horizontal scrolling"))
+    {
+        HelpMarker(
+            "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, "
+            "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n"
+            "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, "
+            "because the container window won't automatically extend vertically to fix contents "
+            "(this may be improved in future versions).");
+        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
+        static int freeze_cols = 1;
+        static int freeze_rows = 1;
+
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
+        ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
+        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
+        ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
+        PopStyleCompact();
+
+        // When using ScrollX or ScrollY we need to specify a size for our table container!
+        // Otherwise by default the table will fit all available space, like a BeginChild() call.
+        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);
+        if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size))
+        {
+            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
+            ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze()
+            ImGui::TableSetupColumn("One");
+            ImGui::TableSetupColumn("Two");
+            ImGui::TableSetupColumn("Three");
+            ImGui::TableSetupColumn("Four");
+            ImGui::TableSetupColumn("Five");
+            ImGui::TableSetupColumn("Six");
+            ImGui::TableHeadersRow();
+            for (int row = 0; row < 20; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 7; column++)
+                {
+                    // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement.
+                    // Because here we know that:
+                    // - A) all our columns are contributing the same to row height
+                    // - B) column 0 is always visible,
+                    // We only always submit this one column and can skip others.
+                    // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags().
+                    if (!ImGui::TableSetColumnIndex(column) && column > 0)
+                        continue;
+                    if (column == 0)
+                        ImGui::Text("Line %d", row);
+                    else
+                        ImGui::Text("Hello world %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+
+        ImGui::Spacing();
+        ImGui::TextUnformatted("Stretch + ScrollX");
+        ImGui::SameLine();
+        HelpMarker(
+            "Showcase using Stretch columns + ScrollX together: "
+            "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n"
+            "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns "
+            "along with ScrollX doesn't make sense.");
+        static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
+        static float inner_width = 1000.0f;
+        PushStyleCompact();
+        ImGui::PushID("flags3");
+        ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);
+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX);
+        ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f");
+        ImGui::PopItemWidth();
+        ImGui::PopID();
+        PopStyleCompact();
+        if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width))
+        {
+            for (int cell = 0; cell < 20 * 7; cell++)
+            {
+                ImGui::TableNextColumn();
+                ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex());
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Columns flags");
+    if (ImGui::TreeNode("Columns flags"))
+    {
+        // Create a first table just to show all the options/flags we want to make visible in our example!
+        const int column_count = 3;
+        const char* column_names[column_count] = { "One", "Two", "Three" };
+        static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide };
+        static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags()
+
+        if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None))
+        {
+            PushStyleCompact();
+            for (int column = 0; column < column_count; column++)
+            {
+                ImGui::TableNextColumn();
+                ImGui::PushID(column);
+                ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns
+                ImGui::Text("'%s'", column_names[column]);
+                ImGui::Spacing();
+                ImGui::Text("Input flags:");
+                EditTableColumnsFlags(&column_flags[column]);
+                ImGui::Spacing();
+                ImGui::Text("Output flags:");
+                ImGui::BeginDisabled();
+                ShowTableColumnsStatusFlags(column_flags_out[column]);
+                ImGui::EndDisabled();
+                ImGui::PopID();
+            }
+            PopStyleCompact();
+            ImGui::EndTable();
+        }
+
+        // Create the real table we care about for the example!
+        // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above,
+        // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible
+        // + resizing the parent window down).
+        const ImGuiTableFlags flags
+            = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
+            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV
+            | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable;
+        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9);
+        if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size))
+        {
+            bool has_angled_header = false;
+            for (int column = 0; column < column_count; column++)
+            {
+                has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0;
+                ImGui::TableSetupColumn(column_names[column], column_flags[column]);
+            }
+            if (has_angled_header)
+                ImGui::TableAngledHeadersRow();
+            ImGui::TableHeadersRow();
+            for (int column = 0; column < column_count; column++)
+                column_flags_out[column] = ImGui::TableGetColumnFlags(column);
+            float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);
+            for (int row = 0; row < 8; row++)
+            {
+                // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.
+                ImGui::Indent(indent_step);
+                ImGui::TableNextRow();
+                for (int column = 0; column < column_count; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column));
+                }
+            }
+            ImGui::Unindent(indent_step * 8.0f);
+
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Columns widths");
+    if (ImGui::TreeNode("Columns widths"))
+    {
+        HelpMarker("Using TableSetupColumn() to setup default width.");
+
+        static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize;
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize);
+        PopStyleCompact();
+        if (ImGui::BeginTable("table1", 3, flags1))
+        {
+            // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.
+            ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f
+            ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f
+            ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed);       // Default to auto
+            ImGui::TableHeadersRow();
+            for (int row = 0; row < 4; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    if (row == 0)
+                        ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);
+                    else
+                        ImGui::Text("Hello %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+
+        HelpMarker(
+            "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, "
+            "fixed columns with set width may still be shrunk down if there's not enough space in the host.");
+
+        static ImGuiTableFlags flags2 = ImGuiTableFlags_None;
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV);
+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV);
+        PopStyleCompact();
+        if (ImGui::BeginTable("table2", 4, flags2))
+        {
+            // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns
+            // will default to ImGuiTableColumnFlags_WidthFixed.
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f);
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);
+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 4; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    if (row == 0)
+                        ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);
+                    else
+                        ImGui::Text("Hello %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Nested tables");
+    if (ImGui::TreeNode("Nested tables"))
+    {
+        HelpMarker("This demonstrates embedding a table into another table cell.");
+
+        if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+        {
+            ImGui::TableSetupColumn("A0");
+            ImGui::TableSetupColumn("A1");
+            ImGui::TableHeadersRow();
+
+            ImGui::TableNextColumn();
+            ImGui::Text("A0 Row 0");
+            {
+                float rows_height = TEXT_BASE_HEIGHT * 2;
+                if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+                {
+                    ImGui::TableSetupColumn("B0");
+                    ImGui::TableSetupColumn("B1");
+                    ImGui::TableHeadersRow();
+
+                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
+                    ImGui::TableNextColumn();
+                    ImGui::Text("B0 Row 0");
+                    ImGui::TableNextColumn();
+                    ImGui::Text("B1 Row 0");
+                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
+                    ImGui::TableNextColumn();
+                    ImGui::Text("B0 Row 1");
+                    ImGui::TableNextColumn();
+                    ImGui::Text("B1 Row 1");
+
+                    ImGui::EndTable();
+                }
+            }
+            ImGui::TableNextColumn(); ImGui::Text("A1 Row 0");
+            ImGui::TableNextColumn(); ImGui::Text("A0 Row 1");
+            ImGui::TableNextColumn(); ImGui::Text("A1 Row 1");
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Row height");
+    if (ImGui::TreeNode("Row height"))
+    {
+        HelpMarker(
+            "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, "
+            "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n"
+            "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
+        if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders))
+        {
+            for (int row = 0; row < 8; row++)
+            {
+                float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);
+                ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
+                ImGui::TableNextColumn();
+                ImGui::Text("min_row_height = %.2f", min_row_height);
+            }
+            ImGui::EndTable();
+        }
+
+        HelpMarker(
+            "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n"
+            "Please note that Tables Row Height is not the same thing as Current Line Height, "
+            "as a table cell may contains multiple lines.");
+        if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders))
+        {
+            ImGui::TableNextRow();
+            ImGui::TableNextColumn();
+            ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));
+            ImGui::TableNextColumn();
+            ImGui::Text("Line 1");
+            ImGui::Text("Line 2");
+
+            ImGui::TableNextRow();
+            ImGui::TableNextColumn();
+            ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));
+            ImGui::TableNextColumn();
+            ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column
+            ImGui::Text("Line 1, with SameLine(0,0)");
+            ImGui::Text("Line 2");
+
+            ImGui::EndTable();
+        }
+
+        HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.");
+        if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders))
+        {
+            ImGuiStyle& style = ImGui::GetStyle();
+            for (int row = 0; row < 8; row++)
+            {
+                if ((row % 3) == 2)
+                    ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f);
+                ImGui::TableNextRow(ImGuiTableRowFlags_None);
+                ImGui::TableNextColumn();
+                ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y);
+                if ((row % 3) == 2)
+                    ImGui::PopStyleVar();
+            }
+            ImGui::EndTable();
+        }
+
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Outer size");
+    if (ImGui::TreeNode("Outer size"))
+    {
+        // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY
+        // Important to that note how the two flags have slightly different behaviors!
+        ImGui::Text("Using NoHostExtendX and NoHostExtendY:");
+        PushStyleCompact();
+        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX;
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
+        ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");
+        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);
+        ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");
+        PopStyleCompact();
+
+        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f);
+        if (ImGui::BeginTable("table1", 3, flags, outer_size))
+        {
+            for (int row = 0; row < 10; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableNextColumn();
+                    ImGui::Text("Cell %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::SameLine();
+        ImGui::Text("Hello!");
+
+        ImGui::Spacing();
+
+        ImGui::Text("Using explicit size:");
+        if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
+        {
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableNextColumn();
+                    ImGui::Text("Cell %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::SameLine();
+        if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
+        {
+            for (int row = 0; row < 3; row++)
+            {
+                ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);
+                for (int column = 0; column < 3; column++)
+                {
+                    ImGui::TableNextColumn();
+                    ImGui::Text("Cell %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Background color");
+    if (ImGui::TreeNode("Background color"))
+    {
+        static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;
+        static int row_bg_type = 1;
+        static int row_bg_target = 1;
+        static int cell_bg_type = 1;
+
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);
+        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
+        ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");
+        ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");
+        ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.");
+        ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here.");
+        IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2);
+        IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1);
+        IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);
+        PopStyleCompact();
+
+        if (ImGui::BeginTable("table1", 5, flags))
+        {
+            for (int row = 0; row < 6; row++)
+            {
+                ImGui::TableNextRow();
+
+                // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)'
+                // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.
+                if (row_bg_type != 0)
+                {
+                    ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?
+                    ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);
+                }
+
+                // Fill cells
+                for (int column = 0; column < 5; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("%c%c", 'A' + row, '0' + column);
+
+                    // Change background of Cells B1->C2
+                    // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)'
+                    // (the CellBg color will be blended over the RowBg and ColumnBg colors)
+                    // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop.
+                    if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1)
+                    {
+                        ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f));
+                        ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color);
+                    }
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Tree view");
+    if (ImGui::TreeNode("Tree view"))
+    {
+        static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
+
+        static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns;
+        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth",  &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth);
+        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth",  &tree_node_flags, ImGuiTreeNodeFlags_SpanTextWidth);
+        ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns);
+
+        HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.");
+        if (ImGui::BeginTable("3ways", 3, flags))
+        {
+            // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
+            ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);
+            ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
+            ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f);
+            ImGui::TableHeadersRow();
+
+            // Simple storage to output a dummy file-system.
+            struct MyTreeNode
+            {
+                const char*     Name;
+                const char*     Type;
+                int             Size;
+                int             ChildIdx;
+                int             ChildCount;
+                static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)
+                {
+                    ImGui::TableNextRow();
+                    ImGui::TableNextColumn();
+                    const bool is_folder = (node->ChildCount > 0);
+                    if (is_folder)
+                    {
+                        bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags);
+                        ImGui::TableNextColumn();
+                        ImGui::TextDisabled("--");
+                        ImGui::TableNextColumn();
+                        ImGui::TextUnformatted(node->Type);
+                        if (open)
+                        {
+                            for (int child_n = 0; child_n < node->ChildCount; child_n++)
+                                DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes);
+                            ImGui::TreePop();
+                        }
+                    }
+                    else
+                    {
+                        ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen);
+                        ImGui::TableNextColumn();
+                        ImGui::Text("%d", node->Size);
+                        ImGui::TableNextColumn();
+                        ImGui::TextUnformatted(node->Type);
+                    }
+                }
+            };
+            static const MyTreeNode nodes[] =
+            {
+                { "Root",                         "Folder",       -1,       1, 3    }, // 0
+                { "Music",                        "Folder",       -1,       4, 2    }, // 1
+                { "Textures",                     "Folder",       -1,       6, 3    }, // 2
+                { "desktop.ini",                  "System file",  1024,    -1,-1    }, // 3
+                { "File1_a.wav",                  "Audio file",   123000,  -1,-1    }, // 4
+                { "File1_b.wav",                  "Audio file",   456000,  -1,-1    }, // 5
+                { "Image001.png",                 "Image file",   203128,  -1,-1    }, // 6
+                { "Copy of Image001.png",         "Image file",   203256,  -1,-1    }, // 7
+                { "Copy of Image001 (Final2).png","Image file",   203512,  -1,-1    }, // 8
+            };
+
+            MyTreeNode::DisplayNode(&nodes[0], nodes);
+
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Item width");
+    if (ImGui::TreeNode("Item width"))
+    {
+        HelpMarker(
+            "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n"
+            "Note that on auto-resizing non-resizable fixed columns, querying the content width for "
+            "e.g. right-alignment doesn't make sense.");
+        if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders))
+        {
+            ImGui::TableSetupColumn("small");
+            ImGui::TableSetupColumn("half");
+            ImGui::TableSetupColumn("right-align");
+            ImGui::TableHeadersRow();
+
+            for (int row = 0; row < 3; row++)
+            {
+                ImGui::TableNextRow();
+                if (row == 0)
+                {
+                    // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient)
+                    ImGui::TableSetColumnIndex(0);
+                    ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small
+                    ImGui::TableSetColumnIndex(1);
+                    ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
+                    ImGui::TableSetColumnIndex(2);
+                    ImGui::PushItemWidth(-FLT_MIN); // Right-aligned
+                }
+
+                // Draw our contents
+                static float dummy_f = 0.0f;
+                ImGui::PushID(row);
+                ImGui::TableSetColumnIndex(0);
+                ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f);
+                ImGui::TableSetColumnIndex(1);
+                ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f);
+                ImGui::TableSetColumnIndex(2);
+                ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned
+                ImGui::PopID();
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    // Demonstrate using TableHeader() calls instead of TableHeadersRow()
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Custom headers");
+    if (ImGui::TreeNode("Custom headers"))
+    {
+        const int COLUMNS_COUNT = 3;
+        if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+        {
+            ImGui::TableSetupColumn("Apricot");
+            ImGui::TableSetupColumn("Banana");
+            ImGui::TableSetupColumn("Cherry");
+
+            // Dummy entire-column selection storage
+            // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.
+            static bool column_selected[3] = {};
+
+            // Instead of calling TableHeadersRow() we'll submit custom headers ourselves.
+            // (A different approach is also possible:
+            //    - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call.
+            //    - Call TableHeadersRow() normally. This will submit TableHeader() with no name.
+            //    - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().)
+            ImGui::TableNextRow(ImGuiTableRowFlags_Headers);
+            for (int column = 0; column < COLUMNS_COUNT; column++)
+            {
+                ImGui::TableSetColumnIndex(column);
+                const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn()
+                ImGui::PushID(column);
+                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
+                ImGui::Checkbox("##checkall", &column_selected[column]);
+                ImGui::PopStyleVar();
+                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+                ImGui::TableHeader(column_name);
+                ImGui::PopID();
+            }
+
+            // Submit table contents
+            for (int row = 0; row < 5; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < 3; column++)
+                {
+                    char buf[32];
+                    sprintf(buf, "Cell %d,%d", column, row);
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Selectable(buf, column_selected[column]);
+                }
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Angled headers");
+    if (ImGui::TreeNode("Angled headers"))
+    {
+        const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" };
+        const int columns_count = IM_ARRAYSIZE(column_names);
+        const int rows_count = 12;
+
+        static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn;
+        static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed;
+        static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage
+        static int frozen_cols = 1;
+        static int frozen_rows = 2;
+        ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX);
+        ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY);
+        ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable);
+        ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable);
+        ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody);
+        ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn);
+        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+        ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2);
+        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+        ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2);
+        ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth);
+
+        if (ImGui::TreeNode("Style settings"))
+        {
+            ImGui::SameLine();
+            HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.");
+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+            ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f);
+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+            ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
+            ImGui::TreePop();
+        }
+
+        if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12)))
+        {
+            ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder);
+            for (int n = 1; n < columns_count; n++)
+                ImGui::TableSetupColumn(column_names[n], column_flags);
+            ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows);
+
+            ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag.
+            ImGui::TableHeadersRow();       // Draw remaining headers and allow access to context-menu and other functions.
+            for (int row = 0; row < rows_count; row++)
+            {
+                ImGui::PushID(row);
+                ImGui::TableNextRow();
+                ImGui::TableSetColumnIndex(0);
+                ImGui::AlignTextToFramePadding();
+                ImGui::Text("Track %d", row);
+                for (int column = 1; column < columns_count; column++)
+                    if (ImGui::TableSetColumnIndex(column))
+                    {
+                        ImGui::PushID(column);
+                        ImGui::Checkbox("", &bools[row * columns_count + column]);
+                        ImGui::PopID();
+                    }
+                ImGui::PopID();
+            }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    // Demonstrate creating custom context menus inside columns,
+    // while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Context menus");
+    if (ImGui::TreeNode("Context menus"))
+    {
+        HelpMarker(
+            "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n"
+            "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");
+        static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;
+
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody);
+        PopStyleCompact();
+
+        // Context Menus: first example
+        // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu.
+        // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set)
+        const int COLUMNS_COUNT = 3;
+        if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1))
+        {
+            ImGui::TableSetupColumn("One");
+            ImGui::TableSetupColumn("Two");
+            ImGui::TableSetupColumn("Three");
+
+            // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu.
+            ImGui::TableHeadersRow();
+
+            // Submit dummy contents
+            for (int row = 0; row < 4; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < COLUMNS_COUNT; column++)
+                {
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("Cell %d,%d", column, row);
+                }
+            }
+            ImGui::EndTable();
+        }
+
+        // Context Menus: second example
+        // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
+        // [2.2] Right-click on the ".." to open a custom popup
+        // [2.3] Right-click in columns to open another custom popup
+        HelpMarker(
+            "Demonstrate mixing table context menu (over header), item context button (over button) "
+            "and custom per-colunm context menu (over column body).");
+        ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;
+        if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))
+        {
+            ImGui::TableSetupColumn("One");
+            ImGui::TableSetupColumn("Two");
+            ImGui::TableSetupColumn("Three");
+
+            // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
+            ImGui::TableHeadersRow();
+            for (int row = 0; row < 4; row++)
+            {
+                ImGui::TableNextRow();
+                for (int column = 0; column < COLUMNS_COUNT; column++)
+                {
+                    // Submit dummy contents
+                    ImGui::TableSetColumnIndex(column);
+                    ImGui::Text("Cell %d,%d", column, row);
+                    ImGui::SameLine();
+
+                    // [2.2] Right-click on the ".." to open a custom popup
+                    ImGui::PushID(row * COLUMNS_COUNT + column);
+                    ImGui::SmallButton("..");
+                    if (ImGui::BeginPopupContextItem())
+                    {
+                        ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row);
+                        if (ImGui::Button("Close"))
+                            ImGui::CloseCurrentPopup();
+                        ImGui::EndPopup();
+                    }
+                    ImGui::PopID();
+                }
+            }
+
+            // [2.3] Right-click anywhere in columns to open another custom popup
+            // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup
+            // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping)
+            int hovered_column = -1;
+            for (int column = 0; column < COLUMNS_COUNT + 1; column++)
+            {
+                ImGui::PushID(column);
+                if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered)
+                    hovered_column = column;
+                if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1))
+                    ImGui::OpenPopup("MyPopup");
+                if (ImGui::BeginPopup("MyPopup"))
+                {
+                    if (column == COLUMNS_COUNT)
+                        ImGui::Text("This is a custom popup for unused space after the last column.");
+                    else
+                        ImGui::Text("This is a custom popup for Column %d", column);
+                    if (ImGui::Button("Close"))
+                        ImGui::CloseCurrentPopup();
+                    ImGui::EndPopup();
+                }
+                ImGui::PopID();
+            }
+
+            ImGui::EndTable();
+            ImGui::Text("Hovered column: %d", hovered_column);
+        }
+        ImGui::TreePop();
+    }
+
+    // Demonstrate creating multiple tables with the same ID
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Synced instances");
+    if (ImGui::TreeNode("Synced instances"))
+    {
+        HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.");
+
+        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings;
+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+        ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit);
+        ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn);
+        for (int n = 0; n < 3; n++)
+        {
+            char buf[32];
+            sprintf(buf, "Synced Table %d", n);
+            bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen);
+            if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5)))
+            {
+                ImGui::TableSetupColumn("One");
+                ImGui::TableSetupColumn("Two");
+                ImGui::TableSetupColumn("Three");
+                ImGui::TableHeadersRow();
+                const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions.
+                for (int cell = 0; cell < cell_count; cell++)
+                {
+                    ImGui::TableNextColumn();
+                    ImGui::Text("this cell %d", cell);
+                }
+                ImGui::EndTable();
+            }
+        }
+        ImGui::TreePop();
+    }
+
+    // Demonstrate using Sorting facilities
+    // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting.
+    // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified)
+    static const char* template_items_names[] =
+    {
+        "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango",
+        "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot"
+    };
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Sorting");
+    if (ImGui::TreeNode("Sorting"))
+    {
+        // Create item list
+        static ImVector<MyItem> items;
+        if (items.Size == 0)
+        {
+            items.resize(50, MyItem());
+            for (int n = 0; n < items.Size; n++)
+            {
+                const int template_n = n % IM_ARRAYSIZE(template_items_names);
+                MyItem& item = items[n];
+                item.ID = n;
+                item.Name = template_items_names[template_n];
+                item.Quantity = (n * n - n) % 20; // Assign default quantities
+            }
+        }
+
+        // Options
+        static ImGuiTableFlags flags =
+            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti
+            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody
+            | ImGuiTableFlags_ScrollY;
+        PushStyleCompact();
+        ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);
+        ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");
+        ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);
+        ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");
+        PopStyleCompact();
+
+        if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f))
+        {
+            // Declare columns
+            // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
+            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
+            // Demonstrate using a mixture of flags among available sort-related flags:
+            // - ImGuiTableColumnFlags_DefaultSort
+            // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending
+            // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending
+            ImGui::TableSetupColumn("ID",       ImGuiTableColumnFlags_DefaultSort          | ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_ID);
+            ImGui::TableSetupColumn("Name",                                                  ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_Name);
+            ImGui::TableSetupColumn("Action",   ImGuiTableColumnFlags_NoSort               | ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_Action);
+            ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity);
+            ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible
+            ImGui::TableHeadersRow();
+
+            // Sort our data if sort specs have been changed!
+            if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs())
+                if (sort_specs->SpecsDirty)
+                {
+                    MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size);
+                    sort_specs->SpecsDirty = false;
+                }
+
+            // Demonstrate using clipper for large vertical lists
+            ImGuiListClipper clipper;
+            clipper.Begin(items.Size);
+            while (clipper.Step())
+                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)
+                {
+                    // Display a data item
+                    MyItem* item = &items[row_n];
+                    ImGui::PushID(item->ID);
+                    ImGui::TableNextRow();
+                    ImGui::TableNextColumn();
+                    ImGui::Text("%04d", item->ID);
+                    ImGui::TableNextColumn();
+                    ImGui::TextUnformatted(item->Name);
+                    ImGui::TableNextColumn();
+                    ImGui::SmallButton("None");
+                    ImGui::TableNextColumn();
+                    ImGui::Text("%d", item->Quantity);
+                    ImGui::PopID();
+                }
+            ImGui::EndTable();
+        }
+        ImGui::TreePop();
+    }
+
+    // In this example we'll expose most table flags and settings.
+    // For specific flags and settings refer to the corresponding section for more detailed explanation.
+    // This section is mostly useful to experiment with combining certain flags or settings with each others.
+    //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]
+    if (open_action != -1)
+        ImGui::SetNextItemOpen(open_action != 0);
+    IMGUI_DEMO_MARKER("Tables/Advanced");
+    if (ImGui::TreeNode("Advanced"))
+    {
+        static ImGuiTableFlags flags =
+            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable
+            | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti
+            | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody
+            | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
+            | ImGuiTableFlags_SizingFixedFit;
+        static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None;
+
+        enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };
+        static int contents_type = CT_SelectableSpanRow;
+        const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" };
+        static int freeze_cols = 1;
+        static int freeze_rows = 1;
+        static int items_count = IM_ARRAYSIZE(template_items_names) * 2;
+        static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12);
+        static float row_min_height = 0.0f; // Auto
+        static float inner_width_with_scroll = 0.0f; // Auto-extend
+        static bool outer_size_enabled = true;
+        static bool show_headers = true;
+        static bool show_wrapped_text = false;
+        //static ImGuiTextFilter filter;
+        //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing
+        if (ImGui::TreeNode("Options"))
+        {
+            // Make the UI compact because there are so many fields
+            PushStyleCompact();
+            ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f);
+
+            if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen))
+            {
+                ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+                ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
+                ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
+                ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable);
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings);
+                ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody);
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen))
+            {
+                ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);
+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);
+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen))
+            {
+                EditTableSizingFlags(&flags);
+                ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.");
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
+                ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);
+                ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible);
+                ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled.");
+                ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);
+                ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.");
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);
+                ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.");
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen))
+            {
+                ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX);
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX);
+                ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX);
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen))
+            {
+                ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
+                ImGui::SameLine();
+                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
+                ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
+                ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+                ImGui::SameLine();
+                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
+                ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen))
+            {
+                ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);
+                ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");
+                ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);
+                ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen))
+            {
+                ImGui::Checkbox("show_headers", &show_headers);
+                ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn);
+                ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader);
+                ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).");
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen))
+            {
+                ImGui::Checkbox("show_wrapped_text", &show_wrapped_text);
+
+                ImGui::DragFloat2("##OuterSize", &outer_size_value.x);
+                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+                ImGui::Checkbox("outer_size", &outer_size_enabled);
+                ImGui::SameLine();
+                HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n"
+                    "- The table is output directly in the parent window.\n"
+                    "- OuterSize.x < 0.0f will right-align the table.\n"
+                    "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n"
+                    "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).");
+
+                // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.
+                // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled.
+                ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX);
+
+                ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX);
+                ImGui::SameLine(); HelpMarker("Specify height of the Selectable item.");
+
+                ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999);
+                ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names));
+                //filter.Draw("filter");
+                ImGui::TreePop();
+            }
+
+            ImGui::PopItemWidth();
+            PopStyleCompact();
+            ImGui::Spacing();
+            ImGui::TreePop();
+        }
+
+        // Update item list if we changed the number of items
+        static ImVector<MyItem> items;
+        static ImVector<int> selection;
+        static bool items_need_sort = false;
+        if (items.Size != items_count)
+        {
+            items.resize(items_count, MyItem());
+            for (int n = 0; n < items_count; n++)
+            {
+                const int template_n = n % IM_ARRAYSIZE(template_items_names);
+                MyItem& item = items[n];
+                item.ID = n;
+                item.Name = template_items_names[template_n];
+                item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities
+            }
+        }
+
+        const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList();
+        const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size;
+        ImVec2 table_scroll_cur, table_scroll_max; // For debug display
+        const ImDrawList* table_draw_list = NULL;  // "
+
+        // Submit table
+        const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;
+        if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
+        {
+            // Declare columns
+            // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
+            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
+            ImGui::TableSetupColumn("ID",           columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);
+            ImGui::TableSetupColumn("Name",         columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
+            ImGui::TableSetupColumn("Action",       columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
+            ImGui::TableSetupColumn("Quantity",     columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);
+            ImGui::TableSetupColumn("Description",  columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description);
+            ImGui::TableSetupColumn("Hidden",       columns_base_flags |  ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);
+            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
+
+            // Sort our data if sort specs have been changed!
+            ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs();
+            if (sort_specs && sort_specs->SpecsDirty)
+                items_need_sort = true;
+            if (sort_specs && items_need_sort && items.Size > 1)
+            {
+                MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size);
+                sort_specs->SpecsDirty = false;
+            }
+            items_need_sort = false;
+
+            // Take note of whether we are currently sorting based on the Quantity field,
+            // we will use this to trigger sorting when we know the data of this column has been modified.
+            const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;
+
+            // Show headers
+            if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0)
+                ImGui::TableAngledHeadersRow();
+            if (show_headers)
+                ImGui::TableHeadersRow();
+
+            // Show data
+            // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?
+#if 1
+            // Demonstrate using clipper for large vertical lists
+            ImGuiListClipper clipper;
+            clipper.Begin(items.Size);
+            while (clipper.Step())
+            {
+                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)
+#else
+            // Without clipper
+            {
+                for (int row_n = 0; row_n < items.Size; row_n++)
+#endif
+                {
+                    MyItem* item = &items[row_n];
+                    //if (!filter.PassFilter(item->Name))
+                    //    continue;
+
+                    const bool item_is_selected = selection.contains(item->ID);
+                    ImGui::PushID(item->ID);
+                    ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);
+
+                    // For the demo purpose we can select among different type of items submitted in the first column
+                    ImGui::TableSetColumnIndex(0);
+                    char label[32];
+                    sprintf(label, "%04d", item->ID);
+                    if (contents_type == CT_Text)
+                        ImGui::TextUnformatted(label);
+                    else if (contents_type == CT_Button)
+                        ImGui::Button(label);
+                    else if (contents_type == CT_SmallButton)
+                        ImGui::SmallButton(label);
+                    else if (contents_type == CT_FillButton)
+                        ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));
+                    else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)
+                    {
+                        ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None;
+                        if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))
+                        {
+                            if (ImGui::GetIO().KeyCtrl)
+                            {
+                                if (item_is_selected)
+                                    selection.find_erase_unsorted(item->ID);
+                                else
+                                    selection.push_back(item->ID);
+                            }
+                            else
+                            {
+                                selection.clear();
+                                selection.push_back(item->ID);
+                            }
+                        }
+                    }
+
+                    if (ImGui::TableSetColumnIndex(1))
+                        ImGui::TextUnformatted(item->Name);
+
+                    // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,
+                    // and we are currently sorting on the column showing the Quantity.
+                    // To avoid triggering a sort while holding the button, we only trigger it when the button has been released.
+                    // You will probably need some extra logic if you want to automatically sort when a specific entry changes.
+                    if (ImGui::TableSetColumnIndex(2))
+                    {
+                        if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }
+                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
+                        ImGui::SameLine();
+                        if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; }
+                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
+                    }
+
+                    if (ImGui::TableSetColumnIndex(3))
+                        ImGui::Text("%d", item->Quantity);
+
+                    ImGui::TableSetColumnIndex(4);
+                    if (show_wrapped_text)
+                        ImGui::TextWrapped("Lorem ipsum dolor sit amet");
+                    else
+                        ImGui::Text("Lorem ipsum dolor sit amet");
+
+                    if (ImGui::TableSetColumnIndex(5))
+                        ImGui::Text("1234");
+
+                    ImGui::PopID();
+                }
+            }
+
+            // Store some info to display debug details below
+            table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY());
+            table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY());
+            table_draw_list = ImGui::GetWindowDrawList();
+            ImGui::EndTable();
+        }
+        static bool show_debug_details = false;
+        ImGui::Checkbox("Debug details", &show_debug_details);
+        if (show_debug_details && table_draw_list)
+        {
+            ImGui::SameLine(0.0f, 0.0f);
+            const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size;
+            if (table_draw_list == parent_draw_list)
+                ImGui::Text(": DrawCmd: +%d (in same window)",
+                    table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count);
+            else
+                ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)",
+                    table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y);
+        }
+        ImGui::TreePop();
+    }
+
+    ImGui::PopID();
+
+    ShowDemoWindowColumns();
+
+    if (disable_indent)
+        ImGui::PopStyleVar();
+}
+
+// Demonstrate old/legacy Columns API!
+// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]
+static void ShowDemoWindowColumns()
+{
+    IMGUI_DEMO_MARKER("Columns (legacy API)");
+    bool open = ImGui::TreeNode("Legacy Columns API");
+    ImGui::SameLine();
+    HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!");
+    if (!open)
+        return;
+
+    // Basic columns
+    IMGUI_DEMO_MARKER("Columns (legacy API)/Basic");
+    if (ImGui::TreeNode("Basic"))
+    {
+        ImGui::Text("Without border:");
+        ImGui::Columns(3, "mycolumns3", false);  // 3-ways, no border
+        ImGui::Separator();
+        for (int n = 0; n < 14; n++)
+        {
+            char label[32];
+            sprintf(label, "Item %d", n);
+            if (ImGui::Selectable(label)) {}
+            //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {}
+            ImGui::NextColumn();
+        }
+        ImGui::Columns(1);
+        ImGui::Separator();
+
+        ImGui::Text("With border:");
+        ImGui::Columns(4, "mycolumns"); // 4-ways, with border
+        ImGui::Separator();
+        ImGui::Text("ID"); ImGui::NextColumn();
+        ImGui::Text("Name"); ImGui::NextColumn();
+        ImGui::Text("Path"); ImGui::NextColumn();
+        ImGui::Text("Hovered"); ImGui::NextColumn();
+        ImGui::Separator();
+        const char* names[3] = { "One", "Two", "Three" };
+        const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
+        static int selected = -1;
+        for (int i = 0; i < 3; i++)
+        {
+            char label[32];
+            sprintf(label, "%04d", i);
+            if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
+                selected = i;
+            bool hovered = ImGui::IsItemHovered();
+            ImGui::NextColumn();
+            ImGui::Text(names[i]); ImGui::NextColumn();
+            ImGui::Text(paths[i]); ImGui::NextColumn();
+            ImGui::Text("%d", hovered); ImGui::NextColumn();
+        }
+        ImGui::Columns(1);
+        ImGui::Separator();
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Columns (legacy API)/Borders");
+    if (ImGui::TreeNode("Borders"))
+    {
+        // NB: Future columns API should allow automatic horizontal borders.
+        static bool h_borders = true;
+        static bool v_borders = true;
+        static int columns_count = 4;
+        const int lines_count = 3;
+        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+        ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns");
+        if (columns_count < 2)
+            columns_count = 2;
+        ImGui::SameLine();
+        ImGui::Checkbox("horizontal", &h_borders);
+        ImGui::SameLine();
+        ImGui::Checkbox("vertical", &v_borders);
+        ImGui::Columns(columns_count, NULL, v_borders);
+        for (int i = 0; i < columns_count * lines_count; i++)
+        {
+            if (h_borders && ImGui::GetColumnIndex() == 0)
+                ImGui::Separator();
+            ImGui::PushID(i);
+            ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i);
+            ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
+            ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
+            ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());
+            ImGui::Text("Long text that is likely to clip");
+            ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));
+            ImGui::PopID();
+            ImGui::NextColumn();
+        }
+        ImGui::Columns(1);
+        if (h_borders)
+            ImGui::Separator();
+        ImGui::TreePop();
+    }
+
+    // Create multiple items in a same cell before switching to next column
+    IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items");
+    if (ImGui::TreeNode("Mixed items"))
+    {
+        ImGui::Columns(3, "mixed");
+        ImGui::Separator();
+
+        ImGui::Text("Hello");
+        ImGui::Button("Banana");
+        ImGui::NextColumn();
+
+        ImGui::Text("ImGui");
+        ImGui::Button("Apple");
+        static float foo = 1.0f;
+        ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f");
+        ImGui::Text("An extra line here.");
+        ImGui::NextColumn();
+
+        ImGui::Text("Sailor");
+        ImGui::Button("Corniflower");
+        static float bar = 1.0f;
+        ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f");
+        ImGui::NextColumn();
+
+        if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
+        if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
+        if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
+        ImGui::Columns(1);
+        ImGui::Separator();
+        ImGui::TreePop();
+    }
+
+    // Word wrapping
+    IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping");
+    if (ImGui::TreeNode("Word-wrapping"))
+    {
+        ImGui::Columns(2, "word-wrapping");
+        ImGui::Separator();
+        ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+        ImGui::TextWrapped("Hello Left");
+        ImGui::NextColumn();
+        ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+        ImGui::TextWrapped("Hello Right");
+        ImGui::Columns(1);
+        ImGui::Separator();
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling");
+    if (ImGui::TreeNode("Horizontal Scrolling"))
+    {
+        ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));
+        ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f);
+        ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar);
+        ImGui::Columns(10);
+
+        // Also demonstrate using clipper for large vertical lists
+        int ITEMS_COUNT = 2000;
+        ImGuiListClipper clipper;
+        clipper.Begin(ITEMS_COUNT);
+        while (clipper.Step())
+        {
+            for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+                for (int j = 0; j < 10; j++)
+                {
+                    ImGui::Text("Line %d Column %d...", i, j);
+                    ImGui::NextColumn();
+                }
+        }
+        ImGui::Columns(1);
+        ImGui::EndChild();
+        ImGui::TreePop();
+    }
+
+    IMGUI_DEMO_MARKER("Columns (legacy API)/Tree");
+    if (ImGui::TreeNode("Tree"))
+    {
+        ImGui::Columns(2, "tree", true);
+        for (int x = 0; x < 3; x++)
+        {
+            bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x);
+            ImGui::NextColumn();
+            ImGui::Text("Node contents");
+            ImGui::NextColumn();
+            if (open1)
+            {
+                for (int y = 0; y < 3; y++)
+                {
+                    bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y);
+                    ImGui::NextColumn();
+                    ImGui::Text("Node contents");
+                    if (open2)
+                    {
+                        ImGui::Text("Even more contents");
+                        if (ImGui::TreeNode("Tree in column"))
+                        {
+                            ImGui::Text("The quick brown fox jumps over the lazy dog");
+                            ImGui::TreePop();
+                        }
+                    }
+                    ImGui::NextColumn();
+                    if (open2)
+                        ImGui::TreePop();
+                }
+                ImGui::TreePop();
+            }
+        }
+        ImGui::Columns(1);
+        ImGui::TreePop();
+    }
+
+    ImGui::TreePop();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ShowDemoWindowInputs()
+//-----------------------------------------------------------------------------
+
+static void ShowDemoWindowInputs()
+{
+    IMGUI_DEMO_MARKER("Inputs & Focus");
+    if (ImGui::CollapsingHeader("Inputs & Focus"))
+    {
+        ImGuiIO& io = ImGui::GetIO();
+
+        // Display inputs submitted to ImGuiIO
+        IMGUI_DEMO_MARKER("Inputs & Focus/Inputs");
+        ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+        bool inputs_opened = ImGui::TreeNode("Inputs");
+        ImGui::SameLine();
+        HelpMarker(
+            "This is a simplified view. See more detailed input state:\n"
+            "- in 'Tools->Metrics/Debugger->Inputs'.\n"
+            "- in 'Tools->Debug Log->IO'.");
+        if (inputs_opened)
+        {
+            if (ImGui::IsMousePosValid())
+                ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
+            else
+                ImGui::Text("Mouse pos: <INVALID>");
+            ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
+            ImGui::Text("Mouse down:");
+            for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
+            ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
+
+            // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows
+            // displaying the data for old/new backends.
+            // User code should never have to go through such hoops!
+            // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
+            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
+            ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN;
+#else
+            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
+            ImGuiKey start_key = (ImGuiKey)0;
+#endif
+            ImGui::Text("Keys down:");         for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); }
+            ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
+            ImGui::Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine();  ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
+
+            ImGui::TreePop();
+        }
+
+        // Display ImGuiIO output flags
+        IMGUI_DEMO_MARKER("Inputs & Focus/Outputs");
+        ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+        bool outputs_opened = ImGui::TreeNode("Outputs");
+        ImGui::SameLine();
+        HelpMarker(
+            "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
+            "to instruct your application of how to route inputs. Typically, when a value is true, it means "
+            "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
+            "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
+            "and underlying application should ignore mouse inputs (in practice there are many and more subtle "
+            "rules leading to how those flags are set).");
+        if (outputs_opened)
+        {
+            ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
+            ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
+            ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
+            ImGui::Text("io.WantTextInput: %d", io.WantTextInput);
+            ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);
+            ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);
+
+            IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override");
+            if (ImGui::TreeNode("WantCapture override"))
+            {
+                HelpMarker(
+                    "Hovering the colored canvas will override io.WantCaptureXXX fields.\n"
+                    "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering "
+                    "and true when clicking.");
+                static int capture_override_mouse = -1;
+                static int capture_override_keyboard = -1;
+                const char* capture_override_desc[] = { "None", "Set to false", "Set to true" };
+                ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
+                ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp);
+                ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
+                ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp);
+
+                ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item
+                if (ImGui::IsItemHovered() && capture_override_mouse != -1)
+                    ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1);
+                if (ImGui::IsItemHovered() && capture_override_keyboard != -1)
+                    ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1);
+
+                ImGui::TreePop();
+            }
+            ImGui::TreePop();
+        }
+
+        // Demonstrate using Shortcut() and Routing Policies.
+        // The general flow is:
+        // - Code interested in a chord (e.g. "Ctrl+A") declares their intent.
+        // - Multiple locations may be interested in same chord! Routing helps find a winner.
+        // - Every frame, we resolve all claims and assign one owner if the modifiers are matching.
+        // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route.
+        // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags.
+        // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused.
+        // TL;DR: Most uses will simply be:
+        // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy.
+        IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts");
+        if (ImGui::TreeNode("Shortcuts"))
+        {
+            static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat;
+            static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused;
+            ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat);
+            ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive);
+            ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused);
+            ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal);
+            ImGui::Indent();
+            ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal);
+            ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused);
+            ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive);
+            ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused);
+            ImGui::EndDisabled();
+            ImGui::Unindent();
+            ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways);
+            ImGuiInputFlags flags = route_type | route_options; // Merged flags
+            if (route_type != ImGuiInputFlags_RouteGlobal)
+                flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused);
+
+            ImGui::SeparatorText("Using SetNextItemShortcut()");
+            ImGui::Text("Ctrl+S");
+            ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip);
+            ImGui::Button("Save");
+            ImGui::Text("Alt+F");
+            ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip);
+            static float f = 0.5f;
+            ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f);
+
+            ImGui::SeparatorText("Using Shortcut()");
+            const float line_height = ImGui::GetTextLineHeightWithSpacing();
+            const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A;
+
+            ImGui::Text("Ctrl+A");
+            ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
+
+            ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f));
+
+            ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true);
+            ImGui::Text("Press CTRL+A and see who receives it!");
+            ImGui::Separator();
+
+            // 1: Window polling for CTRL+A
+            ImGui::Text("(in WindowA)");
+            ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
+
+            // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
+            // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
+            //char str[16] = "Press CTRL+A";
+            //ImGui::Spacing();
+            //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
+            //ImGuiID item_id = ImGui::GetItemID();
+            //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused");
+            //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "...");
+
+            // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA
+            ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true);
+            ImGui::Text("(in ChildD: not using same Shortcut)");
+            ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused());
+            ImGui::EndChild();
+
+            // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused.
+            ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true);
+            ImGui::Text("(in ChildE: using same Shortcut)");
+            ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
+            ImGui::EndChild();
+
+            // 5: In a popup
+            if (ImGui::Button("Open Popup"))
+                ImGui::OpenPopup("PopupF");
+            if (ImGui::BeginPopup("PopupF"))
+            {
+                ImGui::Text("(in PopupF)");
+                ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
+                // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
+                //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
+                //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "...");
+                ImGui::EndPopup();
+            }
+            ImGui::EndChild();
+            ImGui::PopStyleColor();
+
+            ImGui::TreePop();
+        }
+
+        // Display mouse cursors
+        IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");
+        if (ImGui::TreeNode("Mouse Cursors"))
+        {
+            const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
+            IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
+
+            ImGuiMouseCursor current = ImGui::GetMouseCursor();
+            const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A";
+            ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name);
+            ImGui::BeginDisabled(true);
+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
+            ImGui::EndDisabled();
+
+            ImGui::Text("Hover to see mouse cursors:");
+            ImGui::SameLine(); HelpMarker(
+                "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
+                "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
+                "otherwise your backend needs to handle it.");
+            for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
+            {
+                char label[32];
+                sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
+                ImGui::Bullet(); ImGui::Selectable(label, false);
+                if (ImGui::IsItemHovered())
+                    ImGui::SetMouseCursor(i);
+            }
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing");
+        if (ImGui::TreeNode("Tabbing"))
+        {
+            ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+            static char buf[32] = "hello";
+            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+            ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
+            ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true);
+            ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
+            ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");
+            ImGui::PopItemFlag();
+            ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code");
+        if (ImGui::TreeNode("Focus from code"))
+        {
+            bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
+            bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
+            bool focus_3 = ImGui::Button("Focus on 3");
+            int has_focus = 0;
+            static char buf[128] = "click on a button to set focus";
+
+            if (focus_1) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 1;
+
+            if (focus_2) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 2;
+
+            ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true);
+            if (focus_3) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 3;
+            ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");
+            ImGui::PopItemFlag();
+
+            if (has_focus)
+                ImGui::Text("Item with focus: %d", has_focus);
+            else
+                ImGui::Text("Item with focus: <none>");
+
+            // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item
+            static float f3[3] = { 0.0f, 0.0f, 0.0f };
+            int focus_ahead = -1;
+            if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine();
+            if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine();
+            if (ImGui::Button("Focus on Z")) { focus_ahead = 2; }
+            if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);
+            ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);
+
+            ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.");
+            ImGui::TreePop();
+        }
+
+        IMGUI_DEMO_MARKER("Inputs & Focus/Dragging");
+        if (ImGui::TreeNode("Dragging"))
+        {
+            ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
+            for (int button = 0; button < 3; button++)
+            {
+                ImGui::Text("IsMouseDragging(%d):", button);
+                ImGui::Text("  w/ default threshold: %d,", ImGui::IsMouseDragging(button));
+                ImGui::Text("  w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f));
+                ImGui::Text("  w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f));
+            }
+
+            ImGui::Button("Drag Me");
+            if (ImGui::IsItemActive())
+                ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor
+
+            // Drag operations gets "unlocked" when the mouse has moved past a certain threshold
+            // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher
+            // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta().
+            ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
+            ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
+            ImVec2 mouse_delta = io.MouseDelta;
+            ImGui::Text("GetMouseDragDelta(0):");
+            ImGui::Text("  w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y);
+            ImGui::Text("  w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y);
+            ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y);
+            ImGui::TreePop();
+        }
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] About Window / ShowAboutWindow()
+// Access from Dear ImGui Demo -> Tools -> About
+//-----------------------------------------------------------------------------
+
+void ImGui::ShowAboutWindow(bool* p_open)
+{
+    if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize))
+    {
+        ImGui::End();
+        return;
+    }
+    IMGUI_DEMO_MARKER("Tools/About Dear ImGui");
+    ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
+
+    ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui");
+    ImGui::SameLine();
+    ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md");
+    ImGui::SameLine();
+    ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki");
+    ImGui::SameLine();
+    ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases");
+    ImGui::SameLine();
+    ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding");
+
+    ImGui::Separator();
+    ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
+    ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
+    ImGui::Text("If your company uses this, please consider funding the project.");
+
+    static bool show_config_info = false;
+    ImGui::Checkbox("Config/Build Information", &show_config_info);
+    if (show_config_info)
+    {
+        ImGuiIO& io = ImGui::GetIO();
+        ImGuiStyle& style = ImGui::GetStyle();
+
+        bool copy_to_clipboard = ImGui::Button("Copy to clipboard");
+        ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18);
+        ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle);
+        if (copy_to_clipboard)
+        {
+            ImGui::LogToClipboard();
+            ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub
+        }
+
+        ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
+        ImGui::Separator();
+        ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));
+        ImGui::Text("define: __cplusplus=%d", (int)__cplusplus);
+#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
+        ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS
+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");
+#endif
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+        ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR");
+#endif
+#ifdef _WIN32
+        ImGui::Text("define: _WIN32");
+#endif
+#ifdef _WIN64
+        ImGui::Text("define: _WIN64");
+#endif
+#ifdef __linux__
+        ImGui::Text("define: __linux__");
+#endif
+#ifdef __APPLE__
+        ImGui::Text("define: __APPLE__");
+#endif
+#ifdef _MSC_VER
+        ImGui::Text("define: _MSC_VER=%d", _MSC_VER);
+#endif
+#ifdef _MSVC_LANG
+        ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG);
+#endif
+#ifdef __MINGW32__
+        ImGui::Text("define: __MINGW32__");
+#endif
+#ifdef __MINGW64__
+        ImGui::Text("define: __MINGW64__");
+#endif
+#ifdef __GNUC__
+        ImGui::Text("define: __GNUC__=%d", (int)__GNUC__);
+#endif
+#ifdef __clang_version__
+        ImGui::Text("define: __clang_version__=%s", __clang_version__);
+#endif
+#ifdef __EMSCRIPTEN__
+        ImGui::Text("define: __EMSCRIPTEN__");
+        ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__);
+#endif
+        ImGui::Separator();
+        ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
+        ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
+        ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags);
+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)        ImGui::Text(" NavEnableKeyboard");
+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)         ImGui::Text(" NavEnableGamepad");
+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)     ImGui::Text(" NavEnableSetMousePos");
+        if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)     ImGui::Text(" NavNoCaptureKeyboard");
+        if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)                  ImGui::Text(" NoMouse");
+        if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)      ImGui::Text(" NoMouseCursorChange");
+        if (io.MouseDrawCursor)                                         ImGui::Text("io.MouseDrawCursor");
+        if (io.ConfigMacOSXBehaviors)                                   ImGui::Text("io.ConfigMacOSXBehaviors");
+        if (io.ConfigInputTextCursorBlink)                              ImGui::Text("io.ConfigInputTextCursorBlink");
+        if (io.ConfigWindowsResizeFromEdges)                            ImGui::Text("io.ConfigWindowsResizeFromEdges");
+        if (io.ConfigWindowsMoveFromTitleBarOnly)                       ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");
+        if (io.ConfigMemoryCompactTimer >= 0.0f)                        ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer);
+        ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);
+        if (io.BackendFlags & ImGuiBackendFlags_HasGamepad)             ImGui::Text(" HasGamepad");
+        if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)        ImGui::Text(" HasMouseCursors");
+        if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)         ImGui::Text(" HasSetMousePos");
+        if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)   ImGui::Text(" RendererHasVtxOffset");
+        ImGui::Separator();
+        ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
+        ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
+        ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+        ImGui::Separator();
+        ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y);
+        ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize);
+        ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y);
+        ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding);
+        ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize);
+        ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y);
+        ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);
+
+        if (copy_to_clipboard)
+        {
+            ImGui::LogText("\n```\n");
+            ImGui::LogFinish();
+        }
+        ImGui::EndChild();
+    }
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Style Editor / ShowStyleEditor()
+//-----------------------------------------------------------------------------
+// - ShowFontSelector()
+// - ShowStyleSelector()
+// - ShowStyleEditor()
+//-----------------------------------------------------------------------------
+
+// Forward declare ShowFontAtlas() which isn't worth putting in public API yet
+namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
+
+// Demo helper function to select among loaded fonts.
+// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
+void ImGui::ShowFontSelector(const char* label)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImFont* font_current = ImGui::GetFont();
+    if (ImGui::BeginCombo(label, font_current->GetDebugName()))
+    {
+        for (ImFont* font : io.Fonts->Fonts)
+        {
+            ImGui::PushID((void*)font);
+            if (ImGui::Selectable(font->GetDebugName(), font == font_current))
+                io.FontDefault = font;
+            ImGui::PopID();
+        }
+        ImGui::EndCombo();
+    }
+    ImGui::SameLine();
+    HelpMarker(
+        "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
+        "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
+        "- Read FAQ and docs/FONTS.md for more details.\n"
+        "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
+}
+
+// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
+// Here we use the simplified Combo() api that packs items into a single literal string.
+// Useful for quick combo boxes where the choices are known locally.
+bool ImGui::ShowStyleSelector(const char* label)
+{
+    static int style_idx = -1;
+    if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))
+    {
+        switch (style_idx)
+        {
+        case 0: ImGui::StyleColorsDark(); break;
+        case 1: ImGui::StyleColorsLight(); break;
+        case 2: ImGui::StyleColorsClassic(); break;
+        }
+        return true;
+    }
+    return false;
+}
+
+void ImGui::ShowStyleEditor(ImGuiStyle* ref)
+{
+    IMGUI_DEMO_MARKER("Tools/Style Editor");
+    // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to
+    // (without a reference style pointer, we will use one compared locally as a reference)
+    ImGuiStyle& style = ImGui::GetStyle();
+    static ImGuiStyle ref_saved_style;
+
+    // Default to using internal storage as reference
+    static bool init = true;
+    if (init && ref == NULL)
+        ref_saved_style = style;
+    init = false;
+    if (ref == NULL)
+        ref = &ref_saved_style;
+
+    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);
+
+    if (ImGui::ShowStyleSelector("Colors##Selector"))
+        ref_saved_style = style;
+    ImGui::ShowFontSelector("Fonts##Selector");
+
+    // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)
+    if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
+        style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
+    { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }
+    ImGui::SameLine();
+    { bool border = (style.FrameBorderSize > 0.0f);  if (ImGui::Checkbox("FrameBorder",  &border)) { style.FrameBorderSize  = border ? 1.0f : 0.0f; } }
+    ImGui::SameLine();
+    { bool border = (style.PopupBorderSize > 0.0f);  if (ImGui::Checkbox("PopupBorder",  &border)) { style.PopupBorderSize  = border ? 1.0f : 0.0f; } }
+
+    // Save/Revert button
+    if (ImGui::Button("Save Ref"))
+        *ref = ref_saved_style = style;
+    ImGui::SameLine();
+    if (ImGui::Button("Revert Ref"))
+        style = *ref;
+    ImGui::SameLine();
+    HelpMarker(
+        "Save/Revert in local non-persistent storage. Default Colors definition are not affected. "
+        "Use \"Export\" below to save them somewhere.");
+
+    ImGui::Separator();
+
+    if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))
+    {
+        if (ImGui::BeginTabItem("Sizes"))
+        {
+            ImGui::SeparatorText("Main");
+            ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
+            ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
+            ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
+            ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
+            ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
+            ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
+            ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
+            ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
+
+            ImGui::SeparatorText("Borders");
+            ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
+            ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
+            ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
+            ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
+            ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
+            ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f");
+            ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f");
+            ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.");
+
+            ImGui::SeparatorText("Rounding");
+            ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
+            ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
+            ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
+            ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
+            ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
+            ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
+            ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
+
+            ImGui::SeparatorText("Tables");
+            ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
+            ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f);
+            ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
+
+            ImGui::SeparatorText("Widgets");
+            ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+            int window_menu_button_position = style.WindowMenuButtonPosition + 1;
+            if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))
+                style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1);
+            ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
+            ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");
+            ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
+            ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");
+            ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
+            ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f");
+            ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f");
+            ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");
+            ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
+
+            ImGui::SeparatorText("Tooltips");
+            for (int n = 0; n < 2; n++)
+                if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
+                {
+                    ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav;
+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone);
+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort);
+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal);
+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary);
+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay);
+                    ImGui::TreePop();
+                }
+
+            ImGui::SeparatorText("Misc");
+            ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.");
+            ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
+
+            ImGui::EndTabItem();
+        }
+
+        if (ImGui::BeginTabItem("Colors"))
+        {
+            static int output_dest = 0;
+            static bool output_only_modified = true;
+            if (ImGui::Button("Export"))
+            {
+                if (output_dest == 0)
+                    ImGui::LogToClipboard();
+                else
+                    ImGui::LogToTTY();
+                ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
+                for (int i = 0; i < ImGuiCol_COUNT; i++)
+                {
+                    const ImVec4& col = style.Colors[i];
+                    const char* name = ImGui::GetStyleColorName(i);
+                    if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
+                        ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,
+                            name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
+                }
+                ImGui::LogFinish();
+            }
+            ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
+            ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
+
+            static ImGuiTextFilter filter;
+            filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
+
+            static ImGuiColorEditFlags alpha_flags = 0;
+            if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None))             { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();
+            if (ImGui::RadioButton("Alpha",  alpha_flags == ImGuiColorEditFlags_AlphaPreview))     { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();
+            if (ImGui::RadioButton("Both",   alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();
+            HelpMarker(
+                "In the color list:\n"
+                "Left-click on color square to open color picker,\n"
+                "Right-click to open edit options menu.");
+
+            ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX));
+            ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+            ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
+            for (int i = 0; i < ImGuiCol_COUNT; i++)
+            {
+                const char* name = ImGui::GetStyleColorName(i);
+                if (!filter.PassFilter(name))
+                    continue;
+                ImGui::PushID(i);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+                if (ImGui::Button("?"))
+                    ImGui::DebugFlashStyleColor((ImGuiCol)i);
+                ImGui::SetItemTooltip("Flash given color to identify places where it is used.");
+                ImGui::SameLine();
+#endif
+                ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
+                if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
+                {
+                    // Tips: in a real user application, you may want to merge and use an icon font into the main font,
+                    // so instead of "Save"/"Revert" you'd use icons!
+                    // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!
+                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }
+                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; }
+                }
+                ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
+                ImGui::TextUnformatted(name);
+                ImGui::PopID();
+            }
+            ImGui::PopItemWidth();
+            ImGui::EndChild();
+
+            ImGui::EndTabItem();
+        }
+
+        if (ImGui::BeginTabItem("Fonts"))
+        {
+            ImGuiIO& io = ImGui::GetIO();
+            ImFontAtlas* atlas = io.Fonts;
+            HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
+            ImGui::ShowFontAtlas(atlas);
+
+            // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
+            // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
+            const float MIN_SCALE = 0.3f;
+            const float MAX_SCALE = 2.0f;
+            HelpMarker(
+                "Those are old settings provided for convenience.\n"
+                "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "
+                "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
+                "Using those settings here will give you poor quality results.");
+            static float window_scale = 1.0f;
+            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
+            if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
+                ImGui::SetWindowFontScale(window_scale);
+            ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
+            ImGui::PopItemWidth();
+
+            ImGui::EndTabItem();
+        }
+
+        if (ImGui::BeginTabItem("Rendering"))
+        {
+            ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
+            ImGui::SameLine();
+            HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
+
+            ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
+            ImGui::SameLine();
+            HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
+
+            ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
+            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
+            ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
+            if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
+
+            // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
+            ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
+            const bool show_samples = ImGui::IsItemActive();
+            if (show_samples)
+                ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
+            if (show_samples && ImGui::BeginTooltip())
+            {
+                ImGui::TextUnformatted("(R = radius, N = approx number of segments)");
+                ImGui::Spacing();
+                ImDrawList* draw_list = ImGui::GetWindowDrawList();
+                const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x;
+                for (int n = 0; n < 8; n++)
+                {
+                    const float RAD_MIN = 5.0f;
+                    const float RAD_MAX = 70.0f;
+                    const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);
+
+                    ImGui::BeginGroup();
+
+                    // N is not always exact here due to how PathArcTo() function work internally
+                    ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
+
+                    const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);
+                    const float offset_x     = floorf(canvas_width * 0.5f);
+                    const float offset_y     = floorf(RAD_MAX);
+
+                    const ImVec2 p1 = ImGui::GetCursorScreenPos();
+                    draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
+                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
+
+                    /*
+                    const ImVec2 p2 = ImGui::GetCursorScreenPos();
+                    draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
+                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
+                    */
+
+                    ImGui::EndGroup();
+                    ImGui::SameLine();
+                }
+                ImGui::EndTooltip();
+            }
+            ImGui::SameLine();
+            HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");
+
+            ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
+            ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");
+            ImGui::PopItemWidth();
+
+            ImGui::EndTabItem();
+        }
+
+        ImGui::EndTabBar();
+    }
+
+    ImGui::PopItemWidth();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] User Guide / ShowUserGuide()
+//-----------------------------------------------------------------------------
+
+void ImGui::ShowUserGuide()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui::BulletText("Double-click on title bar to collapse window.");
+    ImGui::BulletText(
+        "Click and drag on lower corner to resize window\n"
+        "(double-click to auto fit window to its contents).");
+    ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
+    ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+    ImGui::BulletText("CTRL+Tab to select a window.");
+    if (io.FontAllowUserScaling)
+        ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
+    ImGui::BulletText("While inputing text:\n");
+    ImGui::Indent();
+    ImGui::BulletText("CTRL+Left/Right to word jump.");
+    ImGui::BulletText("CTRL+A or double-click to select all.");
+    ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
+    ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
+    ImGui::BulletText("ESCAPE to revert.");
+    ImGui::Unindent();
+    ImGui::BulletText("With keyboard navigation enabled:");
+    ImGui::Indent();
+    ImGui::BulletText("Arrow keys to navigate.");
+    ImGui::BulletText("Space to activate a widget.");
+    ImGui::BulletText("Return to input text into a widget.");
+    ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
+    ImGui::BulletText("Alt to jump to the menu layer of a window.");
+    ImGui::Unindent();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
+//-----------------------------------------------------------------------------
+// - ShowExampleAppMainMenuBar()
+// - ShowExampleMenuFile()
+//-----------------------------------------------------------------------------
+
+// Demonstrate creating a "main" fullscreen menu bar and populating it.
+// Note the difference between BeginMainMenuBar() and BeginMenuBar():
+// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!)
+// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it.
+static void ShowExampleAppMainMenuBar()
+{
+    if (ImGui::BeginMainMenuBar())
+    {
+        if (ImGui::BeginMenu("File"))
+        {
+            ShowExampleMenuFile();
+            ImGui::EndMenu();
+        }
+        if (ImGui::BeginMenu("Edit"))
+        {
+            if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
+            if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {}  // Disabled item
+            ImGui::Separator();
+            if (ImGui::MenuItem("Cut", "CTRL+X")) {}
+            if (ImGui::MenuItem("Copy", "CTRL+C")) {}
+            if (ImGui::MenuItem("Paste", "CTRL+V")) {}
+            ImGui::EndMenu();
+        }
+        ImGui::EndMainMenuBar();
+    }
+}
+
+// Note that shortcuts are currently provided for display only
+// (future version will add explicit flags to BeginMenu() to request processing shortcuts)
+static void ShowExampleMenuFile()
+{
+    IMGUI_DEMO_MARKER("Examples/Menu");
+    ImGui::MenuItem("(demo menu)", NULL, false, false);
+    if (ImGui::MenuItem("New")) {}
+    if (ImGui::MenuItem("Open", "Ctrl+O")) {}
+    if (ImGui::BeginMenu("Open Recent"))
+    {
+        ImGui::MenuItem("fish_hat.c");
+        ImGui::MenuItem("fish_hat.inl");
+        ImGui::MenuItem("fish_hat.h");
+        if (ImGui::BeginMenu("More.."))
+        {
+            ImGui::MenuItem("Hello");
+            ImGui::MenuItem("Sailor");
+            if (ImGui::BeginMenu("Recurse.."))
+            {
+                ShowExampleMenuFile();
+                ImGui::EndMenu();
+            }
+            ImGui::EndMenu();
+        }
+        ImGui::EndMenu();
+    }
+    if (ImGui::MenuItem("Save", "Ctrl+S")) {}
+    if (ImGui::MenuItem("Save As..")) {}
+
+    ImGui::Separator();
+    IMGUI_DEMO_MARKER("Examples/Menu/Options");
+    if (ImGui::BeginMenu("Options"))
+    {
+        static bool enabled = true;
+        ImGui::MenuItem("Enabled", "", &enabled);
+        ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders);
+        for (int i = 0; i < 10; i++)
+            ImGui::Text("Scrolling Text %d", i);
+        ImGui::EndChild();
+        static float f = 0.5f;
+        static int n = 0;
+        ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
+        ImGui::InputFloat("Input", &f, 0.1f);
+        ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
+        ImGui::EndMenu();
+    }
+
+    IMGUI_DEMO_MARKER("Examples/Menu/Colors");
+    if (ImGui::BeginMenu("Colors"))
+    {
+        float sz = ImGui::GetTextLineHeight();
+        for (int i = 0; i < ImGuiCol_COUNT; i++)
+        {
+            const char* name = ImGui::GetStyleColorName((ImGuiCol)i);
+            ImVec2 p = ImGui::GetCursorScreenPos();
+            ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i));
+            ImGui::Dummy(ImVec2(sz, sz));
+            ImGui::SameLine();
+            ImGui::MenuItem(name);
+        }
+        ImGui::EndMenu();
+    }
+
+    // Here we demonstrate appending again to the "Options" menu (which we already created above)
+    // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice.
+    // In a real code-base using it would make senses to use this feature from very different code locations.
+    if (ImGui::BeginMenu("Options")) // <-- Append!
+    {
+        IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu");
+        static bool b = true;
+        ImGui::Checkbox("SomeOption", &b);
+        ImGui::EndMenu();
+    }
+
+    if (ImGui::BeginMenu("Disabled", false)) // Disabled
+    {
+        IM_ASSERT(0);
+    }
+    if (ImGui::MenuItem("Checked", NULL, true)) {}
+    ImGui::Separator();
+    if (ImGui::MenuItem("Quit", "Alt+F4")) {}
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
+//-----------------------------------------------------------------------------
+
+// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.
+// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions.
+struct ExampleAppConsole
+{
+    char                  InputBuf[256];
+    ImVector<char*>       Items;
+    ImVector<const char*> Commands;
+    ImVector<char*>       History;
+    int                   HistoryPos;    // -1: new line, 0..History.Size-1 browsing history.
+    ImGuiTextFilter       Filter;
+    bool                  AutoScroll;
+    bool                  ScrollToBottom;
+
+    ExampleAppConsole()
+    {
+        IMGUI_DEMO_MARKER("Examples/Console");
+        ClearLog();
+        memset(InputBuf, 0, sizeof(InputBuf));
+        HistoryPos = -1;
+
+        // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches.
+        Commands.push_back("HELP");
+        Commands.push_back("HISTORY");
+        Commands.push_back("CLEAR");
+        Commands.push_back("CLASSIFY");
+        AutoScroll = true;
+        ScrollToBottom = false;
+        AddLog("Welcome to Dear ImGui!");
+    }
+    ~ExampleAppConsole()
+    {
+        ClearLog();
+        for (int i = 0; i < History.Size; i++)
+            ImGui::MemFree(History[i]);
+    }
+
+    // Portable helpers
+    static int   Stricmp(const char* s1, const char* s2)         { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }
+    static int   Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }
+    static char* Strdup(const char* s)                           { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }
+    static void  Strtrim(char* s)                                { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }
+
+    void    ClearLog()
+    {
+        for (int i = 0; i < Items.Size; i++)
+            ImGui::MemFree(Items[i]);
+        Items.clear();
+    }
+
+    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)
+    {
+        // FIXME-OPT
+        char buf[1024];
+        va_list args;
+        va_start(args, fmt);
+        vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
+        buf[IM_ARRAYSIZE(buf)-1] = 0;
+        va_end(args);
+        Items.push_back(Strdup(buf));
+    }
+
+    void    Draw(const char* title, bool* p_open)
+    {
+        ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
+        if (!ImGui::Begin(title, p_open))
+        {
+            ImGui::End();
+            return;
+        }
+
+        // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar.
+        // So e.g. IsItemHovered() will return true when hovering the title bar.
+        // Here we create a context menu only available from the title bar.
+        if (ImGui::BeginPopupContextItem())
+        {
+            if (ImGui::MenuItem("Close Console"))
+                *p_open = false;
+            ImGui::EndPopup();
+        }
+
+        ImGui::TextWrapped(
+            "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate "
+            "implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
+        ImGui::TextWrapped("Enter 'HELP' for help.");
+
+        // TODO: display items starting from the bottom
+
+        if (ImGui::SmallButton("Add Debug Text"))  { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); }
+        ImGui::SameLine();
+        if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); }
+        ImGui::SameLine();
+        if (ImGui::SmallButton("Clear"))           { ClearLog(); }
+        ImGui::SameLine();
+        bool copy_to_clipboard = ImGui::SmallButton("Copy");
+        //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
+
+        ImGui::Separator();
+
+        // Options menu
+        if (ImGui::BeginPopup("Options"))
+        {
+            ImGui::Checkbox("Auto-scroll", &AutoScroll);
+            ImGui::EndPopup();
+        }
+
+        // Options, Filter
+        ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip);
+        if (ImGui::Button("Options"))
+            ImGui::OpenPopup("Options");
+        ImGui::SameLine();
+        Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
+        ImGui::Separator();
+
+        // Reserve enough left-over height for 1 separator + 1 input text
+        const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
+        if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar))
+        {
+            if (ImGui::BeginPopupContextWindow())
+            {
+                if (ImGui::Selectable("Clear")) ClearLog();
+                ImGui::EndPopup();
+            }
+
+            // Display every line as a separate entry so we can change their color or add custom widgets.
+            // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
+            // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
+            // to only process visible items. The clipper will automatically measure the height of your first item and then
+            // "seek" to display only items in the visible area.
+            // To use the clipper we can replace your standard loop:
+            //      for (int i = 0; i < Items.Size; i++)
+            //   With:
+            //      ImGuiListClipper clipper;
+            //      clipper.Begin(Items.Size);
+            //      while (clipper.Step())
+            //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+            // - That your items are evenly spaced (same height)
+            // - That you have cheap random access to your elements (you can access them given their index,
+            //   without processing all the ones before)
+            // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
+            // We would need random-access on the post-filtered list.
+            // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
+            // or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
+            // and appending newly elements as they are inserted. This is left as a task to the user until we can manage
+            // to improve this example code!
+            // If your items are of variable height:
+            // - Split them into same height items would be simpler and facilitate random-seeking into your list.
+            // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
+            if (copy_to_clipboard)
+                ImGui::LogToClipboard();
+            for (const char* item : Items)
+            {
+                if (!Filter.PassFilter(item))
+                    continue;
+
+                // Normally you would store more information in your item than just a string.
+                // (e.g. make Items[] an array of structure, store color/type etc.)
+                ImVec4 color;
+                bool has_color = false;
+                if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
+                else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
+                if (has_color)
+                    ImGui::PushStyleColor(ImGuiCol_Text, color);
+                ImGui::TextUnformatted(item);
+                if (has_color)
+                    ImGui::PopStyleColor();
+            }
+            if (copy_to_clipboard)
+                ImGui::LogFinish();
+
+            // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
+            // Using a scrollbar or mouse-wheel will take away from the bottom edge.
+            if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
+                ImGui::SetScrollHereY(1.0f);
+            ScrollToBottom = false;
+
+            ImGui::PopStyleVar();
+        }
+        ImGui::EndChild();
+        ImGui::Separator();
+
+        // Command-line
+        bool reclaim_focus = false;
+        ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
+        if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))
+        {
+            char* s = InputBuf;
+            Strtrim(s);
+            if (s[0])
+                ExecCommand(s);
+            strcpy(s, "");
+            reclaim_focus = true;
+        }
+
+        // Auto-focus on window apparition
+        ImGui::SetItemDefaultFocus();
+        if (reclaim_focus)
+            ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget
+
+        ImGui::End();
+    }
+
+    void    ExecCommand(const char* command_line)
+    {
+        AddLog("# %s\n", command_line);
+
+        // Insert into history. First find match and delete it so it can be pushed to the back.
+        // This isn't trying to be smart or optimal.
+        HistoryPos = -1;
+        for (int i = History.Size - 1; i >= 0; i--)
+            if (Stricmp(History[i], command_line) == 0)
+            {
+                ImGui::MemFree(History[i]);
+                History.erase(History.begin() + i);
+                break;
+            }
+        History.push_back(Strdup(command_line));
+
+        // Process command
+        if (Stricmp(command_line, "CLEAR") == 0)
+        {
+            ClearLog();
+        }
+        else if (Stricmp(command_line, "HELP") == 0)
+        {
+            AddLog("Commands:");
+            for (int i = 0; i < Commands.Size; i++)
+                AddLog("- %s", Commands[i]);
+        }
+        else if (Stricmp(command_line, "HISTORY") == 0)
+        {
+            int first = History.Size - 10;
+            for (int i = first > 0 ? first : 0; i < History.Size; i++)
+                AddLog("%3d: %s\n", i, History[i]);
+        }
+        else
+        {
+            AddLog("Unknown command: '%s'\n", command_line);
+        }
+
+        // On command input, we scroll to bottom even if AutoScroll==false
+        ScrollToBottom = true;
+    }
+
+    // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks
+    static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)
+    {
+        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
+        return console->TextEditCallback(data);
+    }
+
+    int     TextEditCallback(ImGuiInputTextCallbackData* data)
+    {
+        //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
+        switch (data->EventFlag)
+        {
+        case ImGuiInputTextFlags_CallbackCompletion:
+            {
+                // Example of TEXT COMPLETION
+
+                // Locate beginning of current word
+                const char* word_end = data->Buf + data->CursorPos;
+                const char* word_start = word_end;
+                while (word_start > data->Buf)
+                {
+                    const char c = word_start[-1];
+                    if (c == ' ' || c == '\t' || c == ',' || c == ';')
+                        break;
+                    word_start--;
+                }
+
+                // Build a list of candidates
+                ImVector<const char*> candidates;
+                for (int i = 0; i < Commands.Size; i++)
+                    if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0)
+                        candidates.push_back(Commands[i]);
+
+                if (candidates.Size == 0)
+                {
+                    // No match
+                    AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start);
+                }
+                else if (candidates.Size == 1)
+                {
+                    // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing.
+                    data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));
+                    data->InsertChars(data->CursorPos, candidates[0]);
+                    data->InsertChars(data->CursorPos, " ");
+                }
+                else
+                {
+                    // Multiple matches. Complete as much as we can..
+                    // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
+                    int match_len = (int)(word_end - word_start);
+                    for (;;)
+                    {
+                        int c = 0;
+                        bool all_candidates_matches = true;
+                        for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
+                            if (i == 0)
+                                c = toupper(candidates[i][match_len]);
+                            else if (c == 0 || c != toupper(candidates[i][match_len]))
+                                all_candidates_matches = false;
+                        if (!all_candidates_matches)
+                            break;
+                        match_len++;
+                    }
+
+                    if (match_len > 0)
+                    {
+                        data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));
+                        data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
+                    }
+
+                    // List matches
+                    AddLog("Possible matches:\n");
+                    for (int i = 0; i < candidates.Size; i++)
+                        AddLog("- %s\n", candidates[i]);
+                }
+
+                break;
+            }
+        case ImGuiInputTextFlags_CallbackHistory:
+            {
+                // Example of HISTORY
+                const int prev_history_pos = HistoryPos;
+                if (data->EventKey == ImGuiKey_UpArrow)
+                {
+                    if (HistoryPos == -1)
+                        HistoryPos = History.Size - 1;
+                    else if (HistoryPos > 0)
+                        HistoryPos--;
+                }
+                else if (data->EventKey == ImGuiKey_DownArrow)
+                {
+                    if (HistoryPos != -1)
+                        if (++HistoryPos >= History.Size)
+                            HistoryPos = -1;
+                }
+
+                // A better implementation would preserve the data on the current input line along with cursor position.
+                if (prev_history_pos != HistoryPos)
+                {
+                    const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : "";
+                    data->DeleteChars(0, data->BufTextLen);
+                    data->InsertChars(0, history_str);
+                }
+            }
+        }
+        return 0;
+    }
+};
+
+static void ShowExampleAppConsole(bool* p_open)
+{
+    static ExampleAppConsole console;
+    console.Draw("Example: Console", p_open);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Debug Log / ShowExampleAppLog()
+//-----------------------------------------------------------------------------
+
+// Usage:
+//  static ExampleAppLog my_log;
+//  my_log.AddLog("Hello %d world\n", 123);
+//  my_log.Draw("title");
+struct ExampleAppLog
+{
+    ImGuiTextBuffer     Buf;
+    ImGuiTextFilter     Filter;
+    ImVector<int>       LineOffsets; // Index to lines offset. We maintain this with AddLog() calls.
+    bool                AutoScroll;  // Keep scrolling if already at the bottom.
+
+    ExampleAppLog()
+    {
+        AutoScroll = true;
+        Clear();
+    }
+
+    void    Clear()
+    {
+        Buf.clear();
+        LineOffsets.clear();
+        LineOffsets.push_back(0);
+    }
+
+    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)
+    {
+        int old_size = Buf.size();
+        va_list args;
+        va_start(args, fmt);
+        Buf.appendfv(fmt, args);
+        va_end(args);
+        for (int new_size = Buf.size(); old_size < new_size; old_size++)
+            if (Buf[old_size] == '\n')
+                LineOffsets.push_back(old_size + 1);
+    }
+
+    void    Draw(const char* title, bool* p_open = NULL)
+    {
+        if (!ImGui::Begin(title, p_open))
+        {
+            ImGui::End();
+            return;
+        }
+
+        // Options menu
+        if (ImGui::BeginPopup("Options"))
+        {
+            ImGui::Checkbox("Auto-scroll", &AutoScroll);
+            ImGui::EndPopup();
+        }
+
+        // Main window
+        if (ImGui::Button("Options"))
+            ImGui::OpenPopup("Options");
+        ImGui::SameLine();
+        bool clear = ImGui::Button("Clear");
+        ImGui::SameLine();
+        bool copy = ImGui::Button("Copy");
+        ImGui::SameLine();
+        Filter.Draw("Filter", -100.0f);
+
+        ImGui::Separator();
+
+        if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar))
+        {
+            if (clear)
+                Clear();
+            if (copy)
+                ImGui::LogToClipboard();
+
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+            const char* buf = Buf.begin();
+            const char* buf_end = Buf.end();
+            if (Filter.IsActive())
+            {
+                // In this example we don't use the clipper when Filter is enabled.
+                // This is because we don't have random access to the result of our filter.
+                // A real application processing logs with ten of thousands of entries may want to store the result of
+                // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
+                for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
+                {
+                    const char* line_start = buf + LineOffsets[line_no];
+                    const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
+                    if (Filter.PassFilter(line_start, line_end))
+                        ImGui::TextUnformatted(line_start, line_end);
+                }
+            }
+            else
+            {
+                // The simplest and easy way to display the entire buffer:
+                //   ImGui::TextUnformatted(buf_begin, buf_end);
+                // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
+                // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
+                // within the visible area.
+                // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
+                // on your side is recommended. Using ImGuiListClipper requires
+                // - A) random access into your data
+                // - B) items all being the  same height,
+                // both of which we can handle since we have an array pointing to the beginning of each line of text.
+                // When using the filter (in the block of code above) we don't have random access into the data to display
+                // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
+                // it possible (and would be recommended if you want to search through tens of thousands of entries).
+                ImGuiListClipper clipper;
+                clipper.Begin(LineOffsets.Size);
+                while (clipper.Step())
+                {
+                    for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
+                    {
+                        const char* line_start = buf + LineOffsets[line_no];
+                        const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
+                        ImGui::TextUnformatted(line_start, line_end);
+                    }
+                }
+                clipper.End();
+            }
+            ImGui::PopStyleVar();
+
+            // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
+            // Using a scrollbar or mouse-wheel will take away from the bottom edge.
+            if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
+                ImGui::SetScrollHereY(1.0f);
+        }
+        ImGui::EndChild();
+        ImGui::End();
+    }
+};
+
+// Demonstrate creating a simple log window with basic filtering.
+static void ShowExampleAppLog(bool* p_open)
+{
+    static ExampleAppLog log;
+
+    // For the demo: add a debug button _BEFORE_ the normal log window contents
+    // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.
+    // Most of the contents of the window will be added by the log.Draw() call.
+    ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
+    ImGui::Begin("Example: Log", p_open);
+    IMGUI_DEMO_MARKER("Examples/Log");
+    if (ImGui::SmallButton("[Debug] Add 5 entries"))
+    {
+        static int counter = 0;
+        const char* categories[3] = { "info", "warn", "error" };
+        const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
+        for (int n = 0; n < 5; n++)
+        {
+            const char* category = categories[counter % IM_ARRAYSIZE(categories)];
+            const char* word = words[counter % IM_ARRAYSIZE(words)];
+            log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
+                ImGui::GetFrameCount(), category, ImGui::GetTime(), word);
+            counter++;
+        }
+    }
+    ImGui::End();
+
+    // Actually call in the regular Log helper (which will Begin() into the same window as we just did)
+    log.Draw("Example: Log", p_open);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
+//-----------------------------------------------------------------------------
+
+// Demonstrate create a window with multiple child windows.
+static void ShowExampleAppLayout(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);
+    if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar))
+    {
+        IMGUI_DEMO_MARKER("Examples/Simple layout");
+        if (ImGui::BeginMenuBar())
+        {
+            if (ImGui::BeginMenu("File"))
+            {
+                if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; }
+                ImGui::EndMenu();
+            }
+            ImGui::EndMenuBar();
+        }
+
+        // Left
+        static int selected = 0;
+        {
+            ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX);
+            for (int i = 0; i < 100; i++)
+            {
+                // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav
+                char label[128];
+                sprintf(label, "MyObject %d", i);
+                if (ImGui::Selectable(label, selected == i))
+                    selected = i;
+            }
+            ImGui::EndChild();
+        }
+        ImGui::SameLine();
+
+        // Right
+        {
+            ImGui::BeginGroup();
+            ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us
+            ImGui::Text("MyObject: %d", selected);
+            ImGui::Separator();
+            if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))
+            {
+                if (ImGui::BeginTabItem("Description"))
+                {
+                    ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
+                    ImGui::EndTabItem();
+                }
+                if (ImGui::BeginTabItem("Details"))
+                {
+                    ImGui::Text("ID: 0123456789");
+                    ImGui::EndTabItem();
+                }
+                ImGui::EndTabBar();
+            }
+            ImGui::EndChild();
+            if (ImGui::Button("Revert")) {}
+            ImGui::SameLine();
+            if (ImGui::Button("Save")) {}
+            ImGui::EndGroup();
+        }
+    }
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
+//-----------------------------------------------------------------------------
+// Some of the interactions are a bit lack-luster:
+// - We would want pressing validating or leaving the filter to somehow restore focus.
+// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work.
+// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties.
+//-----------------------------------------------------------------------------
+
+struct ExampleAppPropertyEditor
+{
+    ImGuiTextFilter     Filter;
+    ExampleTreeNode*    VisibleNode = NULL;
+
+    void Draw(ExampleTreeNode* root_node)
+    {
+        // Left side: draw tree
+        // - Currently using a table to benefit from RowBg feature
+        if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened))
+        {
+            ImGui::SetNextItemWidth(-FLT_MIN);
+            ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip);
+            ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
+            if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll))
+                Filter.Build();
+            ImGui::PopItemFlag();
+
+            if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg))
+            {
+                for (ExampleTreeNode* node : root_node->Childs)
+                    if (Filter.PassFilter(node->Name)) // Filter root node
+                        DrawTreeNode(node);
+                ImGui::EndTable();
+            }
+        }
+        ImGui::EndChild();
+
+        // Right side: draw properties
+        ImGui::SameLine();
+
+        ImGui::BeginGroup(); // Lock X position
+        if (ExampleTreeNode* node = VisibleNode)
+        {
+            ImGui::Text("%s", node->Name);
+            ImGui::TextDisabled("UID: 0x%08X", node->UID);
+            ImGui::Separator();
+            if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY))
+            {
+                ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed);
+                ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger
+                if (node->HasData)
+                {
+                    // In a typical application, the structure description would be derived from a data-driven system.
+                    // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array.
+                    // - Limits and some details are hard-coded to simplify the demo.
+                    for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos)
+                    {
+                        ImGui::TableNextRow();
+                        ImGui::PushID(field_desc.Name);
+                        ImGui::TableNextColumn();
+                        ImGui::AlignTextToFramePadding();
+                        ImGui::TextUnformatted(field_desc.Name);
+                        ImGui::TableNextColumn();
+                        void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset);
+                        switch (field_desc.DataType)
+                        {
+                        case ImGuiDataType_Bool:
+                        {
+                            IM_ASSERT(field_desc.DataCount == 1);
+                            ImGui::Checkbox("##Editor", (bool*)field_ptr);
+                            break;
+                        }
+                        case ImGuiDataType_S32:
+                        {
+                            int v_min = INT_MIN, v_max = INT_MAX;
+                            ImGui::SetNextItemWidth(-FLT_MIN);
+                            ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max);
+                            break;
+                        }
+                        case ImGuiDataType_Float:
+                        {
+                            float v_min = 0.0f, v_max = 1.0f;
+                            ImGui::SetNextItemWidth(-FLT_MIN);
+                            ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max);
+                            break;
+                        }
+                        }
+                        ImGui::PopID();
+                    }
+                }
+                ImGui::EndTable();
+            }
+        }
+        ImGui::EndGroup();
+    }
+
+    void DrawTreeNode(ExampleTreeNode* node)
+    {
+        ImGui::TableNextRow();
+        ImGui::TableNextColumn();
+        ImGui::PushID(node->UID);
+        ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None;
+        tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;    // Standard opening mode as we are likely to want to add selection afterwards
+        tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere;                                  // Left arrow support
+        if (node == VisibleNode)
+            tree_flags |= ImGuiTreeNodeFlags_Selected;
+        if (node->Childs.Size == 0)
+            tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet;
+        if (node->DataMyBool == false)
+            ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]);
+        bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name);
+        if (node->DataMyBool == false)
+            ImGui::PopStyleColor();
+        if (ImGui::IsItemFocused())
+            VisibleNode = node;
+        if (node_open)
+        {
+            for (ExampleTreeNode* child : node->Childs)
+                DrawTreeNode(child);
+            ImGui::TreePop();
+        }
+        ImGui::PopID();
+    }
+};
+
+// Demonstrate creating a simple property editor.
+static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data)
+{
+    ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver);
+    if (!ImGui::Begin("Example: Property editor", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+
+    IMGUI_DEMO_MARKER("Examples/Property Editor");
+    static ExampleAppPropertyEditor property_editor;
+    if (demo_data->DemoTree == NULL)
+        demo_data->DemoTree = ExampleTree_CreateDemoTree();
+    property_editor.Draw(demo_data->DemoTree);
+
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Long Text / ShowExampleAppLongText()
+//-----------------------------------------------------------------------------
+
+// Demonstrate/test rendering huge amount of text, and the incidence of clipping.
+static void ShowExampleAppLongText(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
+    if (!ImGui::Begin("Example: Long text display", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+    IMGUI_DEMO_MARKER("Examples/Long text display");
+
+    static int test_type = 0;
+    static ImGuiTextBuffer log;
+    static int lines = 0;
+    ImGui::Text("Printing unusually long amount of text.");
+    ImGui::Combo("Test type", &test_type,
+        "Single call to TextUnformatted()\0"
+        "Multiple calls to Text(), clipped\0"
+        "Multiple calls to Text(), not clipped (slow)\0");
+    ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
+    if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
+    ImGui::SameLine();
+    if (ImGui::Button("Add 1000 lines"))
+    {
+        for (int i = 0; i < 1000; i++)
+            log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i);
+        lines += 1000;
+    }
+    ImGui::BeginChild("Log");
+    switch (test_type)
+    {
+    case 0:
+        // Single call to TextUnformatted() with a big buffer
+        ImGui::TextUnformatted(log.begin(), log.end());
+        break;
+    case 1:
+        {
+            // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+            ImGuiListClipper clipper;
+            clipper.Begin(lines);
+            while (clipper.Step())
+                for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+                    ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
+            ImGui::PopStyleVar();
+            break;
+        }
+    case 2:
+        // Multiple calls to Text(), not clipped (slow)
+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+        for (int i = 0; i < lines; i++)
+            ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
+        ImGui::PopStyleVar();
+        break;
+    }
+    ImGui::EndChild();
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
+//-----------------------------------------------------------------------------
+
+// Demonstrate creating a window which gets auto-resized according to its content.
+static void ShowExampleAppAutoResize(bool* p_open)
+{
+    if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))
+    {
+        ImGui::End();
+        return;
+    }
+    IMGUI_DEMO_MARKER("Examples/Auto-resizing window");
+
+    static int lines = 10;
+    ImGui::TextUnformatted(
+        "Window will resize every-frame to the size of its content.\n"
+        "Note that you probably don't want to query the window size to\n"
+        "output your content because that would create a feedback loop.");
+    ImGui::SliderInt("Number of lines", &lines, 1, 20);
+    for (int i = 0; i < lines; i++)
+        ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
+//-----------------------------------------------------------------------------
+
+// Demonstrate creating a window with custom resize constraints.
+// Note that size constraints currently don't work on a docked window (when in 'docking' branch)
+static void ShowExampleAppConstrainedResize(bool* p_open)
+{
+    struct CustomConstraints
+    {
+        // Helper functions to demonstrate programmatic constraints
+        // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier.
+        // FIXME: None of the three demos works consistently when resizing from borders.
+        static void AspectRatio(ImGuiSizeCallbackData* data)
+        {
+            float aspect_ratio = *(float*)data->UserData;
+            data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio);
+        }
+        static void Square(ImGuiSizeCallbackData* data)
+        {
+            data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y);
+        }
+        static void Step(ImGuiSizeCallbackData* data)
+        {
+            float step = *(float*)data->UserData;
+            data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step);
+        }
+    };
+
+    const char* test_desc[] =
+    {
+        "Between 100x100 and 500x500",
+        "At least 100x100",
+        "Resize vertical + lock current width",
+        "Resize horizontal + lock current height",
+        "Width Between 400 and 500",
+        "Height at least 400",
+        "Custom: Aspect Ratio 16:9",
+        "Custom: Always Square",
+        "Custom: Fixed Steps (100)",
+    };
+
+    // Options
+    static bool auto_resize = false;
+    static bool window_padding = true;
+    static int type = 6; // Aspect Ratio
+    static int display_lines = 10;
+
+    // Submit constraint
+    float aspect_ratio = 16.0f / 9.0f;
+    float fixed_step = 100.0f;
+    if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500));         // Between 100x100 and 500x500
+    if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
+    if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0),    ImVec2(-1, FLT_MAX));      // Resize vertical + lock current width
+    if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1),    ImVec2(FLT_MAX, -1));      // Resize horizontal + lock current height
+    if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1),  ImVec2(500, -1));          // Width Between and 400 and 500
+    if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400),  ImVec2(-1, FLT_MAX));      // Height at least 400
+    if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio);   // Aspect ratio
+    if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square);                              // Always Square
+    if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step);            // Fixed Step
+
+    // Submit window
+    if (!window_padding)
+        ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
+    const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
+    const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags);
+    if (!window_padding)
+        ImGui::PopStyleVar();
+    if (window_open)
+    {
+        IMGUI_DEMO_MARKER("Examples/Constrained Resizing window");
+        if (ImGui::GetIO().KeyShift)
+        {
+            // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture.
+            ImVec2 avail_size = ImGui::GetContentRegionAvail();
+            ImVec2 pos = ImGui::GetCursorScreenPos();
+            ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size);
+            ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10));
+            ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y);
+        }
+        else
+        {
+            ImGui::Text("(Hold SHIFT to display a dummy viewport)");
+            if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
+            if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
+            if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);
+            ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));
+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);
+            ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
+            ImGui::Checkbox("Auto-resize", &auto_resize);
+            ImGui::Checkbox("Window padding", &window_padding);
+            for (int i = 0; i < display_lines; i++)
+                ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
+        }
+    }
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()
+//-----------------------------------------------------------------------------
+
+// Demonstrate creating a simple static window with no decoration
+// + a context-menu to choose which corner of the screen to use.
+static void ShowExampleAppSimpleOverlay(bool* p_open)
+{
+    static int location = 0;
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
+    if (location >= 0)
+    {
+        const float PAD = 10.0f;
+        const ImGuiViewport* viewport = ImGui::GetMainViewport();
+        ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
+        ImVec2 work_size = viewport->WorkSize;
+        ImVec2 window_pos, window_pos_pivot;
+        window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);
+        window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);
+        window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f;
+        window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f;
+        ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
+        window_flags |= ImGuiWindowFlags_NoMove;
+    }
+    else if (location == -2)
+    {
+        // Center window
+        ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
+        window_flags |= ImGuiWindowFlags_NoMove;
+    }
+    ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
+    if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
+    {
+        IMGUI_DEMO_MARKER("Examples/Simple Overlay");
+        ImGui::Text("Simple overlay\n" "(right-click to change position)");
+        ImGui::Separator();
+        if (ImGui::IsMousePosValid())
+            ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);
+        else
+            ImGui::Text("Mouse Position: <invalid>");
+        if (ImGui::BeginPopupContextWindow())
+        {
+            if (ImGui::MenuItem("Custom",       NULL, location == -1)) location = -1;
+            if (ImGui::MenuItem("Center",       NULL, location == -2)) location = -2;
+            if (ImGui::MenuItem("Top-left",     NULL, location == 0)) location = 0;
+            if (ImGui::MenuItem("Top-right",    NULL, location == 1)) location = 1;
+            if (ImGui::MenuItem("Bottom-left",  NULL, location == 2)) location = 2;
+            if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3;
+            if (p_open && ImGui::MenuItem("Close")) *p_open = false;
+            ImGui::EndPopup();
+        }
+    }
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
+//-----------------------------------------------------------------------------
+
+// Demonstrate creating a window covering the entire screen/viewport
+static void ShowExampleAppFullscreen(bool* p_open)
+{
+    static bool use_work_area = true;
+    static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
+
+    // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
+    // Based on your use case you may want one or the other.
+    const ImGuiViewport* viewport = ImGui::GetMainViewport();
+    ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);
+    ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);
+
+    if (ImGui::Begin("Example: Fullscreen window", p_open, flags))
+    {
+        ImGui::Checkbox("Use work area instead of main area", &use_work_area);
+        ImGui::SameLine();
+        HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.");
+
+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground);
+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration);
+        ImGui::Indent();
+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar);
+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse);
+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar);
+        ImGui::Unindent();
+
+        if (p_open && ImGui::Button("Close this window"))
+            *p_open = false;
+    }
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
+//-----------------------------------------------------------------------------
+
+// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation.
+// This applies to all regular items as well.
+// Read FAQ section "How can I have multiple widgets with the same label?" for details.
+static void ShowExampleAppWindowTitles(bool*)
+{
+    const ImGuiViewport* viewport = ImGui::GetMainViewport();
+    const ImVec2 base_pos = viewport->Pos;
+
+    // By default, Windows are uniquely identified by their title.
+    // You can use the "##" and "###" markers to manipulate the display/ID.
+
+    // Using "##" to display same title but have unique identifier.
+    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);
+    ImGui::Begin("Same title as another window##1");
+    IMGUI_DEMO_MARKER("Examples/Manipulating window titles");
+    ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
+    ImGui::End();
+
+    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver);
+    ImGui::Begin("Same title as another window##2");
+    ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
+    ImGui::End();
+
+    // Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
+    char buf[128];
+    sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());
+    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver);
+    ImGui::Begin(buf);
+    ImGui::Text("This window has a changing title.");
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
+//-----------------------------------------------------------------------------
+
+// Add a |_| looking shape
+static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz)
+{
+    const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } };
+    for (const ImVec2& p : pos_norms)
+        draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y)));
+}
+
+// Demonstrate using the low-level ImDrawList to draw custom shapes.
+static void ShowExampleAppCustomRendering(bool* p_open)
+{
+    if (!ImGui::Begin("Example: Custom rendering", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+    IMGUI_DEMO_MARKER("Examples/Custom Rendering");
+
+    // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of
+    // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your
+    // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not
+    // exposed outside (to avoid messing with your types) In this example we are not using the maths operators!
+
+    if (ImGui::BeginTabBar("##TabBar"))
+    {
+        if (ImGui::BeginTabItem("Primitives"))
+        {
+            ImGui::PushItemWidth(-ImGui::GetFontSize() * 15);
+            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+
+            // Draw gradients
+            // (note that those are currently exacerbating our sRGB/Linear issues)
+            // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well..
+            ImGui::Text("Gradients");
+            ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());
+            {
+                ImVec2 p0 = ImGui::GetCursorScreenPos();
+                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);
+                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255));
+                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255));
+                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);
+                ImGui::InvisibleButton("##gradient1", gradient_size);
+            }
+            {
+                ImVec2 p0 = ImGui::GetCursorScreenPos();
+                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);
+                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255));
+                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255));
+                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);
+                ImGui::InvisibleButton("##gradient2", gradient_size);
+            }
+
+            // Draw a bunch of primitives
+            ImGui::Text("All primitives");
+            static float sz = 36.0f;
+            static float thickness = 3.0f;
+            static int ngon_sides = 6;
+            static bool circle_segments_override = false;
+            static int circle_segments_override_v = 12;
+            static bool curve_segments_override = false;
+            static int curve_segments_override_v = 8;
+            static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
+            ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f");
+            ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
+            ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
+            ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);
+            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+            circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40);
+            ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);
+            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+            curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40);
+            ImGui::ColorEdit4("Color", &colf.x);
+
+            const ImVec2 p = ImGui::GetCursorScreenPos();
+            const ImU32 col = ImColor(colf);
+            const float spacing = 10.0f;
+            const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight;
+            const float rounding = sz / 5.0f;
+            const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;
+            const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;
+            const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves
+            const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) };
+
+            float x = p.x + 4.0f;
+            float y = p.y + 4.0f;
+            for (int n = 0; n < 2; n++)
+            {
+                // First line uses a thickness of 1.0f, second line uses the configurable thickness
+                float th = (n == 0) ? 1.0f : thickness;
+                draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th);                 x += sz + spacing;  // N-gon
+                draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th);          x += sz + spacing;  // Circle
+                draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing;	// Ellipse
+                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th);          x += sz + spacing;  // Square
+                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th);      x += sz + spacing;  // Square with all rounded corners
+                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th);         x += sz + spacing;  // Square with two rounded corners
+                draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing;  // Triangle
+                //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle
+                PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th);          x += sz + spacing;  // Concave Shape
+                //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th);
+                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th);                                       x += sz + spacing;  // Horizontal line (note: drawing a filled rectangle will be faster!)
+                draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th);                                       x += spacing;       // Vertical line (note: drawing a filled rectangle will be faster!)
+                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th);                                  x += sz + spacing;  // Diagonal line
+
+                // Path
+                draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f);
+                draw_list->PathStroke(col, ImDrawFlags_None, th);
+                x += sz + spacing;
+
+                // Quadratic Bezier Curve (3 control points)
+                draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments);
+                x += sz + spacing;
+
+                // Cubic Bezier Curve (4 control points)
+                draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments);
+
+                x = p.x + 4;
+                y += sz + spacing;
+            }
+
+            // Filled shapes
+            draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides);             x += sz + spacing;  // N-gon
+            draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments);      x += sz + spacing;  // Circle
+            draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse
+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col);                                    x += sz + spacing;  // Square
+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f);                             x += sz + spacing;  // Square with all rounded corners
+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br);              x += sz + spacing;  // Square with two rounded corners
+            draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col);  x += sz + spacing;  // Triangle
+            //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle
+            PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col);                                 x += sz + spacing;  // Concave shape
+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col);                             x += sz + spacing;  // Horizontal line (faster than AddLine, but only handle integer thickness)
+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col);                             x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness)
+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col);                                      x += sz;            // Pixel (faster than AddLine)
+
+            // Path
+            draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f);
+            draw_list->PathFillConvex(col);
+            x += sz + spacing;
+
+            // Quadratic Bezier Curve (3 control points)
+            draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y));
+            draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments);
+            draw_list->PathFillConvex(col);
+            x += sz + spacing;
+
+            draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
+            x += sz + spacing;
+
+            ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f));
+            ImGui::PopItemWidth();
+            ImGui::EndTabItem();
+        }
+
+        if (ImGui::BeginTabItem("Canvas"))
+        {
+            static ImVector<ImVec2> points;
+            static ImVec2 scrolling(0.0f, 0.0f);
+            static bool opt_enable_grid = true;
+            static bool opt_enable_context_menu = true;
+            static bool adding_line = false;
+
+            ImGui::Checkbox("Enable grid", &opt_enable_grid);
+            ImGui::Checkbox("Enable context menu", &opt_enable_context_menu);
+            ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu.");
+
+            // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling.
+            // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls.
+            // To use a child window instead we could use, e.g:
+            //      ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));      // Disable padding
+            //      ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255));  // Set a background color
+            //      ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove);
+            //      ImGui::PopStyleColor();
+            //      ImGui::PopStyleVar();
+            //      [...]
+            //      ImGui::EndChild();
+
+            // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()
+            ImVec2 canvas_p0 = ImGui::GetCursorScreenPos();      // ImDrawList API uses screen coordinates!
+            ImVec2 canvas_sz = ImGui::GetContentRegionAvail();   // Resize canvas to what's available
+            if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;
+            if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;
+            ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);
+
+            // Draw border and background color
+            ImGuiIO& io = ImGui::GetIO();
+            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+            draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));
+            draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));
+
+            // This will catch our interactions
+            ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
+            const bool is_hovered = ImGui::IsItemHovered(); // Hovered
+            const bool is_active = ImGui::IsItemActive();   // Held
+            const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin
+            const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y);
+
+            // Add first and second point
+            if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left))
+            {
+                points.push_back(mouse_pos_in_canvas);
+                points.push_back(mouse_pos_in_canvas);
+                adding_line = true;
+            }
+            if (adding_line)
+            {
+                points.back() = mouse_pos_in_canvas;
+                if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))
+                    adding_line = false;
+            }
+
+            // Pan (we use a zero mouse threshold when there's no context menu)
+            // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.
+            const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;
+            if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))
+            {
+                scrolling.x += io.MouseDelta.x;
+                scrolling.y += io.MouseDelta.y;
+            }
+
+            // Context menu (under default mouse threshold)
+            ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
+            if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
+                ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+            if (ImGui::BeginPopup("context"))
+            {
+                if (adding_line)
+                    points.resize(points.size() - 2);
+                adding_line = false;
+                if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); }
+                if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); }
+                ImGui::EndPopup();
+            }
+
+            // Draw grid + all lines in the canvas
+            draw_list->PushClipRect(canvas_p0, canvas_p1, true);
+            if (opt_enable_grid)
+            {
+                const float GRID_STEP = 64.0f;
+                for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
+                    draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));
+                for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)
+                    draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));
+            }
+            for (int n = 0; n < points.Size; n += 2)
+                draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
+            draw_list->PopClipRect();
+
+            ImGui::EndTabItem();
+        }
+
+        if (ImGui::BeginTabItem("BG/FG draw lists"))
+        {
+            static bool draw_bg = true;
+            static bool draw_fg = true;
+            ImGui::Checkbox("Draw in Background draw list", &draw_bg);
+            ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.");
+            ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);
+            ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.");
+            ImVec2 window_pos = ImGui::GetWindowPos();
+            ImVec2 window_size = ImGui::GetWindowSize();
+            ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
+            if (draw_bg)
+                ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4);
+            if (draw_fg)
+                ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);
+            ImGui::EndTabItem();
+        }
+
+        // Demonstrate out-of-order rendering via channels splitting
+        // We use functions in ImDrawList as each draw list contains a convenience splitter,
+        // but you can also instantiate your own ImDrawListSplitter if you need to nest them.
+        if (ImGui::BeginTabItem("Draw Channels"))
+        {
+            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+            {
+                ImGui::Text("Blue shape is drawn first: appears in back");
+                ImGui::Text("Red shape is drawn after: appears in front");
+                ImVec2 p0 = ImGui::GetCursorScreenPos();
+                draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue
+                draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red
+                ImGui::Dummy(ImVec2(75, 75));
+            }
+            ImGui::Separator();
+            {
+                ImGui::Text("Blue shape is drawn first, into channel 1: appears in front");
+                ImGui::Text("Red shape is drawn after, into channel 0: appears in back");
+                ImVec2 p1 = ImGui::GetCursorScreenPos();
+
+                // Create 2 channels and draw a Blue shape THEN a Red shape.
+                // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls.
+                draw_list->ChannelsSplit(2);
+                draw_list->ChannelsSetCurrent(1);
+                draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue
+                draw_list->ChannelsSetCurrent(0);
+                draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red
+
+                // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1.
+                // This works by copying draw indices only (vertices are not copied).
+                draw_list->ChannelsMerge();
+                ImGui::Dummy(ImVec2(75, 75));
+                ImGui::Text("After reordering, contents of channel 0 appears below channel 1.");
+            }
+            ImGui::EndTabItem();
+        }
+
+        ImGui::EndTabBar();
+    }
+
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
+//-----------------------------------------------------------------------------
+
+// Simplified structure to mimic a Document model
+struct MyDocument
+{
+    char        Name[32];   // Document title
+    int         UID;        // Unique ID (necessary as we can change title)
+    bool        Open;       // Set when open (we keep an array of all available documents to simplify demo code!)
+    bool        OpenPrev;   // Copy of Open from last update.
+    bool        Dirty;      // Set when the document has been modified
+    ImVec4      Color;      // An arbitrary variable associated to the document
+
+    MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
+    {
+        UID = uid;
+        snprintf(Name, sizeof(Name), "%s", name);
+        Open = OpenPrev = open;
+        Dirty = false;
+        Color = color;
+    }
+    void DoOpen()       { Open = true; }
+    void DoForceClose() { Open = false; Dirty = false; }
+    void DoSave()       { Dirty = false; }
+};
+
+struct ExampleAppDocuments
+{
+    ImVector<MyDocument>    Documents;
+    ImVector<MyDocument*>   CloseQueue;
+    MyDocument*             RenamingDoc = NULL;
+    bool                    RenamingStarted = false;
+
+    ExampleAppDocuments()
+    {
+        Documents.push_back(MyDocument(0, "Lettuce",             true,  ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));
+        Documents.push_back(MyDocument(1, "Eggplant",            true,  ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));
+        Documents.push_back(MyDocument(2, "Carrot",              true,  ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));
+        Documents.push_back(MyDocument(3, "Tomato",              false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));
+        Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f)));
+        Documents.push_back(MyDocument(5, "Some Document",       false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f)));
+    }
+
+    // As we allow to change document name, we append a never-changing document ID so tabs are stable
+    void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size)
+    {
+        snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID);
+    }
+
+    // Display placeholder contents for the Document
+    void DisplayDocContents(MyDocument* doc)
+    {
+        ImGui::PushID(doc);
+        ImGui::Text("Document \"%s\"", doc->Name);
+        ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);
+        ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");
+        ImGui::PopStyleColor();
+
+        ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip);
+        if (ImGui::Button("Rename.."))
+        {
+            RenamingDoc = doc;
+            RenamingStarted = true;
+        }
+        ImGui::SameLine();
+
+        ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip);
+        if (ImGui::Button("Modify"))
+            doc->Dirty = true;
+
+        ImGui::SameLine();
+        ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip);
+        if (ImGui::Button("Save"))
+            doc->DoSave();
+
+        ImGui::SameLine();
+        ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip);
+        if (ImGui::Button("Close"))
+            CloseQueue.push_back(doc);
+        ImGui::ColorEdit3("color", &doc->Color.x);  // Useful to test drag and drop and hold-dragged-to-open-tab behavior.
+        ImGui::PopID();
+    }
+
+    // Display context menu for the Document
+    void DisplayDocContextMenu(MyDocument* doc)
+    {
+        if (!ImGui::BeginPopupContextItem())
+            return;
+
+        char buf[256];
+        sprintf(buf, "Save %s", doc->Name);
+        if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open))
+            doc->DoSave();
+        if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open))
+            RenamingDoc = doc;
+        if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open))
+            CloseQueue.push_back(doc);
+        ImGui::EndPopup();
+    }
+
+    // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
+    // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,
+    // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for
+    // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has
+    // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively
+    // give the impression of a flicker for one frame.
+    // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
+    // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
+    void NotifyOfDocumentsClosedElsewhere()
+    {
+        for (MyDocument& doc : Documents)
+        {
+            if (!doc.Open && doc.OpenPrev)
+                ImGui::SetTabItemClosed(doc.Name);
+            doc.OpenPrev = doc.Open;
+        }
+    }
+};
+
+void ShowExampleAppDocuments(bool* p_open)
+{
+    static ExampleAppDocuments app;
+
+    // Options
+    static bool opt_reorderable = true;
+    static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
+
+    bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);
+    if (!window_contents_visible)
+    {
+        ImGui::End();
+        return;
+    }
+
+    // Menu
+    if (ImGui::BeginMenuBar())
+    {
+        if (ImGui::BeginMenu("File"))
+        {
+            int open_count = 0;
+            for (MyDocument& doc : app.Documents)
+                open_count += doc.Open ? 1 : 0;
+
+            if (ImGui::BeginMenu("Open", open_count < app.Documents.Size))
+            {
+                for (MyDocument& doc : app.Documents)
+                    if (!doc.Open && ImGui::MenuItem(doc.Name))
+                        doc.DoOpen();
+                ImGui::EndMenu();
+            }
+            if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
+                for (MyDocument& doc : app.Documents)
+                    app.CloseQueue.push_back(&doc);
+            if (ImGui::MenuItem("Exit") && p_open)
+                *p_open = false;
+            ImGui::EndMenu();
+        }
+        ImGui::EndMenuBar();
+    }
+
+    // [Debug] List documents with one checkbox for each
+    for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+    {
+        MyDocument& doc = app.Documents[doc_n];
+        if (doc_n > 0)
+            ImGui::SameLine();
+        ImGui::PushID(&doc);
+        if (ImGui::Checkbox(doc.Name, &doc.Open))
+            if (!doc.Open)
+                doc.DoForceClose();
+        ImGui::PopID();
+    }
+
+    ImGui::Separator();
+
+    // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags.
+    // They have multiple effects:
+    // - Display a dot next to the title.
+    // - Tab is selected when clicking the X close button.
+    // - Closure is not assumed (will wait for user to stop submitting the tab).
+    //   Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
+    //   We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty
+    //   hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window.
+    //   The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole.
+
+    // Submit Tab Bar and Tabs
+    {
+        ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);
+        tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline;
+        if (ImGui::BeginTabBar("##tabs", tab_bar_flags))
+        {
+            if (opt_reorderable)
+                app.NotifyOfDocumentsClosedElsewhere();
+
+            // [DEBUG] Stress tests
+            //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1;            // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.
+            //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name);  // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..
+
+            // Submit Tabs
+            for (MyDocument& doc : app.Documents)
+            {
+                if (!doc.Open)
+                    continue;
+
+                // As we allow to change document name, we append a never-changing document id so tabs are stable
+                char doc_name_buf[64];
+                app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf));
+                ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
+                bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags);
+
+                // Cancel attempt to close when unsaved add to save queue so we can display a popup.
+                if (!doc.Open && doc.Dirty)
+                {
+                    doc.Open = true;
+                    app.CloseQueue.push_back(&doc);
+                }
+
+                app.DisplayDocContextMenu(&doc);
+                if (visible)
+                {
+                    app.DisplayDocContents(&doc);
+                    ImGui::EndTabItem();
+                }
+            }
+
+            ImGui::EndTabBar();
+        }
+    }
+
+    // Display renaming UI
+    if (app.RenamingDoc != NULL)
+    {
+        if (app.RenamingStarted)
+            ImGui::OpenPopup("Rename");
+        if (ImGui::BeginPopup("Rename"))
+        {
+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30);
+            if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue))
+            {
+                ImGui::CloseCurrentPopup();
+                app.RenamingDoc = NULL;
+            }
+            if (app.RenamingStarted)
+                ImGui::SetKeyboardFocusHere(-1);
+            ImGui::EndPopup();
+        }
+        else
+        {
+            app.RenamingDoc = NULL;
+        }
+        app.RenamingStarted = false;
+    }
+
+    // Display closing confirmation UI
+    if (!app.CloseQueue.empty())
+    {
+        int close_queue_unsaved_documents = 0;
+        for (int n = 0; n < app.CloseQueue.Size; n++)
+            if (app.CloseQueue[n]->Dirty)
+                close_queue_unsaved_documents++;
+
+        if (close_queue_unsaved_documents == 0)
+        {
+            // Close documents when all are unsaved
+            for (int n = 0; n < app.CloseQueue.Size; n++)
+                app.CloseQueue[n]->DoForceClose();
+            app.CloseQueue.clear();
+        }
+        else
+        {
+            if (!ImGui::IsPopupOpen("Save?"))
+                ImGui::OpenPopup("Save?");
+            if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
+            {
+                ImGui::Text("Save change to the following items?");
+                float item_height = ImGui::GetTextLineHeightWithSpacing();
+                if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle))
+                    for (MyDocument* doc : app.CloseQueue)
+                        if (doc->Dirty)
+                            ImGui::Text("%s", doc->Name);
+                ImGui::EndChild();
+
+                ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f);
+                if (ImGui::Button("Yes", button_size))
+                {
+                    for (MyDocument* doc : app.CloseQueue)
+                    {
+                        if (doc->Dirty)
+                            doc->DoSave();
+                        doc->DoForceClose();
+                    }
+                    app.CloseQueue.clear();
+                    ImGui::CloseCurrentPopup();
+                }
+                ImGui::SameLine();
+                if (ImGui::Button("No", button_size))
+                {
+                    for (MyDocument* doc : app.CloseQueue)
+                        doc->DoForceClose();
+                    app.CloseQueue.clear();
+                    ImGui::CloseCurrentPopup();
+                }
+                ImGui::SameLine();
+                if (ImGui::Button("Cancel", button_size))
+                {
+                    app.CloseQueue.clear();
+                    ImGui::CloseCurrentPopup();
+                }
+                ImGui::EndPopup();
+            }
+        }
+    }
+
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser()
+//-----------------------------------------------------------------------------
+
+//#include "imgui_internal.h" // NavMoveRequestTryWrapping()
+
+struct ExampleAsset
+{
+    ImGuiID ID;
+    int     Type;
+
+    ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; }
+
+    static const ImGuiTableSortSpecs* s_current_sort_specs;
+
+    static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count)
+    {
+        s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function.
+        if (items_count > 1)
+            qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs);
+        s_current_sort_specs = NULL;
+    }
+
+    // Compare function to be used by qsort()
+    static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)
+    {
+        const ExampleAsset* a = (const ExampleAsset*)lhs;
+        const ExampleAsset* b = (const ExampleAsset*)rhs;
+        for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)
+        {
+            const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];
+            int delta = 0;
+            if (sort_spec->ColumnIndex == 0)
+                delta = ((int)a->ID - (int)b->ID);
+            else if (sort_spec->ColumnIndex == 1)
+                delta = (a->Type - b->Type);
+            if (delta > 0)
+                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
+            if (delta < 0)
+                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
+        }
+        return ((int)a->ID - (int)b->ID);
+    }
+};
+const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL;
+
+struct ExampleAssetsBrowser
+{
+    // Options
+    bool            ShowTypeOverlay = true;
+    bool            AllowSorting = true;
+    bool            AllowDragUnselected = false;
+    bool            AllowBoxSelect = true;
+    float           IconSize = 32.0f;
+    int             IconSpacing = 10;
+    int             IconHitSpacing = 4;         // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer.
+    bool            StretchSpacing = true;
+
+    // State
+    ImVector<ExampleAsset> Items;               // Our items
+    ExampleSelectionWithDeletion Selection;     // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion)
+    ImGuiID         NextItemId = 0;             // Unique identifier when creating new items
+    bool            RequestDelete = false;      // Deferred deletion request
+    bool            RequestSort = false;        // Deferred sort request
+    float           ZoomWheelAccum = 0.0f;      // Mouse wheel accumulator to handle smooth wheels better
+
+    // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way.
+    ImVec2          LayoutItemSize;
+    ImVec2          LayoutItemStep;             // == LayoutItemSize + LayoutItemSpacing
+    float           LayoutItemSpacing = 0.0f;
+    float           LayoutSelectableSpacing = 0.0f;
+    float           LayoutOuterPadding = 0.0f;
+    int             LayoutColumnCount = 0;
+    int             LayoutLineCount = 0;
+
+    // Functions
+    ExampleAssetsBrowser()
+    {
+        AddItems(10000);
+    }
+    void AddItems(int count)
+    {
+        if (Items.Size == 0)
+            NextItemId = 0;
+        Items.reserve(Items.Size + count);
+        for (int n = 0; n < count; n++, NextItemId++)
+            Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2));
+        RequestSort = true;
+    }
+    void ClearItems()
+    {
+        Items.clear();
+        Selection.Clear();
+    }
+
+    // Logic would be written in the main code BeginChild() and outputing to local variables.
+    // We extracted it into a function so we can call it easily from multiple places.
+    void UpdateLayoutSizes(float avail_width)
+    {
+        // Layout: when not stretching: allow extending into right-most spacing.
+        LayoutItemSpacing = (float)IconSpacing;
+        if (StretchSpacing == false)
+            avail_width += floorf(LayoutItemSpacing * 0.5f);
+
+        // Layout: calculate number of icon per line and number of lines
+        LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize));
+        LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1);
+        LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount;
+
+        // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer.
+        if (StretchSpacing && LayoutColumnCount > 1)
+            LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount;
+
+        LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing);
+        LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f);
+        LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f);
+    }
+
+    void Draw(const char* title, bool* p_open)
+    {
+        ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver);
+        if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar))
+        {
+            ImGui::End();
+            return;
+        }
+
+        // Menu bar
+        if (ImGui::BeginMenuBar())
+        {
+            if (ImGui::BeginMenu("File"))
+            {
+                if (ImGui::MenuItem("Add 10000 items"))
+                    AddItems(10000);
+                if (ImGui::MenuItem("Clear items"))
+                    ClearItems();
+                ImGui::Separator();
+                if (ImGui::MenuItem("Close", NULL, false, p_open != NULL))
+                    *p_open = false;
+                ImGui::EndMenu();
+            }
+            if (ImGui::BeginMenu("Edit"))
+            {
+                if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0))
+                    RequestDelete = true;
+                ImGui::EndMenu();
+            }
+            if (ImGui::BeginMenu("Options"))
+            {
+                ImGui::PushItemWidth(ImGui::GetFontSize() * 10);
+
+                ImGui::SeparatorText("Contents");
+                ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay);
+                ImGui::Checkbox("Allow Sorting", &AllowSorting);
+
+                ImGui::SeparatorText("Selection Behavior");
+                ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected);
+                ImGui::Checkbox("Allow box-selection", &AllowBoxSelect);
+
+                ImGui::SeparatorText("Layout");
+                ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f");
+                ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom");
+                ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32);
+                ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32);
+                ImGui::Checkbox("Stretch Spacing", &StretchSpacing);
+                ImGui::PopItemWidth();
+                ImGui::EndMenu();
+            }
+            ImGui::EndMenuBar();
+        }
+
+        // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI
+        if (AllowSorting)
+        {
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+            ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders;
+            if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight())))
+            {
+                ImGui::TableSetupColumn("Index");
+                ImGui::TableSetupColumn("Type");
+                ImGui::TableHeadersRow();
+                if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs())
+                    if (sort_specs->SpecsDirty || RequestSort)
+                    {
+                        ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size);
+                        sort_specs->SpecsDirty = RequestSort = false;
+                    }
+                ImGui::EndTable();
+            }
+            ImGui::PopStyleVar();
+        }
+
+        ImGuiIO& io = ImGui::GetIO();
+        ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.x + LayoutItemSpacing)));
+        if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove))
+        {
+            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+
+            const float avail_width = ImGui::GetContentRegionAvail().x;
+            UpdateLayoutSizes(avail_width);
+
+            // Calculate and store start position.
+            ImVec2 start_pos = ImGui::GetCursorScreenPos();
+            start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding);
+            ImGui::SetCursorScreenPos(start_pos);
+
+            // Multi-select
+            ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid;
+
+            // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items)
+            if (AllowBoxSelect)
+                ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d;
+
+            // - This feature allows dragging an unselected item without selecting it (rarely used)
+            if (AllowDragUnselected)
+                ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease;
+
+            // - Enable keyboard wrapping on X axis
+            // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing:
+            //    ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX);
+            // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system)
+            ms_flags |= ImGuiMultiSelectFlags_NavWrapX;
+
+            ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size);
+
+            // Use custom selection adapter: store ID in selection (recommended)
+            Selection.UserData = this;
+            Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; };
+            Selection.ApplyRequests(ms_io);
+
+            const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete;
+            const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1;
+            RequestDelete = false;
+
+            // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items)
+            // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()...
+            // But it is necessary for two reasons:
+            // - Selectables uses it by default to visually fill the space between two items.
+            // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do).
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing));
+
+            // Rendering parameters
+            const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) };
+            const ImU32 icon_bg_color = ImGui::GetColorU32(ImGuiCol_MenuBarBg);
+            const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f);
+            const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x);
+
+            const int column_count = LayoutColumnCount;
+            ImGuiListClipper clipper;
+            clipper.Begin(LayoutLineCount, LayoutItemStep.y);
+            if (item_curr_idx_to_focus != -1)
+                clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped.
+            if (ms_io->RangeSrcItem != -1)
+                clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped.
+            while (clipper.Step())
+            {
+                for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++)
+                {
+                    const int item_min_idx_for_current_line = line_idx * column_count;
+                    const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size);
+                    for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx)
+                    {
+                        ExampleAsset* item_data = &Items[item_idx];
+                        ImGui::PushID((int)item_data->ID);
+
+                        // Position item
+                        ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y);
+                        ImGui::SetCursorScreenPos(pos);
+
+                        ImGui::SetNextItemSelectionUserData(item_idx);
+                        bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID);
+                        bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize);
+                        ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize);
+
+                        // Update our selection state immediately (without waiting for EndMultiSelect() requests)
+                        // because we use this to alter the color of our text/icon.
+                        if (ImGui::IsItemToggledSelection())
+                            item_is_selected = !item_is_selected;
+
+                        // Focus (for after deletion)
+                        if (item_curr_idx_to_focus == item_idx)
+                            ImGui::SetKeyboardFocusHere(-1);
+
+                        // Drag and drop
+                        if (ImGui::BeginDragDropSource())
+                        {
+                            // Create payload with full selection OR single unselected item.
+                            // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease)
+                            if (ImGui::GetDragDropPayload() == NULL)
+                            {
+                                ImVector<ImGuiID> payload_items;
+                                void* it = NULL;
+                                ImGuiID id = 0;
+                                if (!item_is_selected)
+                                    payload_items.push_back(item_data->ID);
+                                else
+                                    while (Selection.GetNextSelectedItem(&it, &id))
+                                        payload_items.push_back(id);
+                                ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes());
+                            }
+
+                            // Display payload content in tooltip, by extracting it from the payload data
+                            // (we could read from selection, but it is more correct and reusable to read from payload)
+                            const ImGuiPayload* payload = ImGui::GetDragDropPayload();
+                            const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID);
+                            ImGui::Text("%d assets", payload_count);
+
+                            ImGui::EndDragDropSource();
+                        }
+
+                        // Render icon (a real app would likely display an image/thumbnail here)
+                        // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well.
+                        if (item_is_visible)
+                        {
+                            ImVec2 box_min(pos.x - 1, pos.y - 1);
+                            ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious
+                            draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color
+                            if (ShowTypeOverlay && item_data->Type != 0)
+                            {
+                                ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)];
+                                draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col);
+                            }
+                            if (display_label)
+                            {
+                                ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled);
+                                char label[32];
+                                sprintf(label, "%d", item_data->ID);
+                                draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label);
+                            }
+                        }
+
+                        ImGui::PopID();
+                    }
+                }
+            }
+            clipper.End();
+            ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing
+
+            // Context menu
+            if (ImGui::BeginPopupContextWindow())
+            {
+                ImGui::Text("Selection: %d items", Selection.Size);
+                ImGui::Separator();
+                if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0))
+                    RequestDelete = true;
+                ImGui::EndPopup();
+            }
+
+            ms_io = ImGui::EndMultiSelect();
+            Selection.ApplyRequests(ms_io);
+            if (want_delete)
+                Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus);
+
+            // Zooming with CTRL+Wheel
+            if (ImGui::IsWindowAppearing())
+                ZoomWheelAccum = 0.0f;
+            if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false)
+            {
+                ZoomWheelAccum += io.MouseWheel;
+                if (fabsf(ZoomWheelAccum) >= 1.0f)
+                {
+                    // Calculate hovered item index from mouse location
+                    // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it.
+                    const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x;
+                    const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y;
+                    const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx;
+                    //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging
+
+                    // Zoom
+                    IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum);
+                    IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f);
+                    ZoomWheelAccum -= (int)ZoomWheelAccum;
+                    UpdateLayoutSizes(avail_width);
+
+                    // Manipulate scroll to that we will land at the same Y location of currently hovered item.
+                    // - Calculate next frame position of item under mouse
+                    // - Set new scroll position to be used in next ImGui::BeginChild() call.
+                    float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y;
+                    hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y;
+                    float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y;
+                    ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y);
+                }
+            }
+        }
+        ImGui::EndChild();
+
+        ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size);
+        ImGui::End();
+    }
+};
+
+void ShowExampleAppAssetsBrowser(bool* p_open)
+{
+    IMGUI_DEMO_MARKER("Examples/Assets Browser");
+    static ExampleAssetsBrowser assets_browser;
+    assets_browser.Draw("Example: Assets Browser", p_open);
+}
+
+// End of Demo code
+#else
+
+void ImGui::ShowAboutWindow(bool*) {}
+void ImGui::ShowDemoWindow(bool*) {}
+void ImGui::ShowUserGuide() {}
+void ImGui::ShowStyleEditor(ImGuiStyle*) {}
+
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/imgui_draw.cpp b/third_party/imgui/imgui_draw.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..79270f1a1fd6e511beda1bfcefa97053f6f76079
--- /dev/null
+++ b/third_party/imgui/imgui_draw.cpp
@@ -0,0 +1,4641 @@
+// dear imgui, v1.91.2 WIP
+// (drawing and font code)
+
+/*
+
+Index of this file:
+
+// [SECTION] STB libraries implementation
+// [SECTION] Style functions
+// [SECTION] ImDrawList
+// [SECTION] ImTriangulator, ImDrawList concave polygon fill
+// [SECTION] ImDrawListSplitter
+// [SECTION] ImDrawData
+// [SECTION] Helpers ShadeVertsXXX functions
+// [SECTION] ImFontConfig
+// [SECTION] ImFontAtlas
+// [SECTION] ImFontAtlas glyph ranges helpers
+// [SECTION] ImFontGlyphRangesBuilder
+// [SECTION] ImFont
+// [SECTION] ImGui Internal Render Helpers
+// [SECTION] Decompression code
+// [SECTION] Default font data (ProggyClean.ttf)
+
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_internal.h"
+#ifdef IMGUI_ENABLE_FREETYPE
+#include "misc/freetype/imgui_freetype.h"
+#endif
+
+#include <stdio.h>      // vsnprintf, sscanf, printf
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127)     // condition expression is constant
+#pragma warning (disable: 4505)     // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
+#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
+#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wcomma"                          // warning: possible misuse of comma operator here
+#pragma clang diagnostic ignored "-Wreserved-id-macro"              // warning: macro name is a reserved identifier
+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wreserved-identifier"            // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wstack-protector"          // warning: stack protector not protecting local variables: variable length buffer
+#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)
+//-------------------------------------------------------------------------
+
+// Compile time options:
+//#define IMGUI_STB_NAMESPACE           ImStb
+//#define IMGUI_STB_TRUETYPE_FILENAME   "my_folder/stb_truetype.h"
+//#define IMGUI_STB_RECT_PACK_FILENAME  "my_folder/stb_rect_pack.h"
+//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+
+#ifdef IMGUI_STB_NAMESPACE
+namespace IMGUI_STB_NAMESPACE
+{
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration
+#pragma warning (disable: 6011)                             // (stb_rectpack) Dereferencing NULL pointer 'cur->next'.
+#pragma warning (disable: 6385)                             // (stb_truetype) Reading invalid data from 'buffer':  the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read.
+#pragma warning (disable: 28182)                            // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did.
+#endif
+
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-function"
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
+#pragma clang diagnostic ignored "-Wcast-qual"              // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
+#endif
+
+#if defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wtype-limits"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]
+#pragma GCC diagnostic ignored "-Wcast-qual"                // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
+#endif
+
+#ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
+#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION          // in case the user already have an implementation in another compilation unit
+#define STBRP_STATIC
+#define STBRP_ASSERT(x)     do { IM_ASSERT(x); } while (0)
+#define STBRP_SORT          ImQsort
+#define STB_RECT_PACK_IMPLEMENTATION
+#endif
+#ifdef IMGUI_STB_RECT_PACK_FILENAME
+#include IMGUI_STB_RECT_PACK_FILENAME
+#else
+#include "imstb_rectpack.h"
+#endif
+#endif
+
+#ifdef  IMGUI_ENABLE_STB_TRUETYPE
+#ifndef STB_TRUETYPE_IMPLEMENTATION                         // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
+#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION           // in case the user already have an implementation in another compilation unit
+#define STBTT_malloc(x,u)   ((void)(u), IM_ALLOC(x))
+#define STBTT_free(x,u)     ((void)(u), IM_FREE(x))
+#define STBTT_assert(x)     do { IM_ASSERT(x); } while(0)
+#define STBTT_fmod(x,y)     ImFmod(x,y)
+#define STBTT_sqrt(x)       ImSqrt(x)
+#define STBTT_pow(x,y)      ImPow(x,y)
+#define STBTT_fabs(x)       ImFabs(x)
+#define STBTT_ifloor(x)     ((int)ImFloor(x))
+#define STBTT_iceil(x)      ((int)ImCeil(x))
+#define STBTT_STATIC
+#define STB_TRUETYPE_IMPLEMENTATION
+#else
+#define STBTT_DEF extern
+#endif
+#ifdef IMGUI_STB_TRUETYPE_FILENAME
+#include IMGUI_STB_TRUETYPE_FILENAME
+#else
+#include "imstb_truetype.h"
+#endif
+#endif
+#endif // IMGUI_ENABLE_STB_TRUETYPE
+
+#if defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#if defined(_MSC_VER)
+#pragma warning (pop)
+#endif
+
+#ifdef IMGUI_STB_NAMESPACE
+} // namespace ImStb
+using namespace IMGUI_STB_NAMESPACE;
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Style functions
+//-----------------------------------------------------------------------------
+
+void ImGui::StyleColorsDark(ImGuiStyle* dst)
+{
+    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+    ImVec4* colors = style->Colors;
+
+    colors[ImGuiCol_Text]                   = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    colors[ImGuiCol_TextDisabled]           = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
+    colors[ImGuiCol_WindowBg]               = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
+    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_PopupBg]                = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
+    colors[ImGuiCol_Border]                 = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
+    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_FrameBg]                = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
+    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+    colors[ImGuiCol_TitleBg]                = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
+    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
+    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
+    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
+    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
+    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
+    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
+    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
+    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_SliderGrab]             = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
+    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
+    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
+    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
+    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_Separator]              = colors[ImGuiCol_Border];
+    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
+    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
+    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
+    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
+    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);
+    colors[ImGuiCol_TabSelected]            = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+    colors[ImGuiCol_TabSelectedOverline]    = colors[ImGuiCol_HeaderActive];
+    colors[ImGuiCol_TabDimmed]              = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
+    colors[ImGuiCol_TabDimmedSelected]      = ImLerp(colors[ImGuiCol_TabSelected],  colors[ImGuiCol_TitleBg], 0.40f);
+    colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
+    colors[ImGuiCol_PlotLines]              = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
+    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
+    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);
+    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.31f, 0.31f, 0.35f, 1.00f);   // Prefer using Alpha=1.0 here
+    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.23f, 0.23f, 0.25f, 1.00f);   // Prefer using Alpha=1.0 here
+    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
+    colors[ImGuiCol_TextLink]               = colors[ImGuiCol_HeaderActive];
+    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
+    colors[ImGuiCol_NavHighlight]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
+    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
+    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
+}
+
+void ImGui::StyleColorsClassic(ImGuiStyle* dst)
+{
+    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+    ImVec4* colors = style->Colors;
+
+    colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
+    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
+    colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
+    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_PopupBg]                = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
+    colors[ImGuiCol_Border]                 = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
+    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_FrameBg]                = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
+    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
+    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
+    colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
+    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
+    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
+    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
+    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
+    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
+    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
+    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
+    colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
+    colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
+    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
+    colors[ImGuiCol_Button]                 = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
+    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
+    colors[ImGuiCol_ButtonActive]           = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
+    colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
+    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
+    colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
+    colors[ImGuiCol_Separator]              = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
+    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
+    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
+    colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
+    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
+    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
+    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
+    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);
+    colors[ImGuiCol_TabSelected]            = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+    colors[ImGuiCol_TabSelectedOverline]    = colors[ImGuiCol_HeaderActive];
+    colors[ImGuiCol_TabDimmed]              = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
+    colors[ImGuiCol_TabDimmedSelected]      = ImLerp(colors[ImGuiCol_TabSelected],  colors[ImGuiCol_TitleBg], 0.40f);
+    colors[ImGuiCol_TabDimmedSelectedOverline] = colors[ImGuiCol_HeaderActive];
+    colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);
+    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.31f, 0.31f, 0.45f, 1.00f);   // Prefer using Alpha=1.0 here
+    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.26f, 0.26f, 0.28f, 1.00f);   // Prefer using Alpha=1.0 here
+    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
+    colors[ImGuiCol_TextLink]               = colors[ImGuiCol_HeaderActive];
+    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
+    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
+    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];
+    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
+    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
+    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+}
+
+// Those light colors are better suited with a thicker font than the default one + FrameBorder
+void ImGui::StyleColorsLight(ImGuiStyle* dst)
+{
+    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+    ImVec4* colors = style->Colors;
+
+    colors[ImGuiCol_Text]                   = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
+    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
+    colors[ImGuiCol_WindowBg]               = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
+    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_PopupBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
+    colors[ImGuiCol_Border]                 = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
+    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_FrameBg]                = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+    colors[ImGuiCol_TitleBg]                = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
+    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
+    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
+    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
+    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
+    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
+    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
+    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
+    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_SliderGrab]             = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
+    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
+    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
+    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
+    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
+    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+    colors[ImGuiCol_Separator]              = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
+    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
+    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
+    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
+    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
+    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.90f);
+    colors[ImGuiCol_TabSelected]            = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+    colors[ImGuiCol_TabSelectedOverline]    = colors[ImGuiCol_HeaderActive];
+    colors[ImGuiCol_TabDimmed]              = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
+    colors[ImGuiCol_TabDimmedSelected]      = ImLerp(colors[ImGuiCol_TabSelected],  colors[ImGuiCol_TitleBg], 0.40f);
+    colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 1.00f);
+    colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
+    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
+    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
+    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
+    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.57f, 0.57f, 0.64f, 1.00f);   // Prefer using Alpha=1.0 here
+    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.68f, 0.68f, 0.74f, 1.00f);   // Prefer using Alpha=1.0 here
+    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
+    colors[ImGuiCol_TextLink]               = colors[ImGuiCol_HeaderActive];
+    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+    colors[ImGuiCol_DragDropTarget]         = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];
+    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
+    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
+    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawList
+//-----------------------------------------------------------------------------
+
+ImDrawListSharedData::ImDrawListSharedData()
+{
+    memset(this, 0, sizeof(*this));
+    for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
+    {
+        const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
+        ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
+    }
+    ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
+}
+
+void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
+{
+    if (CircleSegmentMaxError == max_error)
+        return;
+
+    IM_ASSERT(max_error > 0.0f);
+    CircleSegmentMaxError = max_error;
+    for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
+    {
+        const float radius = (float)i;
+        CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
+    }
+    ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
+}
+
+// Initialize before use in a new frame. We always have a command ready in the buffer.
+// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
+void ImDrawList::_ResetForNewFrame()
+{
+    // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
+    IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0);
+    IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4));
+    IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
+    if (_Splitter._Count > 1)
+        _Splitter.Merge(this);
+
+    CmdBuffer.resize(0);
+    IdxBuffer.resize(0);
+    VtxBuffer.resize(0);
+    Flags = _Data->InitialFlags;
+    memset(&_CmdHeader, 0, sizeof(_CmdHeader));
+    _VtxCurrentIdx = 0;
+    _VtxWritePtr = NULL;
+    _IdxWritePtr = NULL;
+    _ClipRectStack.resize(0);
+    _TextureIdStack.resize(0);
+    _Path.resize(0);
+    _Splitter.Clear();
+    CmdBuffer.push_back(ImDrawCmd());
+    _FringeScale = 1.0f;
+}
+
+void ImDrawList::_ClearFreeMemory()
+{
+    CmdBuffer.clear();
+    IdxBuffer.clear();
+    VtxBuffer.clear();
+    Flags = ImDrawListFlags_None;
+    _VtxCurrentIdx = 0;
+    _VtxWritePtr = NULL;
+    _IdxWritePtr = NULL;
+    _ClipRectStack.clear();
+    _TextureIdStack.clear();
+    _Path.clear();
+    _Splitter.ClearFreeMemory();
+}
+
+ImDrawList* ImDrawList::CloneOutput() const
+{
+    ImDrawList* dst = IM_NEW(ImDrawList(_Data));
+    dst->CmdBuffer = CmdBuffer;
+    dst->IdxBuffer = IdxBuffer;
+    dst->VtxBuffer = VtxBuffer;
+    dst->Flags = Flags;
+    return dst;
+}
+
+void ImDrawList::AddDrawCmd()
+{
+    ImDrawCmd draw_cmd;
+    draw_cmd.ClipRect = _CmdHeader.ClipRect;    // Same as calling ImDrawCmd_HeaderCopy()
+    draw_cmd.TextureId = _CmdHeader.TextureId;
+    draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
+    draw_cmd.IdxOffset = IdxBuffer.Size;
+
+    IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
+    CmdBuffer.push_back(draw_cmd);
+}
+
+// Pop trailing draw command (used before merging or presenting to user)
+// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
+void ImDrawList::_PopUnusedDrawCmd()
+{
+    while (CmdBuffer.Size > 0)
+    {
+        ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+        if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
+            return;// break;
+        CmdBuffer.pop_back();
+    }
+}
+
+void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
+{
+    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    IM_ASSERT(curr_cmd->UserCallback == NULL);
+    if (curr_cmd->ElemCount != 0)
+    {
+        AddDrawCmd();
+        curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    }
+    curr_cmd->UserCallback = callback;
+    curr_cmd->UserCallbackData = callback_data;
+
+    AddDrawCmd(); // Force a new command after us (see comment below)
+}
+
+// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
+#define ImDrawCmd_HeaderSize                            (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
+#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS)       (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize))    // Compare ClipRect, TextureId, VtxOffset
+#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC)          (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize))    // Copy ClipRect, TextureId, VtxOffset
+#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1)  (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
+
+// Try to merge two last draw commands
+void ImDrawList::_TryMergeDrawCmds()
+{
+    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    ImDrawCmd* prev_cmd = curr_cmd - 1;
+    if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
+    {
+        prev_cmd->ElemCount += curr_cmd->ElemCount;
+        CmdBuffer.pop_back();
+    }
+}
+
+// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
+// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
+void ImDrawList::_OnChangedClipRect()
+{
+    // If current command is used with different settings we need to add a new command
+    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
+    {
+        AddDrawCmd();
+        return;
+    }
+    IM_ASSERT(curr_cmd->UserCallback == NULL);
+
+    // Try to merge with previous command if it matches, else use current command
+    ImDrawCmd* prev_cmd = curr_cmd - 1;
+    if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
+    {
+        CmdBuffer.pop_back();
+        return;
+    }
+    curr_cmd->ClipRect = _CmdHeader.ClipRect;
+}
+
+void ImDrawList::_OnChangedTextureID()
+{
+    // If current command is used with different settings we need to add a new command
+    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
+    {
+        AddDrawCmd();
+        return;
+    }
+    IM_ASSERT(curr_cmd->UserCallback == NULL);
+
+    // Try to merge with previous command if it matches, else use current command
+    ImDrawCmd* prev_cmd = curr_cmd - 1;
+    if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
+    {
+        CmdBuffer.pop_back();
+        return;
+    }
+    curr_cmd->TextureId = _CmdHeader.TextureId;
+}
+
+void ImDrawList::_OnChangedVtxOffset()
+{
+    // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
+    _VtxCurrentIdx = 0;
+    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
+    if (curr_cmd->ElemCount != 0)
+    {
+        AddDrawCmd();
+        return;
+    }
+    IM_ASSERT(curr_cmd->UserCallback == NULL);
+    curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
+}
+
+int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
+{
+    // Automatic segment count
+    const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy
+    if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
+        return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
+    else
+        return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
+}
+
+// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
+void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
+{
+    ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
+    if (intersect_with_current_clip_rect)
+    {
+        ImVec4 current = _CmdHeader.ClipRect;
+        if (cr.x < current.x) cr.x = current.x;
+        if (cr.y < current.y) cr.y = current.y;
+        if (cr.z > current.z) cr.z = current.z;
+        if (cr.w > current.w) cr.w = current.w;
+    }
+    cr.z = ImMax(cr.x, cr.z);
+    cr.w = ImMax(cr.y, cr.w);
+
+    _ClipRectStack.push_back(cr);
+    _CmdHeader.ClipRect = cr;
+    _OnChangedClipRect();
+}
+
+void ImDrawList::PushClipRectFullScreen()
+{
+    PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
+}
+
+void ImDrawList::PopClipRect()
+{
+    _ClipRectStack.pop_back();
+    _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
+    _OnChangedClipRect();
+}
+
+void ImDrawList::PushTextureID(ImTextureID texture_id)
+{
+    _TextureIdStack.push_back(texture_id);
+    _CmdHeader.TextureId = texture_id;
+    _OnChangedTextureID();
+}
+
+void ImDrawList::PopTextureID()
+{
+    _TextureIdStack.pop_back();
+    _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
+    _OnChangedTextureID();
+}
+
+// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID().
+void ImDrawList::_SetTextureID(ImTextureID texture_id)
+{
+    if (_CmdHeader.TextureId == texture_id)
+        return;
+    _CmdHeader.TextureId = texture_id;
+    _OnChangedTextureID();
+}
+
+// Reserve space for a number of vertices and indices.
+// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
+// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
+void ImDrawList::PrimReserve(int idx_count, int vtx_count)
+{
+    // Large mesh support (when enabled)
+    IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
+    if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
+    {
+        // FIXME: In theory we should be testing that vtx_count <64k here.
+        // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
+        // to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
+        _CmdHeader.VtxOffset = VtxBuffer.Size;
+        _OnChangedVtxOffset();
+    }
+
+    ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    draw_cmd->ElemCount += idx_count;
+
+    int vtx_buffer_old_size = VtxBuffer.Size;
+    VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
+    _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
+
+    int idx_buffer_old_size = IdxBuffer.Size;
+    IdxBuffer.resize(idx_buffer_old_size + idx_count);
+    _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
+}
+
+// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
+void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
+{
+    IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
+
+    ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    draw_cmd->ElemCount -= idx_count;
+    VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
+    IdxBuffer.shrink(IdxBuffer.Size - idx_count);
+}
+
+// Fully unrolled with inline call to keep our debug builds decently fast.
+void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
+{
+    ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
+{
+    ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
+{
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
+// - Those macros expects l-values and need to be used as their own statement.
+// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers.
+#define IM_NORMALIZE2F_OVER_ZERO(VX,VY)     { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0
+#define IM_FIXNORMAL2F_MAX_INVLEN2          100.0f // 500.0f (see #4053, #3366)
+#define IM_FIXNORMAL2F(VX,VY)               { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0
+
+// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
+// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
+void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)
+{
+    if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const bool closed = (flags & ImDrawFlags_Closed) != 0;
+    const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
+    const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
+    const bool thick_line = (thickness > _FringeScale);
+
+    if (Flags & ImDrawListFlags_AntiAliasedLines)
+    {
+        // Anti-aliased stroke
+        const float AA_SIZE = _FringeScale;
+        const ImU32 col_trans = col & ~IM_COL32_A_MASK;
+
+        // Thicknesses <1.0 should behave like thickness 1.0
+        thickness = ImMax(thickness, 1.0f);
+        const int integer_thickness = (int)thickness;
+        const float fractional_thickness = thickness - integer_thickness;
+
+        // Do we want to draw this line using a texture?
+        // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
+        // - If AA_SIZE is not 1.0f we cannot use the texture path.
+        const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
+
+        // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
+        IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
+
+        const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
+        const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
+        PrimReserve(idx_count, vtx_count);
+
+        // Temporary buffer
+        // The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
+        _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));
+        ImVec2* temp_normals = _Data->TempBuffer.Data;
+        ImVec2* temp_points = temp_normals + points_count;
+
+        // Calculate normals (tangents) for each line segment
+        for (int i1 = 0; i1 < count; i1++)
+        {
+            const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
+            float dx = points[i2].x - points[i1].x;
+            float dy = points[i2].y - points[i1].y;
+            IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+            temp_normals[i1].x = dy;
+            temp_normals[i1].y = -dx;
+        }
+        if (!closed)
+            temp_normals[points_count - 1] = temp_normals[points_count - 2];
+
+        // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point
+        if (use_texture || !thick_line)
+        {
+            // [PATH 1] Texture-based lines (thick or non-thick)
+            // [PATH 2] Non texture-based lines (non-thick)
+
+            // The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus "one pixel" for AA.
+            // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
+            //   (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
+            // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
+            //   allow scaling geometry while preserving one-screen-pixel AA fringe).
+            const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
+
+            // If line is not closed, the first and last points need to be generated differently as there are no normals to blend
+            if (!closed)
+            {
+                temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
+                temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
+                temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;
+                temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;
+            }
+
+            // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
+            // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
+            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+            unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
+            for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
+            {
+                const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
+                const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
+
+                // Average normals
+                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
+                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
+                IM_FIXNORMAL2F(dm_x, dm_y);
+                dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
+                dm_y *= half_draw_size;
+
+                // Add temporary vertexes for the outer edges
+                ImVec2* out_vtx = &temp_points[i2 * 2];
+                out_vtx[0].x = points[i2].x + dm_x;
+                out_vtx[0].y = points[i2].y + dm_y;
+                out_vtx[1].x = points[i2].x - dm_x;
+                out_vtx[1].y = points[i2].y - dm_y;
+
+                if (use_texture)
+                {
+                    // Add indices for two triangles
+                    _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri
+                    _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri
+                    _IdxWritePtr += 6;
+                }
+                else
+                {
+                    // Add indexes for four triangles
+                    _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1
+                    _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2
+                    _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1
+                    _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2
+                    _IdxWritePtr += 12;
+                }
+
+                idx1 = idx2;
+            }
+
+            // Add vertexes for each point on the line
+            if (use_texture)
+            {
+                // If we're using textures we only need to emit the left/right edge vertices
+                ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
+                /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!
+                {
+                    const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
+                    tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
+                    tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
+                    tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
+                    tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
+                }*/
+                ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
+                ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
+                for (int i = 0; i < points_count; i++)
+                {
+                    _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
+                    _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
+                    _VtxWritePtr += 2;
+                }
+            }
+            else
+            {
+                // If we're not using a texture, we need the center vertex as well
+                for (int i = 0; i < points_count; i++)
+                {
+                    _VtxWritePtr[0].pos = points[i];              _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;       // Center of line
+                    _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge
+                    _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge
+                    _VtxWritePtr += 3;
+                }
+            }
+        }
+        else
+        {
+            // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
+            const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
+
+            // If line is not closed, the first and last points need to be generated differently as there are no normals to blend
+            if (!closed)
+            {
+                const int points_last = points_count - 1;
+                temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
+                temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
+                temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
+                temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
+                temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
+                temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);
+                temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);
+                temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
+            }
+
+            // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
+            // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
+            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+            unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
+            for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
+            {
+                const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
+                const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
+
+                // Average normals
+                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
+                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
+                IM_FIXNORMAL2F(dm_x, dm_y);
+                float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
+                float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
+                float dm_in_x = dm_x * half_inner_thickness;
+                float dm_in_y = dm_y * half_inner_thickness;
+
+                // Add temporary vertices
+                ImVec2* out_vtx = &temp_points[i2 * 4];
+                out_vtx[0].x = points[i2].x + dm_out_x;
+                out_vtx[0].y = points[i2].y + dm_out_y;
+                out_vtx[1].x = points[i2].x + dm_in_x;
+                out_vtx[1].y = points[i2].y + dm_in_y;
+                out_vtx[2].x = points[i2].x - dm_in_x;
+                out_vtx[2].y = points[i2].y - dm_in_y;
+                out_vtx[3].x = points[i2].x - dm_out_x;
+                out_vtx[3].y = points[i2].y - dm_out_y;
+
+                // Add indexes
+                _IdxWritePtr[0]  = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1]  = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2]  = (ImDrawIdx)(idx1 + 2);
+                _IdxWritePtr[3]  = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4]  = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5]  = (ImDrawIdx)(idx2 + 1);
+                _IdxWritePtr[6]  = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7]  = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8]  = (ImDrawIdx)(idx1 + 0);
+                _IdxWritePtr[9]  = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
+                _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
+                _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
+                _IdxWritePtr += 18;
+
+                idx1 = idx2;
+            }
+
+            // Add vertices
+            for (int i = 0; i < points_count; i++)
+            {
+                _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;
+                _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
+                _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
+                _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;
+                _VtxWritePtr += 4;
+            }
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+    else
+    {
+        // [PATH 4] Non texture-based, Non anti-aliased lines
+        const int idx_count = count * 6;
+        const int vtx_count = count * 4;    // FIXME-OPT: Not sharing edges
+        PrimReserve(idx_count, vtx_count);
+
+        for (int i1 = 0; i1 < count; i1++)
+        {
+            const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
+            const ImVec2& p1 = points[i1];
+            const ImVec2& p2 = points[i2];
+
+            float dx = p2.x - p1.x;
+            float dy = p2.y - p1.y;
+            IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+            dx *= (thickness * 0.5f);
+            dy *= (thickness * 0.5f);
+
+            _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
+            _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
+            _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
+            _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;
+            _VtxWritePtr += 4;
+
+            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
+            _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
+            _IdxWritePtr += 6;
+            _VtxCurrentIdx += 4;
+        }
+    }
+}
+
+// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
+// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
+void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
+{
+    if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const ImVec2 uv = _Data->TexUvWhitePixel;
+
+    if (Flags & ImDrawListFlags_AntiAliasedFill)
+    {
+        // Anti-aliased Fill
+        const float AA_SIZE = _FringeScale;
+        const ImU32 col_trans = col & ~IM_COL32_A_MASK;
+        const int idx_count = (points_count - 2)*3 + points_count * 6;
+        const int vtx_count = (points_count * 2);
+        PrimReserve(idx_count, vtx_count);
+
+        // Add indexes for fill
+        unsigned int vtx_inner_idx = _VtxCurrentIdx;
+        unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
+        for (int i = 2; i < points_count; i++)
+        {
+            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
+            _IdxWritePtr += 3;
+        }
+
+        // Compute normals
+        _Data->TempBuffer.reserve_discard(points_count);
+        ImVec2* temp_normals = _Data->TempBuffer.Data;
+        for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
+        {
+            const ImVec2& p0 = points[i0];
+            const ImVec2& p1 = points[i1];
+            float dx = p1.x - p0.x;
+            float dy = p1.y - p0.y;
+            IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+            temp_normals[i0].x = dy;
+            temp_normals[i0].y = -dx;
+        }
+
+        for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
+        {
+            // Average normals
+            const ImVec2& n0 = temp_normals[i0];
+            const ImVec2& n1 = temp_normals[i1];
+            float dm_x = (n0.x + n1.x) * 0.5f;
+            float dm_y = (n0.y + n1.y) * 0.5f;
+            IM_FIXNORMAL2F(dm_x, dm_y);
+            dm_x *= AA_SIZE * 0.5f;
+            dm_y *= AA_SIZE * 0.5f;
+
+            // Add vertices
+            _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner
+            _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer
+            _VtxWritePtr += 2;
+
+            // Add indexes for fringes
+            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
+            _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
+            _IdxWritePtr += 6;
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+    else
+    {
+        // Non Anti-aliased Fill
+        const int idx_count = (points_count - 2)*3;
+        const int vtx_count = points_count;
+        PrimReserve(idx_count, vtx_count);
+        for (int i = 0; i < vtx_count; i++)
+        {
+            _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+            _VtxWritePtr++;
+        }
+        for (int i = 2; i < points_count; i++)
+        {
+            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
+            _IdxWritePtr += 3;
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+}
+
+void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
+{
+    if (radius < 0.5f)
+    {
+        _Path.push_back(center);
+        return;
+    }
+
+    // Calculate arc auto segment step size
+    if (a_step <= 0)
+        a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);
+
+    // Make sure we never do steps larger than one quarter of the circle
+    a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);
+
+    const int sample_range = ImAbs(a_max_sample - a_min_sample);
+    const int a_next_step = a_step;
+
+    int samples = sample_range + 1;
+    bool extra_max_sample = false;
+    if (a_step > 1)
+    {
+        samples            = sample_range / a_step + 1;
+        const int overstep = sample_range % a_step;
+
+        if (overstep > 0)
+        {
+            extra_max_sample = true;
+            samples++;
+
+            // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,
+            // distribute first step range evenly between them by reducing first step size.
+            if (sample_range > 0)
+                a_step -= (a_step - overstep) / 2;
+        }
+    }
+
+    _Path.resize(_Path.Size + samples);
+    ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);
+
+    int sample_index = a_min_sample;
+    if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
+    {
+        sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+        if (sample_index < 0)
+            sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+    }
+
+    if (a_max_sample >= a_min_sample)
+    {
+        for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)
+        {
+            // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
+            if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
+                sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+            const ImVec2 s = _Data->ArcFastVtx[sample_index];
+            out_ptr->x = center.x + s.x * radius;
+            out_ptr->y = center.y + s.y * radius;
+            out_ptr++;
+        }
+    }
+    else
+    {
+        for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step)
+        {
+            // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
+            if (sample_index < 0)
+                sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+            const ImVec2 s = _Data->ArcFastVtx[sample_index];
+            out_ptr->x = center.x + s.x * radius;
+            out_ptr->y = center.y + s.y * radius;
+            out_ptr++;
+        }
+    }
+
+    if (extra_max_sample)
+    {
+        int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+        if (normalized_max_sample < 0)
+            normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+        const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];
+        out_ptr->x = center.x + s.x * radius;
+        out_ptr->y = center.y + s.y * radius;
+        out_ptr++;
+    }
+
+    IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);
+}
+
+void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
+{
+    if (radius < 0.5f)
+    {
+        _Path.push_back(center);
+        return;
+    }
+
+    // Note that we are adding a point at both a_min and a_max.
+    // If you are trying to draw a full closed circle you don't want the overlapping points!
+    _Path.reserve(_Path.Size + (num_segments + 1));
+    for (int i = 0; i <= num_segments; i++)
+    {
+        const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
+        _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
+    }
+}
+
+// 0: East, 3: South, 6: West, 9: North, 12: East
+void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
+{
+    if (radius < 0.5f)
+    {
+        _Path.push_back(center);
+        return;
+    }
+    _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);
+}
+
+void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
+{
+    if (radius < 0.5f)
+    {
+        _Path.push_back(center);
+        return;
+    }
+
+    if (num_segments > 0)
+    {
+        _PathArcToN(center, radius, a_min, a_max, num_segments);
+        return;
+    }
+
+    // Automatic segment count
+    if (radius <= _Data->ArcFastRadiusCutoff)
+    {
+        const bool a_is_reverse = a_max < a_min;
+
+        // We are going to use precomputed values for mid samples.
+        // Determine first and last sample in lookup table that belong to the arc.
+        const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
+        const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
+
+        const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
+        const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f);
+        const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
+
+        const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+        const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+        const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;
+        const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;
+
+        _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
+        if (a_emit_start)
+            _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));
+        if (a_mid_samples > 0)
+            _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);
+        if (a_emit_end)
+            _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));
+    }
+    else
+    {
+        const float arc_length = ImAbs(a_max - a_min);
+        const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
+        const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
+        _PathArcToN(center, radius, a_min, a_max, arc_segment_count);
+    }
+}
+
+void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments)
+{
+    if (num_segments <= 0)
+        num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
+
+    _Path.reserve(_Path.Size + (num_segments + 1));
+
+    const float cos_rot = ImCos(rot);
+    const float sin_rot = ImSin(rot);
+    for (int i = 0; i <= num_segments; i++)
+    {
+        const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
+        ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y);
+        const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot));
+        point.x = rel.x + center.x;
+        point.y = rel.y + center.y;
+        _Path.push_back(point);
+    }
+}
+
+ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
+{
+    float u = 1.0f - t;
+    float w1 = u * u * u;
+    float w2 = 3 * u * u * t;
+    float w3 = 3 * u * t * t;
+    float w4 = t * t * t;
+    return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
+}
+
+ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
+{
+    float u = 1.0f - t;
+    float w1 = u * u;
+    float w2 = 2 * u * t;
+    float w3 = t * t;
+    return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
+}
+
+// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
+static void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+{
+    float dx = x4 - x1;
+    float dy = y4 - y1;
+    float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
+    float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
+    d2 = (d2 >= 0) ? d2 : -d2;
+    d3 = (d3 >= 0) ? d3 : -d3;
+    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
+    {
+        path->push_back(ImVec2(x4, y4));
+    }
+    else if (level < 10)
+    {
+        float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
+        float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
+        float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;
+        float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
+        float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
+        float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
+        PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+        PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
+    }
+}
+
+static void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
+{
+    float dx = x3 - x1, dy = y3 - y1;
+    float det = (x2 - x3) * dy - (y2 - y3) * dx;
+    if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
+    {
+        path->push_back(ImVec2(x3, y3));
+    }
+    else if (level < 10)
+    {
+        float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
+        float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
+        float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
+        PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
+        PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
+    }
+}
+
+void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
+{
+    ImVec2 p1 = _Path.back();
+    if (num_segments == 0)
+    {
+        IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
+        PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
+    }
+    else
+    {
+        float t_step = 1.0f / (float)num_segments;
+        for (int i_step = 1; i_step <= num_segments; i_step++)
+            _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
+    }
+}
+
+void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
+{
+    ImVec2 p1 = _Path.back();
+    if (num_segments == 0)
+    {
+        IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
+        PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
+    }
+    else
+    {
+        float t_step = 1.0f / (float)num_segments;
+        for (int i_step = 1; i_step <= num_segments; i_step++)
+            _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
+    }
+}
+
+static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
+{
+    /*
+    IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023)
+    // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
+    if (flags == ~0)                    { return ImDrawFlags_RoundCornersAll; }
+    // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code.
+    if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); }
+    // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
+#endif
+    */
+    // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
+    // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway.
+    // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section.
+    IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
+
+    if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
+        flags |= ImDrawFlags_RoundCornersAll;
+
+    return flags;
+}
+
+void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)
+{
+    if (rounding >= 0.5f)
+    {
+        flags = FixRectCornerFlags(flags);
+        rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);
+        rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
+    }
+    if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
+    {
+        PathLineTo(a);
+        PathLineTo(ImVec2(b.x, a.y));
+        PathLineTo(b);
+        PathLineTo(ImVec2(a.x, b.y));
+    }
+    else
+    {
+        const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft)     ? rounding : 0.0f;
+        const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight)    ? rounding : 0.0f;
+        const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f;
+        const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft)  ? rounding : 0.0f;
+        PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
+        PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
+        PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
+        PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
+    }
+}
+
+void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    PathLineTo(p1 + ImVec2(0.5f, 0.5f));
+    PathLineTo(p2 + ImVec2(0.5f, 0.5f));
+    PathStroke(col, 0, thickness);
+}
+
+// p_min = upper-left, p_max = lower-right
+// Note we don't render 1 pixels sized rectangles properly.
+void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    if (Flags & ImDrawListFlags_AntiAliasedLines)
+        PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);
+    else
+        PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.
+    PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
+    {
+        PrimReserve(6, 4);
+        PrimRect(p_min, p_max, col);
+    }
+    else
+    {
+        PathRect(p_min, p_max, rounding, flags);
+        PathFillConvex(col);
+    }
+}
+
+// p_min = upper-left, p_max = lower-right
+void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
+{
+    if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
+        return;
+
+    const ImVec2 uv = _Data->TexUvWhitePixel;
+    PrimReserve(6, 4);
+    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
+    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));
+    PrimWriteVtx(p_min, uv, col_upr_left);
+    PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
+    PrimWriteVtx(p_max, uv, col_bot_right);
+    PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
+}
+
+void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(p1);
+    PathLineTo(p2);
+    PathLineTo(p3);
+    PathLineTo(p4);
+    PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(p1);
+    PathLineTo(p2);
+    PathLineTo(p3);
+    PathLineTo(p4);
+    PathFillConvex(col);
+}
+
+void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(p1);
+    PathLineTo(p2);
+    PathLineTo(p3);
+    PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(p1);
+    PathLineTo(p2);
+    PathLineTo(p3);
+    PathFillConvex(col);
+}
+
+void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
+        return;
+
+    if (num_segments <= 0)
+    {
+        // Use arc with automatic segment count
+        _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
+        _Path.Size--;
+    }
+    else
+    {
+        // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
+        num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
+
+        // Because we are filling a closed shape we remove 1 from the count of segments/points
+        const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+        PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
+    }
+
+    PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
+        return;
+
+    if (num_segments <= 0)
+    {
+        // Use arc with automatic segment count
+        _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
+        _Path.Size--;
+    }
+    else
+    {
+        // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
+        num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
+
+        // Because we are filling a closed shape we remove 1 from the count of segments/points
+        const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+        PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
+    }
+
+    PathFillConvex(col);
+}
+
+// Guaranteed to honor 'num_segments'
+void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
+        return;
+
+    // Because we are filling a closed shape we remove 1 from the count of segments/points
+    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
+    PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+// Guaranteed to honor 'num_segments'
+void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
+        return;
+
+    // Because we are filling a closed shape we remove 1 from the count of segments/points
+    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
+    PathFillConvex(col);
+}
+
+// Ellipse
+void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    if (num_segments <= 0)
+        num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
+
+    // Because we are filling a closed shape we remove 1 from the count of segments/points
+    const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    if (num_segments <= 0)
+        num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
+
+    // Because we are filling a closed shape we remove 1 from the count of segments/points
+    const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
+    PathFillConvex(col);
+}
+
+// Cubic Bezier takes 4 controls points
+void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(p1);
+    PathBezierCubicCurveTo(p2, p3, p4, num_segments);
+    PathStroke(col, 0, thickness);
+}
+
+// Quadratic Bezier takes 3 controls points
+void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(p1);
+    PathBezierQuadraticCurveTo(p2, p3, num_segments);
+    PathStroke(col, 0, thickness);
+}
+
+void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    // Accept null ranges
+    if (text_begin == text_end || text_begin[0] == 0)
+        return;
+    if (text_end == NULL)
+        text_end = text_begin + strlen(text_begin);
+
+    // Pull default font/size from the shared ImDrawListSharedData instance
+    if (font == NULL)
+        font = _Data->Font;
+    if (font_size == 0.0f)
+        font_size = _Data->FontSize;
+
+    IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId);  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
+
+    ImVec4 clip_rect = _CmdHeader.ClipRect;
+    if (cpu_fine_clip_rect)
+    {
+        clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
+        clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
+        clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
+        clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
+    }
+    font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
+}
+
+void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
+{
+    AddText(NULL, 0.0f, pos, col, text_begin, text_end);
+}
+
+void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+    if (push_texture_id)
+        PushTextureID(user_texture_id);
+
+    PrimReserve(6, 4);
+    PrimRectUV(p_min, p_max, uv_min, uv_max, col);
+
+    if (push_texture_id)
+        PopTextureID();
+}
+
+void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+    if (push_texture_id)
+        PushTextureID(user_texture_id);
+
+    PrimReserve(6, 4);
+    PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
+
+    if (push_texture_id)
+        PopTextureID();
+}
+
+void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    flags = FixRectCornerFlags(flags);
+    if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
+    {
+        AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
+        return;
+    }
+
+    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+    if (push_texture_id)
+        PushTextureID(user_texture_id);
+
+    int vert_start_idx = VtxBuffer.Size;
+    PathRect(p_min, p_max, rounding, flags);
+    PathFillConvex(col);
+    int vert_end_idx = VtxBuffer.Size;
+    ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
+
+    if (push_texture_id)
+        PopTextureID();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImTriangulator, ImDrawList concave polygon fill
+//-----------------------------------------------------------------------------
+// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity.
+// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
+// Provided as a convenience for user but not used by main library.
+//-----------------------------------------------------------------------------
+// - ImTriangulator [Internal]
+// - AddConcavePolyFilled()
+//-----------------------------------------------------------------------------
+
+enum ImTriangulatorNodeType
+{
+    ImTriangulatorNodeType_Convex,
+    ImTriangulatorNodeType_Ear,
+    ImTriangulatorNodeType_Reflex
+};
+
+struct ImTriangulatorNode
+{
+    ImTriangulatorNodeType  Type;
+    int                     Index;
+    ImVec2                  Pos;
+    ImTriangulatorNode*     Next;
+    ImTriangulatorNode*     Prev;
+
+    void    Unlink()        { Next->Prev = Prev; Prev->Next = Next; }
+};
+
+struct ImTriangulatorNodeSpan
+{
+    ImTriangulatorNode**    Data = NULL;
+    int                     Size = 0;
+
+    void    push_back(ImTriangulatorNode* node) { Data[Size++] = node; }
+    void    find_erase_unsorted(int idx)        { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } }
+};
+
+struct ImTriangulator
+{
+    static int EstimateTriangleCount(int points_count)      { return (points_count < 3) ? 0 : points_count - 2; }
+    static int EstimateScratchBufferSize(int points_count)  { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; }
+
+    void    Init(const ImVec2* points, int points_count, void* scratch_buffer);
+    void    GetNextTriangle(unsigned int out_triangle[3]);     // Return relative indexes for next triangle
+
+    // Internal functions
+    void    BuildNodes(const ImVec2* points, int points_count);
+    void    BuildReflexes();
+    void    BuildEars();
+    void    FlipNodeList();
+    bool    IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const;
+    void    ReclassifyNode(ImTriangulatorNode* node);
+
+    // Internal members
+    int                     _TrianglesLeft = 0;
+    ImTriangulatorNode*     _Nodes = NULL;
+    ImTriangulatorNodeSpan  _Ears;
+    ImTriangulatorNodeSpan  _Reflexes;
+};
+
+// Distribute storage for nodes, ears and reflexes.
+// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer
+// (this would require first building reflexes to bail to convex if empty, without even building nodes)
+void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer)
+{
+    IM_ASSERT(scratch_buffer != NULL && points_count >= 3);
+    _TrianglesLeft = EstimateTriangleCount(points_count);
+    _Nodes         = (ImTriangulatorNode*)scratch_buffer;                          // points_count x Node
+    _Ears.Data     = (ImTriangulatorNode**)(_Nodes + points_count);                // points_count x Node*
+    _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node*
+    BuildNodes(points, points_count);
+    BuildReflexes();
+    BuildEars();
+}
+
+void ImTriangulator::BuildNodes(const ImVec2* points, int points_count)
+{
+    for (int i = 0; i < points_count; i++)
+    {
+        _Nodes[i].Type = ImTriangulatorNodeType_Convex;
+        _Nodes[i].Index = i;
+        _Nodes[i].Pos = points[i];
+        _Nodes[i].Next = _Nodes + i + 1;
+        _Nodes[i].Prev = _Nodes + i - 1;
+    }
+    _Nodes[0].Prev = _Nodes + points_count - 1;
+    _Nodes[points_count - 1].Next = _Nodes;
+}
+
+void ImTriangulator::BuildReflexes()
+{
+    ImTriangulatorNode* n1 = _Nodes;
+    for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
+    {
+        if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos))
+            continue;
+        n1->Type = ImTriangulatorNodeType_Reflex;
+        _Reflexes.push_back(n1);
+    }
+}
+
+void ImTriangulator::BuildEars()
+{
+    ImTriangulatorNode* n1 = _Nodes;
+    for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
+    {
+        if (n1->Type != ImTriangulatorNodeType_Convex)
+            continue;
+        if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos))
+            continue;
+        n1->Type = ImTriangulatorNodeType_Ear;
+        _Ears.push_back(n1);
+    }
+}
+
+void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3])
+{
+    if (_Ears.Size == 0)
+    {
+        FlipNodeList();
+
+        ImTriangulatorNode* node = _Nodes;
+        for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next)
+            node->Type = ImTriangulatorNodeType_Convex;
+        _Reflexes.Size = 0;
+        BuildReflexes();
+        BuildEars();
+
+        // If we still don't have ears, it means geometry is degenerated.
+        if (_Ears.Size == 0)
+        {
+            // Return first triangle available, mimicking the behavior of convex fill.
+            IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated
+            _Ears.Data[0] = _Nodes;
+            _Ears.Size    = 1;
+        }
+    }
+
+    ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size];
+    out_triangle[0] = ear->Prev->Index;
+    out_triangle[1] = ear->Index;
+    out_triangle[2] = ear->Next->Index;
+
+    ear->Unlink();
+    if (ear == _Nodes)
+        _Nodes = ear->Next;
+
+    ReclassifyNode(ear->Prev);
+    ReclassifyNode(ear->Next);
+    _TrianglesLeft--;
+}
+
+void ImTriangulator::FlipNodeList()
+{
+    ImTriangulatorNode* prev = _Nodes;
+    ImTriangulatorNode* temp = _Nodes;
+    ImTriangulatorNode* current = _Nodes->Next;
+    prev->Next = prev;
+    prev->Prev = prev;
+    while (current != _Nodes)
+    {
+        temp = current->Next;
+
+        current->Next = prev;
+        prev->Prev = current;
+        _Nodes->Next = current;
+        current->Prev = _Nodes;
+
+        prev = current;
+        current = temp;
+    }
+    _Nodes = prev;
+}
+
+// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm)
+bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const
+{
+    ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size;
+    for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++)
+    {
+        ImTriangulatorNode* reflex = *p;
+        if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2)
+            if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos))
+                return false;
+    }
+    return true;
+}
+
+void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1)
+{
+    // Classify node
+    ImTriangulatorNodeType type;
+    const ImTriangulatorNode* n0 = n1->Prev;
+    const ImTriangulatorNode* n2 = n1->Next;
+    if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos))
+        type = ImTriangulatorNodeType_Reflex;
+    else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos))
+        type = ImTriangulatorNodeType_Ear;
+    else
+        type = ImTriangulatorNodeType_Convex;
+
+    // Update lists when a type changes
+    if (type == n1->Type)
+        return;
+    if (n1->Type == ImTriangulatorNodeType_Reflex)
+        _Reflexes.find_erase_unsorted(n1->Index);
+    else if (n1->Type == ImTriangulatorNodeType_Ear)
+        _Ears.find_erase_unsorted(n1->Index);
+    if (type == ImTriangulatorNodeType_Reflex)
+        _Reflexes.push_back(n1);
+    else if (type == ImTriangulatorNodeType_Ear)
+        _Ears.push_back(n1);
+    n1->Type = type;
+}
+
+// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes).
+// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer!
+// It is up to caller to ensure not making costly calls that will be outside of visible area.
+// As concave fill is noticeably more expensive than other primitives, be mindful of this...
+// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false')
+void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col)
+{
+    if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const ImVec2 uv = _Data->TexUvWhitePixel;
+    ImTriangulator triangulator;
+    unsigned int triangle[3];
+    if (Flags & ImDrawListFlags_AntiAliasedFill)
+    {
+        // Anti-aliased Fill
+        const float AA_SIZE = _FringeScale;
+        const ImU32 col_trans = col & ~IM_COL32_A_MASK;
+        const int idx_count = (points_count - 2) * 3 + points_count * 6;
+        const int vtx_count = (points_count * 2);
+        PrimReserve(idx_count, vtx_count);
+
+        // Add indexes for fill
+        unsigned int vtx_inner_idx = _VtxCurrentIdx;
+        unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
+
+        _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
+        triangulator.Init(points, points_count, _Data->TempBuffer.Data);
+        while (triangulator._TrianglesLeft > 0)
+        {
+            triangulator.GetNextTriangle(triangle);
+            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1));
+            _IdxWritePtr += 3;
+        }
+
+        // Compute normals
+        _Data->TempBuffer.reserve_discard(points_count);
+        ImVec2* temp_normals = _Data->TempBuffer.Data;
+        for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
+        {
+            const ImVec2& p0 = points[i0];
+            const ImVec2& p1 = points[i1];
+            float dx = p1.x - p0.x;
+            float dy = p1.y - p0.y;
+            IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+            temp_normals[i0].x = dy;
+            temp_normals[i0].y = -dx;
+        }
+
+        for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
+        {
+            // Average normals
+            const ImVec2& n0 = temp_normals[i0];
+            const ImVec2& n1 = temp_normals[i1];
+            float dm_x = (n0.x + n1.x) * 0.5f;
+            float dm_y = (n0.y + n1.y) * 0.5f;
+            IM_FIXNORMAL2F(dm_x, dm_y);
+            dm_x *= AA_SIZE * 0.5f;
+            dm_y *= AA_SIZE * 0.5f;
+
+            // Add vertices
+            _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner
+            _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer
+            _VtxWritePtr += 2;
+
+            // Add indexes for fringes
+            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
+            _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
+            _IdxWritePtr += 6;
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+    else
+    {
+        // Non Anti-aliased Fill
+        const int idx_count = (points_count - 2) * 3;
+        const int vtx_count = points_count;
+        PrimReserve(idx_count, vtx_count);
+        for (int i = 0; i < vtx_count; i++)
+        {
+            _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+            _VtxWritePtr++;
+        }
+        _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
+        triangulator.Init(points, points_count, _Data->TempBuffer.Data);
+        while (triangulator._TrianglesLeft > 0)
+        {
+            triangulator.GetNextTriangle(triangle);
+            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]);
+            _IdxWritePtr += 3;
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawListSplitter
+//-----------------------------------------------------------------------------
+// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
+//-----------------------------------------------------------------------------
+
+void ImDrawListSplitter::ClearFreeMemory()
+{
+    for (int i = 0; i < _Channels.Size; i++)
+    {
+        if (i == _Current)
+            memset(&_Channels[i], 0, sizeof(_Channels[i]));  // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
+        _Channels[i]._CmdBuffer.clear();
+        _Channels[i]._IdxBuffer.clear();
+    }
+    _Current = 0;
+    _Count = 1;
+    _Channels.clear();
+}
+
+void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
+{
+    IM_UNUSED(draw_list);
+    IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
+    int old_channels_count = _Channels.Size;
+    if (old_channels_count < channels_count)
+    {
+        _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable
+        _Channels.resize(channels_count);
+    }
+    _Count = channels_count;
+
+    // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
+    // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
+    // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
+    memset(&_Channels[0], 0, sizeof(ImDrawChannel));
+    for (int i = 1; i < channels_count; i++)
+    {
+        if (i >= old_channels_count)
+        {
+            IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
+        }
+        else
+        {
+            _Channels[i]._CmdBuffer.resize(0);
+            _Channels[i]._IdxBuffer.resize(0);
+        }
+    }
+}
+
+void ImDrawListSplitter::Merge(ImDrawList* draw_list)
+{
+    // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
+    if (_Count <= 1)
+        return;
+
+    SetCurrentChannel(draw_list, 0);
+    draw_list->_PopUnusedDrawCmd();
+
+    // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
+    int new_cmd_buffer_count = 0;
+    int new_idx_buffer_count = 0;
+    ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
+    int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
+    for (int i = 1; i < _Count; i++)
+    {
+        ImDrawChannel& ch = _Channels[i];
+        if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
+            ch._CmdBuffer.pop_back();
+
+        if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
+        {
+            // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.
+            // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.
+            ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
+            if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
+            {
+                // Merge previous channel last draw command with current channel first draw command if matching.
+                last_cmd->ElemCount += next_cmd->ElemCount;
+                idx_offset += next_cmd->ElemCount;
+                ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
+            }
+        }
+        if (ch._CmdBuffer.Size > 0)
+            last_cmd = &ch._CmdBuffer.back();
+        new_cmd_buffer_count += ch._CmdBuffer.Size;
+        new_idx_buffer_count += ch._IdxBuffer.Size;
+        for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
+        {
+            ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
+            idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
+        }
+    }
+    draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
+    draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
+
+    // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
+    ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
+    ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
+    for (int i = 1; i < _Count; i++)
+    {
+        ImDrawChannel& ch = _Channels[i];
+        if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
+        if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
+    }
+    draw_list->_IdxWritePtr = idx_write;
+
+    // Ensure there's always a non-callback draw command trailing the command-buffer
+    if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
+        draw_list->AddDrawCmd();
+
+    // If current command is used with different settings we need to add a new command
+    ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
+    if (curr_cmd->ElemCount == 0)
+        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+    else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
+        draw_list->AddDrawCmd();
+
+    _Count = 1;
+}
+
+void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
+{
+    IM_ASSERT(idx >= 0 && idx < _Count);
+    if (_Current == idx)
+        return;
+
+    // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
+    memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
+    memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
+    _Current = idx;
+    memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
+    memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
+    draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
+
+    // If current command is used with different settings we need to add a new command
+    ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
+    if (curr_cmd == NULL)
+        draw_list->AddDrawCmd();
+    else if (curr_cmd->ElemCount == 0)
+        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+    else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
+        draw_list->AddDrawCmd();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawData
+//-----------------------------------------------------------------------------
+
+void ImDrawData::Clear()
+{
+    Valid = false;
+    CmdListsCount = TotalIdxCount = TotalVtxCount = 0;
+    CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
+    DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
+    OwnerViewport = NULL;
+}
+
+// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
+// as long at it is expected that the result will be later merged into draw_data->CmdLists[].
+void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
+{
+    if (draw_list->CmdBuffer.Size == 0)
+        return;
+    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
+        return;
+
+    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
+    // May trigger for you if you are using PrimXXX functions incorrectly.
+    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
+    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
+    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
+        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
+
+    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
+    // If this assert triggers because you are drawing lots of stuff manually:
+    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
+    //   Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
+    // - If you want large meshes with more than 64K vertices, you can either:
+    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
+    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.
+    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
+    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
+    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
+    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
+    //       2 and 4 bytes indices are generally supported by most graphics API.
+    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
+    //   the 64K limit to split your draw commands in multiple draw lists.
+    if (sizeof(ImDrawIdx) == 2)
+        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
+
+    // Add to output list + records state in ImDrawData
+    out_list->push_back(draw_list);
+    draw_data->CmdListsCount++;
+    draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
+    draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
+}
+
+void ImDrawData::AddDrawList(ImDrawList* draw_list)
+{
+    IM_ASSERT(CmdLists.Size == CmdListsCount);
+    draw_list->_PopUnusedDrawCmd();
+    ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list);
+}
+
+// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+void ImDrawData::DeIndexAllBuffers()
+{
+    ImVector<ImDrawVert> new_vtx_buffer;
+    TotalVtxCount = TotalIdxCount = 0;
+    for (int i = 0; i < CmdListsCount; i++)
+    {
+        ImDrawList* cmd_list = CmdLists[i];
+        if (cmd_list->IdxBuffer.empty())
+            continue;
+        new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
+        for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
+            new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
+        cmd_list->VtxBuffer.swap(new_vtx_buffer);
+        cmd_list->IdxBuffer.resize(0);
+        TotalVtxCount += cmd_list->VtxBuffer.Size;
+    }
+}
+
+// Helper to scale the ClipRect field of each ImDrawCmd.
+// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
+// or if there is a difference between your window resolution and framebuffer resolution.
+void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
+{
+    for (ImDrawList* draw_list : CmdLists)
+        for (ImDrawCmd& cmd : draw_list->CmdBuffer)
+            cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Helpers ShadeVertsXXX functions
+//-----------------------------------------------------------------------------
+
+// Generic linear color gradient, write to RGB fields, leave A untouched.
+void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
+{
+    ImVec2 gradient_extent = gradient_p1 - gradient_p0;
+    float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
+    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
+    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
+    const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;
+    const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;
+    const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;
+    const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;
+    const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;
+    const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;
+    for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
+    {
+        float d = ImDot(vert->pos - gradient_p0, gradient_extent);
+        float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
+        int r = (int)(col0_r + col_delta_r * t);
+        int g = (int)(col0_g + col_delta_g * t);
+        int b = (int)(col0_b + col_delta_b * t);
+        vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
+    }
+}
+
+// Distribute UV over (a, b) rectangle
+void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
+{
+    const ImVec2 size = b - a;
+    const ImVec2 uv_size = uv_b - uv_a;
+    const ImVec2 scale = ImVec2(
+        size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
+        size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
+
+    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
+    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
+    if (clamp)
+    {
+        const ImVec2 min = ImMin(uv_a, uv_b);
+        const ImVec2 max = ImMax(uv_a, uv_b);
+        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
+            vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
+    }
+    else
+    {
+        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
+            vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
+    }
+}
+
+void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out)
+{
+    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
+    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
+    for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
+        vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontConfig
+//-----------------------------------------------------------------------------
+
+ImFontConfig::ImFontConfig()
+{
+    memset(this, 0, sizeof(*this));
+    FontDataOwnedByAtlas = true;
+    OversampleH = 2;
+    OversampleV = 1;
+    GlyphMaxAdvanceX = FLT_MAX;
+    RasterizerMultiply = 1.0f;
+    RasterizerDensity = 1.0f;
+    EllipsisChar = (ImWchar)-1;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontAtlas
+//-----------------------------------------------------------------------------
+
+// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
+// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
+// (This is used when io.MouseDrawCursor = true)
+const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
+const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
+static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
+{
+    "..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX-     XX          - XX       XX "
+    "..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X-    X..X         -X..X     X..X"
+    "---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X-    X..X         -X...X   X...X"
+    "X           -  X.X  - X.....X -        X.....X        -X...X            -            X...X-    X..X         - X...X X...X "
+    "XX          -  X.X  -X.......X-       X.......X       -X..X.X           -           X.X..X-    X..X         -  X...X...X  "
+    "X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X-    X..XXX       -   X.....X   "
+    "X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX-    X..X..XXX    -    X...X    "
+    "X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      -    X..X..X..XX  -     X.X     "
+    "X....X      -  X.X  -   X.X   -   X.X    X.X    X.X   -       X.X       -       X.X       -    X..X..X..X.X -    X...X    "
+    "X.....X     -  X.X  -   X.X   -  X..X    X.X    X..X  -        X.X      -      X.X        -XXX X..X..X..X..X-   X.....X   "
+    "X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         -X..XX........X..X-  X...X...X  "
+    "X.......X   -  X.X  -   X.X   -X.....................X-          X.X X.X-X.X X.X          -X...X...........X- X...X X...X "
+    "X........X  -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -           X.X..X-X..X.X           - X..............X-X...X   X...X"
+    "X.........X -XXX.XXX-   X.X   -  X..X    X.X    X..X  -            X...X-X...X            -  X.............X-X..X     X..X"
+    "X..........X-X.....X-   X.X   -   X.X    X.X    X.X   -           X....X-X....X           -  X.............X- XX       XX "
+    "X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          -   X............X--------------"
+    "X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          -   X...........X -             "
+    "X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       -------------------------------------    X..........X -             "
+    "X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           -    X..........X -             "
+    "XX    X..X  -       - X.....X -        X.....X        -   X.X           X.X   -           -     X........X  -             "
+    "      X..X  -       -  X...X  -         X...X         -  X..X           X..X  -           -     X........X  -             "
+    "       XX   -       -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           -     XXXXXXXXXX  -             "
+    "-------------       -    X    -           X           -X.....................X-           -------------------             "
+    "                    ----------------------------------- X...XXXXXXXXXXXXX...X -                                           "
+    "                                                      -  X..X           X..X  -                                           "
+    "                                                      -   X.X           X.X   -                                           "
+    "                                                      -    XX           XX    -                                           "
+};
+
+static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
+{
+    // Pos ........ Size ......... Offset ......
+    { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
+    { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
+    { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
+    { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
+    { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
+    { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
+    { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
+    { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
+    { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
+};
+
+ImFontAtlas::ImFontAtlas()
+{
+    memset(this, 0, sizeof(*this));
+    TexGlyphPadding = 1;
+    PackIdMouseCursors = PackIdLines = -1;
+}
+
+ImFontAtlas::~ImFontAtlas()
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+    Clear();
+}
+
+void    ImFontAtlas::ClearInputData()
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+    for (ImFontConfig& font_cfg : ConfigData)
+        if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)
+        {
+            IM_FREE(font_cfg.FontData);
+            font_cfg.FontData = NULL;
+        }
+
+    // When clearing this we lose access to the font name and other information used to build the font.
+    for (ImFont* font : Fonts)
+        if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)
+        {
+            font->ConfigData = NULL;
+            font->ConfigDataCount = 0;
+        }
+    ConfigData.clear();
+    CustomRects.clear();
+    PackIdMouseCursors = PackIdLines = -1;
+    // Important: we leave TexReady untouched
+}
+
+void    ImFontAtlas::ClearTexData()
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+    if (TexPixelsAlpha8)
+        IM_FREE(TexPixelsAlpha8);
+    if (TexPixelsRGBA32)
+        IM_FREE(TexPixelsRGBA32);
+    TexPixelsAlpha8 = NULL;
+    TexPixelsRGBA32 = NULL;
+    TexPixelsUseColors = false;
+    // Important: we leave TexReady untouched
+}
+
+void    ImFontAtlas::ClearFonts()
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+    Fonts.clear_delete();
+    TexReady = false;
+}
+
+void    ImFontAtlas::Clear()
+{
+    ClearInputData();
+    ClearTexData();
+    ClearFonts();
+}
+
+void    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    // Build atlas on demand
+    if (TexPixelsAlpha8 == NULL)
+        Build();
+
+    *out_pixels = TexPixelsAlpha8;
+    if (out_width) *out_width = TexWidth;
+    if (out_height) *out_height = TexHeight;
+    if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
+}
+
+void    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    // Convert to RGBA32 format on demand
+    // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
+    if (!TexPixelsRGBA32)
+    {
+        unsigned char* pixels = NULL;
+        GetTexDataAsAlpha8(&pixels, NULL, NULL);
+        if (pixels)
+        {
+            TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
+            const unsigned char* src = pixels;
+            unsigned int* dst = TexPixelsRGBA32;
+            for (int n = TexWidth * TexHeight; n > 0; n--)
+                *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
+        }
+    }
+
+    *out_pixels = (unsigned char*)TexPixelsRGBA32;
+    if (out_width) *out_width = TexWidth;
+    if (out_height) *out_height = TexHeight;
+    if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
+}
+
+ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+    IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
+    IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?");
+    IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?");
+
+    // Create new font
+    if (!font_cfg->MergeMode)
+        Fonts.push_back(IM_NEW(ImFont));
+    else
+        IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
+
+    ConfigData.push_back(*font_cfg);
+    ImFontConfig& new_font_cfg = ConfigData.back();
+    if (new_font_cfg.DstFont == NULL)
+        new_font_cfg.DstFont = Fonts.back();
+    if (!new_font_cfg.FontDataOwnedByAtlas)
+    {
+        new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
+        new_font_cfg.FontDataOwnedByAtlas = true;
+        memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
+    }
+
+    if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
+        new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
+
+    ImFontAtlasUpdateConfigDataPointers(this);
+
+    // Invalidate texture
+    TexReady = false;
+    ClearTexData();
+    return new_font_cfg.DstFont;
+}
+
+// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
+static unsigned int stb_decompress_length(const unsigned char* input);
+static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length);
+static const char*  GetDefaultCompressedFontDataTTFBase85();
+static unsigned int Decode85Byte(char c)                                    { return c >= '\\' ? c-36 : c-35; }
+static void         Decode85(const unsigned char* src, unsigned char* dst)
+{
+    while (*src)
+    {
+        unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));
+        dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.
+        src += 5;
+        dst += 4;
+    }
+}
+
+// Load embedded ProggyClean.ttf at size 13, disable oversampling
+ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
+{
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    if (!font_cfg_template)
+    {
+        font_cfg.OversampleH = font_cfg.OversampleV = 1;
+        font_cfg.PixelSnapH = true;
+    }
+    if (font_cfg.SizePixels <= 0.0f)
+        font_cfg.SizePixels = 13.0f * 1.0f;
+    if (font_cfg.Name[0] == '\0')
+        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
+    font_cfg.EllipsisChar = (ImWchar)0x0085;
+    font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f);  // Add +1 offset per 13 units
+
+    const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
+    const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
+    ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
+    return font;
+}
+
+ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+    size_t data_size = 0;
+    void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
+    if (!data)
+    {
+        IM_ASSERT_USER_ERROR(0, "Could not load font file!");
+        return NULL;
+    }
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    if (font_cfg.Name[0] == '\0')
+    {
+        // Store a short copy of filename into into the font name for convenience
+        const char* p;
+        for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
+        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
+    }
+    return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
+ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    IM_ASSERT(font_cfg.FontData == NULL);
+    IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size.
+    font_cfg.FontData = font_data;
+    font_cfg.FontDataSize = font_data_size;
+    font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
+    if (glyph_ranges)
+        font_cfg.GlyphRanges = glyph_ranges;
+    return AddFont(&font_cfg);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
+    unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);
+    stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
+
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    IM_ASSERT(font_cfg.FontData == NULL);
+    font_cfg.FontDataOwnedByAtlas = true;
+    return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
+{
+    int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
+    void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
+    Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
+    ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
+    IM_FREE(compressed_ttf);
+    return font;
+}
+
+int ImFontAtlas::AddCustomRectRegular(int width, int height)
+{
+    IM_ASSERT(width > 0 && width <= 0xFFFF);
+    IM_ASSERT(height > 0 && height <= 0xFFFF);
+    ImFontAtlasCustomRect r;
+    r.Width = (unsigned short)width;
+    r.Height = (unsigned short)height;
+    CustomRects.push_back(r);
+    return CustomRects.Size - 1; // Return index
+}
+
+int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
+{
+#ifdef IMGUI_USE_WCHAR32
+    IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
+#endif
+    IM_ASSERT(font != NULL);
+    IM_ASSERT(width > 0 && width <= 0xFFFF);
+    IM_ASSERT(height > 0 && height <= 0xFFFF);
+    ImFontAtlasCustomRect r;
+    r.Width = (unsigned short)width;
+    r.Height = (unsigned short)height;
+    r.GlyphID = id;
+    r.GlyphAdvanceX = advance_x;
+    r.GlyphOffset = offset;
+    r.Font = font;
+    CustomRects.push_back(r);
+    return CustomRects.Size - 1; // Return index
+}
+
+void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
+{
+    IM_ASSERT(TexWidth > 0 && TexHeight > 0);   // Font atlas needs to be built before we can calculate UV coordinates
+    IM_ASSERT(rect->IsPacked());                // Make sure the rectangle has been packed
+    *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
+    *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
+}
+
+bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
+{
+    if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
+        return false;
+    if (Flags & ImFontAtlasFlags_NoMouseCursors)
+        return false;
+
+    IM_ASSERT(PackIdMouseCursors != -1);
+    ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
+    ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
+    ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
+    *out_size = size;
+    *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
+    out_uv_border[0] = (pos) * TexUvScale;
+    out_uv_border[1] = (pos + size) * TexUvScale;
+    pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
+    out_uv_fill[0] = (pos) * TexUvScale;
+    out_uv_fill[1] = (pos + size) * TexUvScale;
+    return true;
+}
+
+bool    ImFontAtlas::Build()
+{
+    IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+
+    // Default font is none are specified
+    if (ConfigData.Size == 0)
+        AddFontDefault();
+
+    // Select builder
+    // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
+    //   may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
+    //   using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere
+    //   and point to it instead of pointing directly to return value of the GetBuilderXXX functions.
+    const ImFontBuilderIO* builder_io = FontBuilderIO;
+    if (builder_io == NULL)
+    {
+#ifdef IMGUI_ENABLE_FREETYPE
+        builder_io = ImGuiFreeType::GetBuilderForFreeType();
+#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
+        builder_io = ImFontAtlasGetBuilderForStbTruetype();
+#else
+        IM_ASSERT(0); // Invalid Build function
+#endif
+    }
+
+    // Build
+    return builder_io->FontBuilder_Build(this);
+}
+
+void    ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
+{
+    for (unsigned int i = 0; i < 256; i++)
+    {
+        unsigned int value = (unsigned int)(i * in_brighten_factor);
+        out_table[i] = value > 255 ? 255 : (value & 0xFF);
+    }
+}
+
+void    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
+{
+    IM_ASSERT_PARANOID(w <= stride);
+    unsigned char* data = pixels + x + y * stride;
+    for (int j = h; j > 0; j--, data += stride - w)
+        for (int i = w; i > 0; i--, data++)
+            *data = table[*data];
+}
+
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
+// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
+// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
+struct ImFontBuildSrcData
+{
+    stbtt_fontinfo      FontInfo;
+    stbtt_pack_range    PackRange;          // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
+    stbrp_rect*         Rects;              // Rectangle to pack. We first fill in their size and the packer will give us their position.
+    stbtt_packedchar*   PackedChars;        // Output glyphs
+    const ImWchar*      SrcRanges;          // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
+    int                 DstIndex;           // Index into atlas->Fonts[] and dst_tmp_array[]
+    int                 GlyphsHighest;      // Highest requested codepoint
+    int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
+    ImBitVector         GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
+    ImVector<int>       GlyphsList;         // Glyph codepoints list (flattened version of GlyphsSet)
+};
+
+// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
+struct ImFontBuildDstData
+{
+    int                 SrcCount;           // Number of source fonts targeting this destination font.
+    int                 GlyphsHighest;
+    int                 GlyphsCount;
+    ImBitVector         GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.
+};
+
+static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)
+{
+    IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
+    const ImU32* it_begin = in->Storage.begin();
+    const ImU32* it_end = in->Storage.end();
+    for (const ImU32* it = it_begin; it < it_end; it++)
+        if (ImU32 entries_32 = *it)
+            for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
+                if (entries_32 & ((ImU32)1 << bit_n))
+                    out->push_back((int)(((it - it_begin) << 5) + bit_n));
+}
+
+static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
+{
+    IM_ASSERT(atlas->ConfigData.Size > 0);
+
+    ImFontAtlasBuildInit(atlas);
+
+    // Clear atlas
+    atlas->TexID = (ImTextureID)NULL;
+    atlas->TexWidth = atlas->TexHeight = 0;
+    atlas->TexUvScale = ImVec2(0.0f, 0.0f);
+    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
+    atlas->ClearTexData();
+
+    // Temporary storage for building
+    ImVector<ImFontBuildSrcData> src_tmp_array;
+    ImVector<ImFontBuildDstData> dst_tmp_array;
+    src_tmp_array.resize(atlas->ConfigData.Size);
+    dst_tmp_array.resize(atlas->Fonts.Size);
+    memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
+    memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
+
+    // 1. Initialize font loading structure, check font data validity
+    for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
+    {
+        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+        ImFontConfig& cfg = atlas->ConfigData[src_i];
+        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
+
+        // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
+        src_tmp.DstIndex = -1;
+        for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
+            if (cfg.DstFont == atlas->Fonts[output_i])
+                src_tmp.DstIndex = output_i;
+        if (src_tmp.DstIndex == -1)
+        {
+            IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
+            return false;
+        }
+        // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
+        const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
+        IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
+        if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
+        {
+            IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
+            return false;
+        }
+
+        // Measure highest codepoints
+        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
+        src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
+        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+        {
+            // Check for valid range. This may also help detect *some* dangling pointers, because a common
+            // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent,
+            // or to forget to zero-terminate the glyph range array.
+            IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?");
+            src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
+        }
+        dst_tmp.SrcCount++;
+        dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
+    }
+
+    // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
+    int total_glyphs_count = 0;
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
+        src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
+        if (dst_tmp.GlyphsSet.Storage.empty())
+            dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
+
+        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+            for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
+            {
+                if (dst_tmp.GlyphsSet.TestBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
+                    continue;
+                if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint))    // It is actually in the font?
+                    continue;
+
+                // Add to avail set/counters
+                src_tmp.GlyphsCount++;
+                dst_tmp.GlyphsCount++;
+                src_tmp.GlyphsSet.SetBit(codepoint);
+                dst_tmp.GlyphsSet.SetBit(codepoint);
+                total_glyphs_count++;
+            }
+    }
+
+    // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+        src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
+        UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
+        src_tmp.GlyphsSet.Clear();
+        IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
+    }
+    for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
+        dst_tmp_array[dst_i].GlyphsSet.Clear();
+    dst_tmp_array.clear();
+
+    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
+    // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
+    ImVector<stbrp_rect> buf_rects;
+    ImVector<stbtt_packedchar> buf_packedchars;
+    buf_rects.resize(total_glyphs_count);
+    buf_packedchars.resize(total_glyphs_count);
+    memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
+    memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());
+
+    // 4. Gather glyphs sizes so we can pack them in our virtual canvas.
+    int total_surface = 0;
+    int buf_rects_out_n = 0;
+    int buf_packedchars_out_n = 0;
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+        if (src_tmp.GlyphsCount == 0)
+            continue;
+
+        src_tmp.Rects = &buf_rects[buf_rects_out_n];
+        src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
+        buf_rects_out_n += src_tmp.GlyphsCount;
+        buf_packedchars_out_n += src_tmp.GlyphsCount;
+
+        // Convert our ranges in the format stb_truetype wants
+        ImFontConfig& cfg = atlas->ConfigData[src_i];
+        src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity;
+        src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
+        src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
+        src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
+        src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
+        src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
+        src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
+
+        // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
+        const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
+        const int padding = atlas->TexGlyphPadding;
+        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
+        {
+            int x0, y0, x1, y1;
+            const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
+            IM_ASSERT(glyph_index_in_font != 0);
+            stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
+            src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
+            src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
+            total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
+        }
+    }
+
+    // We need a width for the skyline algorithm, any width!
+    // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
+    // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
+    const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
+    atlas->TexHeight = 0;
+    if (atlas->TexDesiredWidth > 0)
+        atlas->TexWidth = atlas->TexDesiredWidth;
+    else
+        atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;
+
+    // 5. Start packing
+    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
+    const int TEX_HEIGHT_MAX = 1024 * 32;
+    stbtt_pack_context spc = {};
+    stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
+    ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
+
+    // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+        if (src_tmp.GlyphsCount == 0)
+            continue;
+
+        stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
+
+        // Extend texture height and mark missing glyphs as non-packed so we won't render them.
+        // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
+        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
+            if (src_tmp.Rects[glyph_i].was_packed)
+                atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
+    }
+
+    // 7. Allocate texture
+    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
+    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
+    atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
+    memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
+    spc.pixels = atlas->TexPixelsAlpha8;
+    spc.height = atlas->TexHeight;
+
+    // 8. Render/rasterize font characters into the texture
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontConfig& cfg = atlas->ConfigData[src_i];
+        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+        if (src_tmp.GlyphsCount == 0)
+            continue;
+
+        stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
+
+        // Apply multiply operator
+        if (cfg.RasterizerMultiply != 1.0f)
+        {
+            unsigned char multiply_table[256];
+            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
+            stbrp_rect* r = &src_tmp.Rects[0];
+            for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
+                if (r->was_packed)
+                    ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);
+        }
+        src_tmp.Rects = NULL;
+    }
+
+    // End packing
+    stbtt_PackEnd(&spc);
+    buf_rects.clear();
+
+    // 9. Setup ImFont and glyphs for runtime
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        // When merging fonts with MergeMode=true:
+        // - We can have multiple input fonts writing into a same destination font.
+        // - dst_font->ConfigData is != from cfg which is our source configuration.
+        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+        ImFontConfig& cfg = atlas->ConfigData[src_i];
+        ImFont* dst_font = cfg.DstFont;
+
+        const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
+        int unscaled_ascent, unscaled_descent, unscaled_line_gap;
+        stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+
+        const float ascent = ImCeil(unscaled_ascent * font_scale);
+        const float descent = ImFloor(unscaled_descent * font_scale);
+        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
+        const float font_off_x = cfg.GlyphOffset.x;
+        const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
+
+        const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity;
+
+        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
+        {
+            // Register glyph
+            const int codepoint = src_tmp.GlyphsList[glyph_i];
+            const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
+            stbtt_aligned_quad q;
+            float unused_x = 0.0f, unused_y = 0.0f;
+            stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);
+            float x0 = q.x0 * inv_rasterization_scale + font_off_x;
+            float y0 = q.y0 * inv_rasterization_scale + font_off_y;
+            float x1 = q.x1 * inv_rasterization_scale + font_off_x;
+            float y1 = q.y1 * inv_rasterization_scale + font_off_y;
+            dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
+        }
+    }
+
+    // Cleanup
+    src_tmp_array.clear_destruct();
+
+    ImFontAtlasBuildFinish(atlas);
+    return true;
+}
+
+const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
+{
+    static ImFontBuilderIO io;
+    io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;
+    return &io;
+}
+
+#endif // IMGUI_ENABLE_STB_TRUETYPE
+
+void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas)
+{
+    for (ImFontConfig& font_cfg : atlas->ConfigData)
+    {
+        ImFont* font = font_cfg.DstFont;
+        if (!font_cfg.MergeMode)
+        {
+            font->ConfigData = &font_cfg;
+            font->ConfigDataCount = 0;
+        }
+        font->ConfigDataCount++;
+    }
+}
+
+void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
+{
+    if (!font_config->MergeMode)
+    {
+        font->ClearOutputData();
+        font->FontSize = font_config->SizePixels;
+        IM_ASSERT(font->ConfigData == font_config);
+        font->ContainerAtlas = atlas;
+        font->Ascent = ascent;
+        font->Descent = descent;
+    }
+}
+
+void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
+{
+    stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
+    IM_ASSERT(pack_context != NULL);
+
+    ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;
+    IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
+#ifdef __GNUC__
+    if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343)
+#endif
+
+    ImVector<stbrp_rect> pack_rects;
+    pack_rects.resize(user_rects.Size);
+    memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
+    for (int i = 0; i < user_rects.Size; i++)
+    {
+        pack_rects[i].w = user_rects[i].Width;
+        pack_rects[i].h = user_rects[i].Height;
+    }
+    stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
+    for (int i = 0; i < pack_rects.Size; i++)
+        if (pack_rects[i].was_packed)
+        {
+            user_rects[i].X = (unsigned short)pack_rects[i].x;
+            user_rects[i].Y = (unsigned short)pack_rects[i].y;
+            IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
+            atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
+        }
+}
+
+void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)
+{
+    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
+    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
+    unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);
+    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
+        for (int off_x = 0; off_x < w; off_x++)
+            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;
+}
+
+void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)
+{
+    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
+    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
+    unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);
+    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
+        for (int off_x = 0; off_x < w; off_x++)
+            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;
+}
+
+static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
+{
+    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
+    IM_ASSERT(r->IsPacked());
+
+    const int w = atlas->TexWidth;
+    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
+    {
+        // Render/copy pixels
+        IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
+        const int x_for_white = r->X;
+        const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
+        if (atlas->TexPixelsAlpha8 != NULL)
+        {
+            ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);
+            ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);
+        }
+        else
+        {
+            ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);
+            ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);
+        }
+    }
+    else
+    {
+        // Render 4 white pixels
+        IM_ASSERT(r->Width == 2 && r->Height == 2);
+        const int offset = (int)r->X + (int)r->Y * w;
+        if (atlas->TexPixelsAlpha8 != NULL)
+        {
+            atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
+        }
+        else
+        {
+            atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;
+        }
+    }
+    atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
+}
+
+static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
+{
+    if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
+        return;
+
+    // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
+    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
+    IM_ASSERT(r->IsPacked());
+    for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
+    {
+        // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
+        unsigned int y = n;
+        unsigned int line_width = n;
+        unsigned int pad_left = (r->Width - line_width) / 2;
+        unsigned int pad_right = r->Width - (pad_left + line_width);
+
+        // Write each slice
+        IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
+        if (atlas->TexPixelsAlpha8 != NULL)
+        {
+            unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
+            for (unsigned int i = 0; i < pad_left; i++)
+                *(write_ptr + i) = 0x00;
+
+            for (unsigned int i = 0; i < line_width; i++)
+                *(write_ptr + pad_left + i) = 0xFF;
+
+            for (unsigned int i = 0; i < pad_right; i++)
+                *(write_ptr + pad_left + line_width + i) = 0x00;
+        }
+        else
+        {
+            unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
+            for (unsigned int i = 0; i < pad_left; i++)
+                *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
+
+            for (unsigned int i = 0; i < line_width; i++)
+                *(write_ptr + pad_left + i) = IM_COL32_WHITE;
+
+            for (unsigned int i = 0; i < pad_right; i++)
+                *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
+        }
+
+        // Calculate UVs for this line
+        ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
+        ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
+        float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
+        atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
+    }
+}
+
+// Note: this is called / shared by both the stb_truetype and the FreeType builder
+void ImFontAtlasBuildInit(ImFontAtlas* atlas)
+{
+    // Round font size
+    // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
+    // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes.
+    // - We may support it better later and remove this rounding.
+    for (ImFontConfig& cfg : atlas->ConfigData)
+       cfg.SizePixels = ImTrunc(cfg.SizePixels);
+
+    // Register texture region for mouse cursors or standard white pixels
+    if (atlas->PackIdMouseCursors < 0)
+    {
+        if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
+            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
+        else
+            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
+    }
+
+    // Register texture region for thick lines
+    // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
+    if (atlas->PackIdLines < 0)
+    {
+        if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
+            atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
+    }
+}
+
+// This is called/shared by both the stb_truetype and the FreeType builder.
+void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
+{
+    // Render into our custom data blocks
+    IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
+    ImFontAtlasBuildRenderDefaultTexData(atlas);
+    ImFontAtlasBuildRenderLinesTexData(atlas);
+
+    // Register custom rectangle glyphs
+    for (int i = 0; i < atlas->CustomRects.Size; i++)
+    {
+        const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];
+        if (r->Font == NULL || r->GlyphID == 0)
+            continue;
+
+        // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH
+        IM_ASSERT(r->Font->ContainerAtlas == atlas);
+        ImVec2 uv0, uv1;
+        atlas->CalcCustomRectUV(r, &uv0, &uv1);
+        r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);
+    }
+
+    // Build all fonts lookup tables
+    for (ImFont* font : atlas->Fonts)
+        if (font->DirtyLookupTables)
+            font->BuildLookupTable();
+
+    atlas->TexReady = true;
+}
+
+// Retrieve list of range (2 int per range, values are inclusive)
+const ImWchar*   ImFontAtlas::GetGlyphRangesDefault()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*   ImFontAtlas::GetGlyphRangesGreek()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x0370, 0x03FF, // Greek and Coptic
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesKorean()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x3131, 0x3163, // Korean alphabets
+        0xAC00, 0xD7A3, // Korean characters
+        0xFFFD, 0xFFFD, // Invalid
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesChineseFull()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x2000, 0x206F, // General Punctuation
+        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
+        0xFF00, 0xFFEF, // Half-width characters
+        0xFFFD, 0xFFFD, // Invalid
+        0x4e00, 0x9FAF, // CJK Ideograms
+        0,
+    };
+    return &ranges[0];
+}
+
+static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)
+{
+    for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)
+    {
+        out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);
+        base_codepoint += accumulative_offsets[n];
+    }
+    out_ranges[0] = 0;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] ImFontAtlas glyph ranges helpers
+//-------------------------------------------------------------------------
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
+{
+    // Store 2500 regularly used characters for Simplified Chinese.
+    // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
+    // This table covers 97.97% of all characters used during the month in July, 1987.
+    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
+    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
+    static const short accumulative_offsets_from_0x4E00[] =
+    {
+        0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,
+        1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,
+        2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,
+        1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,
+        3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,
+        1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,
+        1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,
+        2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,
+        27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,
+        3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,
+        1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,
+        176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,
+        5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,
+        1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,
+        6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,
+        2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,
+        2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,
+        2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,
+        3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,
+        3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,
+        3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,
+        1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,
+        140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,
+        5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,
+        2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,
+        4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,
+        2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,
+        4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,
+        3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,
+        3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,
+        2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,
+        5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,
+        3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,
+        1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,
+        4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,
+        4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,
+        26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,
+        3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,
+        2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,
+        10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6
+    };
+    static ImWchar base_ranges[] = // not zero-terminated
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x2000, 0x206F, // General Punctuation
+        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
+        0xFF00, 0xFFEF, // Half-width characters
+        0xFFFD, 0xFFFD  // Invalid
+    };
+    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
+    if (!full_ranges[0])
+    {
+        memcpy(full_ranges, base_ranges, sizeof(base_ranges));
+        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
+    }
+    return &full_ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()
+{
+    // 2999 ideograms code points for Japanese
+    // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points
+    // - 863 Jinmeiyo (meaning "for personal name") Kanji code points
+    // - Sourced from official information provided by the government agencies of Japan:
+    //   - List of Joyo Kanji by the Agency for Cultural Affairs
+    //     - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/
+    //   - List of Jinmeiyo Kanji by the Ministry of Justice
+    //     - http://www.moj.go.jp/MINJI/minji86.html
+    //   - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0).
+    //     - https://creativecommons.org/licenses/by/4.0/legalcode
+    // - You can generate this code by the script at:
+    //   - https://github.com/vaiorabbit/everyday_use_kanji
+    // - References:
+    //   - List of Joyo Kanji
+    //     - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji
+    //   - List of Jinmeiyo Kanji
+    //     - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji
+    // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.
+    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
+    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
+    static const short accumulative_offsets_from_0x4E00[] =
+    {
+        0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,
+        1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,
+        2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,
+        2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,
+        2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,
+        1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,
+        2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,
+        13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,
+        5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,
+        2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,
+        1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,
+        7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,
+        1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,
+        6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,
+        10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,
+        2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,
+        3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,
+        6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,
+        4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,
+        4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,
+        1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,
+        12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,
+        1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,
+        22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,
+        2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,
+        18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,
+        14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,
+        1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,
+        40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,
+        12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,
+        2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,
+        1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,
+        1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,
+        3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,
+        14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,
+        12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,
+        2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,
+        1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,
+        3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,
+        2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,
+        13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,
+        18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,
+        37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,
+        5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,
+        32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,
+        1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,
+        4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,
+        3,2,1,1,1,1,2,1,1,
+    };
+    static ImWchar base_ranges[] = // not zero-terminated
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
+        0xFF00, 0xFFEF, // Half-width characters
+        0xFFFD, 0xFFFD  // Invalid
+    };
+    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
+    if (!full_ranges[0])
+    {
+        memcpy(full_ranges, base_ranges, sizeof(base_ranges));
+        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
+    }
+    return &full_ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesCyrillic()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
+        0x2DE0, 0x2DFF, // Cyrillic Extended-A
+        0xA640, 0xA69F, // Cyrillic Extended-B
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesThai()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin
+        0x2010, 0x205E, // Punctuations
+        0x0E00, 0x0E7F, // Thai
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesVietnamese()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin
+        0x0102, 0x0103,
+        0x0110, 0x0111,
+        0x0128, 0x0129,
+        0x0168, 0x0169,
+        0x01A0, 0x01A1,
+        0x01AF, 0x01B0,
+        0x1EA0, 0x1EF9,
+        0,
+    };
+    return &ranges[0];
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontGlyphRangesBuilder
+//-----------------------------------------------------------------------------
+
+void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
+{
+    while (text_end ? (text < text_end) : *text)
+    {
+        unsigned int c = 0;
+        int c_len = ImTextCharFromUtf8(&c, text, text_end);
+        text += c_len;
+        if (c_len == 0)
+            break;
+        AddChar((ImWchar)c);
+    }
+}
+
+void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
+{
+    for (; ranges[0]; ranges += 2)
+        for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
+            AddChar((ImWchar)c);
+}
+
+void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
+{
+    const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
+    for (int n = 0; n <= max_codepoint; n++)
+        if (GetBit(n))
+        {
+            out_ranges->push_back((ImWchar)n);
+            while (n < max_codepoint && GetBit(n + 1))
+                n++;
+            out_ranges->push_back((ImWchar)n);
+        }
+    out_ranges->push_back(0);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFont
+//-----------------------------------------------------------------------------
+
+ImFont::ImFont()
+{
+    FontSize = 0.0f;
+    FallbackAdvanceX = 0.0f;
+    FallbackChar = (ImWchar)-1;
+    EllipsisChar = (ImWchar)-1;
+    EllipsisWidth = EllipsisCharStep = 0.0f;
+    EllipsisCharCount = 0;
+    FallbackGlyph = NULL;
+    ContainerAtlas = NULL;
+    ConfigData = NULL;
+    ConfigDataCount = 0;
+    DirtyLookupTables = false;
+    Scale = 1.0f;
+    Ascent = Descent = 0.0f;
+    MetricsTotalSurface = 0;
+    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
+}
+
+ImFont::~ImFont()
+{
+    ClearOutputData();
+}
+
+void    ImFont::ClearOutputData()
+{
+    FontSize = 0.0f;
+    FallbackAdvanceX = 0.0f;
+    Glyphs.clear();
+    IndexAdvanceX.clear();
+    IndexLookup.clear();
+    FallbackGlyph = NULL;
+    ContainerAtlas = NULL;
+    DirtyLookupTables = true;
+    Ascent = Descent = 0.0f;
+    MetricsTotalSurface = 0;
+}
+
+static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
+{
+    for (int n = 0; n < candidate_chars_count; n++)
+        if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)
+            return candidate_chars[n];
+    return (ImWchar)-1;
+}
+
+void ImFont::BuildLookupTable()
+{
+    int max_codepoint = 0;
+    for (int i = 0; i != Glyphs.Size; i++)
+        max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
+
+    // Build lookup table
+    IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!");
+    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
+    IndexAdvanceX.clear();
+    IndexLookup.clear();
+    DirtyLookupTables = false;
+    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
+    GrowIndex(max_codepoint + 1);
+    for (int i = 0; i < Glyphs.Size; i++)
+    {
+        int codepoint = (int)Glyphs[i].Codepoint;
+        IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
+        IndexLookup[codepoint] = (ImWchar)i;
+
+        // Mark 4K page as used
+        const int page_n = codepoint / 4096;
+        Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
+    }
+
+    // Create a glyph to handle TAB
+    // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
+    if (FindGlyph((ImWchar)' '))
+    {
+        if (Glyphs.back().Codepoint != '\t')   // So we can call this function multiple times (FIXME: Flaky)
+            Glyphs.resize(Glyphs.Size + 1);
+        ImFontGlyph& tab_glyph = Glyphs.back();
+        tab_glyph = *FindGlyph((ImWchar)' ');
+        tab_glyph.Codepoint = '\t';
+        tab_glyph.AdvanceX *= IM_TABSIZE;
+        IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
+        IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);
+    }
+
+    // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
+    SetGlyphVisible((ImWchar)' ', false);
+    SetGlyphVisible((ImWchar)'\t', false);
+
+    // Setup Fallback character
+    const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
+    FallbackGlyph = FindGlyphNoFallback(FallbackChar);
+    if (FallbackGlyph == NULL)
+    {
+        FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars));
+        FallbackGlyph = FindGlyphNoFallback(FallbackChar);
+        if (FallbackGlyph == NULL)
+        {
+            FallbackGlyph = &Glyphs.back();
+            FallbackChar = (ImWchar)FallbackGlyph->Codepoint;
+        }
+    }
+    FallbackAdvanceX = FallbackGlyph->AdvanceX;
+    for (int i = 0; i < max_codepoint + 1; i++)
+        if (IndexAdvanceX[i] < 0.0f)
+            IndexAdvanceX[i] = FallbackAdvanceX;
+
+    // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
+    // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
+    // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
+    const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
+    const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };
+    if (EllipsisChar == (ImWchar)-1)
+        EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));
+    const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));
+    if (EllipsisChar != (ImWchar)-1)
+    {
+        EllipsisCharCount = 1;
+        EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1;
+    }
+    else if (dot_char != (ImWchar)-1)
+    {
+        const ImFontGlyph* glyph = FindGlyph(dot_char);
+        EllipsisChar = dot_char;
+        EllipsisCharCount = 3;
+        EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f;
+        EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f;
+    }
+}
+
+// API is designed this way to avoid exposing the 4K page size
+// e.g. use with IsGlyphRangeUnused(0, 255)
+bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
+{
+    unsigned int page_begin = (c_begin / 4096);
+    unsigned int page_last = (c_last / 4096);
+    for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
+        if ((page_n >> 3) < sizeof(Used4kPagesMap))
+            if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
+                return false;
+    return true;
+}
+
+void ImFont::SetGlyphVisible(ImWchar c, bool visible)
+{
+    if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
+        glyph->Visible = visible ? 1 : 0;
+}
+
+void ImFont::GrowIndex(int new_size)
+{
+    IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
+    if (new_size <= IndexLookup.Size)
+        return;
+    IndexAdvanceX.resize(new_size, -1.0f);
+    IndexLookup.resize(new_size, (ImWchar)-1);
+}
+
+// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
+// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
+// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
+void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
+{
+    if (cfg != NULL)
+    {
+        // Clamp & recenter if needed
+        const float advance_x_original = advance_x;
+        advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
+        if (advance_x != advance_x_original)
+        {
+            float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
+            x0 += char_off_x;
+            x1 += char_off_x;
+        }
+
+        // Snap to pixel
+        if (cfg->PixelSnapH)
+            advance_x = IM_ROUND(advance_x);
+
+        // Bake spacing
+        advance_x += cfg->GlyphExtraSpacing.x;
+    }
+
+    Glyphs.resize(Glyphs.Size + 1);
+    ImFontGlyph& glyph = Glyphs.back();
+    glyph.Codepoint = (unsigned int)codepoint;
+    glyph.Visible = (x0 != x1) && (y0 != y1);
+    glyph.Colored = false;
+    glyph.X0 = x0;
+    glyph.Y0 = y0;
+    glyph.X1 = x1;
+    glyph.Y1 = y1;
+    glyph.U0 = u0;
+    glyph.V0 = v0;
+    glyph.U1 = u1;
+    glyph.V1 = v1;
+    glyph.AdvanceX = advance_x;
+
+    // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
+    // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.
+    float pad = ContainerAtlas->TexGlyphPadding + 0.99f;
+    DirtyLookupTables = true;
+    MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);
+}
+
+void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
+{
+    IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
+    unsigned int index_size = (unsigned int)IndexLookup.Size;
+
+    if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
+        return;
+    if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
+        return;
+
+    GrowIndex(dst + 1);
+    IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
+    IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
+}
+
+const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
+{
+    if (c >= (size_t)IndexLookup.Size)
+        return FallbackGlyph;
+    const ImWchar i = IndexLookup.Data[c];
+    if (i == (ImWchar)-1)
+        return FallbackGlyph;
+    return &Glyphs.Data[i];
+}
+
+const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
+{
+    if (c >= (size_t)IndexLookup.Size)
+        return NULL;
+    const ImWchar i = IndexLookup.Data[c];
+    if (i == (ImWchar)-1)
+        return NULL;
+    return &Glyphs.Data[i];
+}
+
+// Wrapping skips upcoming blanks
+static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
+{
+    while (text < text_end && ImCharIsBlankA(*text))
+        text++;
+    if (*text == '\n')
+        text++;
+    return text;
+}
+
+// Simple word-wrapping for English, not full-featured. Please submit failing cases!
+// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
+// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
+const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
+{
+    // For references, possible wrap point marked with ^
+    //  "aaa bbb, ccc,ddd. eee   fff. ggg!"
+    //      ^    ^    ^   ^   ^__    ^    ^
+
+    // List of hardcoded separators: .,;!?'"
+
+    // Skip extra blanks after a line returns (that includes not counting them in width computation)
+    // e.g. "Hello    world" --> "Hello" "World"
+
+    // Cut words that cannot possibly fit within one line.
+    // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
+    float line_width = 0.0f;
+    float word_width = 0.0f;
+    float blank_width = 0.0f;
+    wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
+
+    const char* word_end = text;
+    const char* prev_word_end = NULL;
+    bool inside_word = true;
+
+    const char* s = text;
+    IM_ASSERT(text_end != NULL);
+    while (s < text_end)
+    {
+        unsigned int c = (unsigned int)*s;
+        const char* next_s;
+        if (c < 0x80)
+            next_s = s + 1;
+        else
+            next_s = s + ImTextCharFromUtf8(&c, s, text_end);
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                line_width = word_width = blank_width = 0.0f;
+                inside_word = true;
+                s = next_s;
+                continue;
+            }
+            if (c == '\r')
+            {
+                s = next_s;
+                continue;
+            }
+        }
+
+        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
+        if (ImCharIsBlankW(c))
+        {
+            if (inside_word)
+            {
+                line_width += blank_width;
+                blank_width = 0.0f;
+                word_end = s;
+            }
+            blank_width += char_width;
+            inside_word = false;
+        }
+        else
+        {
+            word_width += char_width;
+            if (inside_word)
+            {
+                word_end = next_s;
+            }
+            else
+            {
+                prev_word_end = word_end;
+                line_width += word_width + blank_width;
+                word_width = blank_width = 0.0f;
+            }
+
+            // Allow wrapping after punctuation.
+            inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
+        }
+
+        // We ignore blank width at the end of the line (they can be skipped)
+        if (line_width + word_width > wrap_width)
+        {
+            // Words that cannot possibly fit within an entire line will be cut anywhere.
+            if (word_width < wrap_width)
+                s = prev_word_end ? prev_word_end : word_end;
+            break;
+        }
+
+        s = next_s;
+    }
+
+    // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
+    // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
+    if (s == text && text < text_end)
+        return s + 1;
+    return s;
+}
+
+ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
+{
+    if (!text_end)
+        text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
+
+    const float line_height = size;
+    const float scale = size / FontSize;
+
+    ImVec2 text_size = ImVec2(0, 0);
+    float line_width = 0.0f;
+
+    const bool word_wrap_enabled = (wrap_width > 0.0f);
+    const char* word_wrap_eol = NULL;
+
+    const char* s = text_begin;
+    while (s < text_end)
+    {
+        if (word_wrap_enabled)
+        {
+            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+            if (!word_wrap_eol)
+                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
+
+            if (s >= word_wrap_eol)
+            {
+                if (text_size.x < line_width)
+                    text_size.x = line_width;
+                text_size.y += line_height;
+                line_width = 0.0f;
+                word_wrap_eol = NULL;
+                s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
+                continue;
+            }
+        }
+
+        // Decode and advance source
+        const char* prev_s = s;
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+            s += 1;
+        else
+            s += ImTextCharFromUtf8(&c, s, text_end);
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                text_size.x = ImMax(text_size.x, line_width);
+                text_size.y += line_height;
+                line_width = 0.0f;
+                continue;
+            }
+            if (c == '\r')
+                continue;
+        }
+
+        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
+        if (line_width + char_width >= max_width)
+        {
+            s = prev_s;
+            break;
+        }
+
+        line_width += char_width;
+    }
+
+    if (text_size.x < line_width)
+        text_size.x = line_width;
+
+    if (line_width > 0 || text_size.y == 0.0f)
+        text_size.y += line_height;
+
+    if (remaining)
+        *remaining = s;
+
+    return text_size;
+}
+
+// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
+void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
+{
+    const ImFontGlyph* glyph = FindGlyph(c);
+    if (!glyph || !glyph->Visible)
+        return;
+    if (glyph->Colored)
+        col |= ~IM_COL32_A_MASK;
+    float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
+    float x = IM_TRUNC(pos.x);
+    float y = IM_TRUNC(pos.y);
+    draw_list->PrimReserve(6, 4);
+    draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
+}
+
+// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
+void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
+{
+    if (!text_end)
+        text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
+
+    // Align to be pixel perfect
+    float x = IM_TRUNC(pos.x);
+    float y = IM_TRUNC(pos.y);
+    if (y > clip_rect.w)
+        return;
+
+    const float start_x = x;
+    const float scale = size / FontSize;
+    const float line_height = FontSize * scale;
+    const bool word_wrap_enabled = (wrap_width > 0.0f);
+
+    // Fast-forward to first visible line
+    const char* s = text_begin;
+    if (y + line_height < clip_rect.y)
+        while (y + line_height < clip_rect.y && s < text_end)
+        {
+            const char* line_end = (const char*)memchr(s, '\n', text_end - s);
+            if (word_wrap_enabled)
+            {
+                // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
+                // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
+                // However it is still better than nothing performing the fast-forward!
+                s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width);
+                s = CalcWordWrapNextLineStartA(s, text_end);
+            }
+            else
+            {
+                s = line_end ? line_end + 1 : text_end;
+            }
+            y += line_height;
+        }
+
+    // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
+    // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)
+    if (text_end - s > 10000 && !word_wrap_enabled)
+    {
+        const char* s_end = s;
+        float y_end = y;
+        while (y_end < clip_rect.w && s_end < text_end)
+        {
+            s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
+            s_end = s_end ? s_end + 1 : text_end;
+            y_end += line_height;
+        }
+        text_end = s_end;
+    }
+    if (s == text_end)
+        return;
+
+    // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
+    const int vtx_count_max = (int)(text_end - s) * 4;
+    const int idx_count_max = (int)(text_end - s) * 6;
+    const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
+    draw_list->PrimReserve(idx_count_max, vtx_count_max);
+    ImDrawVert*  vtx_write = draw_list->_VtxWritePtr;
+    ImDrawIdx*   idx_write = draw_list->_IdxWritePtr;
+    unsigned int vtx_index = draw_list->_VtxCurrentIdx;
+
+    const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
+    const char* word_wrap_eol = NULL;
+
+    while (s < text_end)
+    {
+        if (word_wrap_enabled)
+        {
+            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+            if (!word_wrap_eol)
+                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
+
+            if (s >= word_wrap_eol)
+            {
+                x = start_x;
+                y += line_height;
+                if (y > clip_rect.w)
+                    break; // break out of main loop
+                word_wrap_eol = NULL;
+                s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
+                continue;
+            }
+        }
+
+        // Decode and advance source
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+            s += 1;
+        else
+            s += ImTextCharFromUtf8(&c, s, text_end);
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                x = start_x;
+                y += line_height;
+                if (y > clip_rect.w)
+                    break; // break out of main loop
+                continue;
+            }
+            if (c == '\r')
+                continue;
+        }
+
+        const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
+        if (glyph == NULL)
+            continue;
+
+        float char_width = glyph->AdvanceX * scale;
+        if (glyph->Visible)
+        {
+            // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
+            float x1 = x + glyph->X0 * scale;
+            float x2 = x + glyph->X1 * scale;
+            float y1 = y + glyph->Y0 * scale;
+            float y2 = y + glyph->Y1 * scale;
+            if (x1 <= clip_rect.z && x2 >= clip_rect.x)
+            {
+                // Render a character
+                float u1 = glyph->U0;
+                float v1 = glyph->V0;
+                float u2 = glyph->U1;
+                float v2 = glyph->V1;
+
+                // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
+                if (cpu_fine_clip)
+                {
+                    if (x1 < clip_rect.x)
+                    {
+                        u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
+                        x1 = clip_rect.x;
+                    }
+                    if (y1 < clip_rect.y)
+                    {
+                        v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
+                        y1 = clip_rect.y;
+                    }
+                    if (x2 > clip_rect.z)
+                    {
+                        u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
+                        x2 = clip_rect.z;
+                    }
+                    if (y2 > clip_rect.w)
+                    {
+                        v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
+                        y2 = clip_rect.w;
+                    }
+                    if (y1 >= y2)
+                    {
+                        x += char_width;
+                        continue;
+                    }
+                }
+
+                // Support for untinted glyphs
+                ImU32 glyph_col = glyph->Colored ? col_untinted : col;
+
+                // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
+                {
+                    vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
+                    vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
+                    vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
+                    vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
+                    idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2);
+                    idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3);
+                    vtx_write += 4;
+                    vtx_index += 4;
+                    idx_write += 6;
+                }
+            }
+        }
+        x += char_width;
+    }
+
+    // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
+    draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
+    draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
+    draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
+    draw_list->_VtxWritePtr = vtx_write;
+    draw_list->_IdxWritePtr = idx_write;
+    draw_list->_VtxCurrentIdx = vtx_index;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGui Internal Render Helpers
+//-----------------------------------------------------------------------------
+// Vaguely redesigned to stop accessing ImGui global state:
+// - RenderArrow()
+// - RenderBullet()
+// - RenderCheckMark()
+// - RenderArrowPointingAt()
+// - RenderRectFilledRangeH()
+// - RenderRectFilledWithHole()
+//-----------------------------------------------------------------------------
+// Function in need of a redesign (legacy mess)
+// - RenderColorRectWithAlphaCheckerboard()
+//-----------------------------------------------------------------------------
+
+// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
+void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
+{
+    const float h = draw_list->_Data->FontSize * 1.00f;
+    float r = h * 0.40f * scale;
+    ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
+
+    ImVec2 a, b, c;
+    switch (dir)
+    {
+    case ImGuiDir_Up:
+    case ImGuiDir_Down:
+        if (dir == ImGuiDir_Up) r = -r;
+        a = ImVec2(+0.000f, +0.750f) * r;
+        b = ImVec2(-0.866f, -0.750f) * r;
+        c = ImVec2(+0.866f, -0.750f) * r;
+        break;
+    case ImGuiDir_Left:
+    case ImGuiDir_Right:
+        if (dir == ImGuiDir_Left) r = -r;
+        a = ImVec2(+0.750f, +0.000f) * r;
+        b = ImVec2(-0.750f, +0.866f) * r;
+        c = ImVec2(-0.750f, -0.866f) * r;
+        break;
+    case ImGuiDir_None:
+    case ImGuiDir_COUNT:
+        IM_ASSERT(0);
+        break;
+    }
+    draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
+}
+
+void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
+{
+    // FIXME-OPT: This should be baked in font.
+    draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
+}
+
+void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
+{
+    float thickness = ImMax(sz / 5.0f, 1.0f);
+    sz -= thickness * 0.5f;
+    pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
+
+    float third = sz / 3.0f;
+    float bx = pos.x + third;
+    float by = pos.y + sz - third * 0.5f;
+    draw_list->PathLineTo(ImVec2(bx - third, by - third));
+    draw_list->PathLineTo(ImVec2(bx, by));
+    draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
+    draw_list->PathStroke(col, 0, thickness);
+}
+
+// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
+void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
+{
+    switch (direction)
+    {
+    case ImGuiDir_Left:  draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
+    case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
+    case ImGuiDir_Up:    draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
+    case ImGuiDir_Down:  draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
+    case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
+    }
+}
+
+static inline float ImAcos01(float x)
+{
+    if (x <= 0.0f) return IM_PI * 0.5f;
+    if (x >= 1.0f) return 0.0f;
+    return ImAcos(x);
+    //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
+}
+
+// FIXME: Cleanup and move code to ImDrawList.
+void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
+{
+    if (x_end_norm == x_start_norm)
+        return;
+    if (x_start_norm > x_end_norm)
+        ImSwap(x_start_norm, x_end_norm);
+
+    ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
+    ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
+    if (rounding == 0.0f)
+    {
+        draw_list->AddRectFilled(p0, p1, col, 0.0f);
+        return;
+    }
+
+    rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
+    const float inv_rounding = 1.0f / rounding;
+    const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
+    const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
+    const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
+    const float x0 = ImMax(p0.x, rect.Min.x + rounding);
+    if (arc0_b == arc0_e)
+    {
+        draw_list->PathLineTo(ImVec2(x0, p1.y));
+        draw_list->PathLineTo(ImVec2(x0, p0.y));
+    }
+    else if (arc0_b == 0.0f && arc0_e == half_pi)
+    {
+        draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
+        draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
+    }
+    else
+    {
+        draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL
+        draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR
+    }
+    if (p1.x > rect.Min.x + rounding)
+    {
+        const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
+        const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
+        const float x1 = ImMin(p1.x, rect.Max.x - rounding);
+        if (arc1_b == arc1_e)
+        {
+            draw_list->PathLineTo(ImVec2(x1, p0.y));
+            draw_list->PathLineTo(ImVec2(x1, p1.y));
+        }
+        else if (arc1_b == 0.0f && arc1_e == half_pi)
+        {
+            draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
+            draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3);  // BR
+        }
+        else
+        {
+            draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR
+            draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR
+        }
+    }
+    draw_list->PathFillConvex(col);
+}
+
+void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding)
+{
+    const bool fill_L = (inner.Min.x > outer.Min.x);
+    const bool fill_R = (inner.Max.x < outer.Max.x);
+    const bool fill_U = (inner.Min.y > outer.Min.y);
+    const bool fill_D = (inner.Max.y < outer.Max.y);
+    if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft)    | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));
+    if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight)   | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));
+    if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft)    | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));
+    if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));
+    if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);
+    if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);
+    if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);
+    if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
+}
+
+// Helper for ColorPicker4()
+// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
+// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
+// FIXME: uses ImGui::GetColorU32
+void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags)
+{
+    if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
+        flags = ImDrawFlags_RoundCornersDefault_;
+    if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
+    {
+        ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
+        ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
+        draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
+
+        int yi = 0;
+        for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
+        {
+            float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
+            if (y2 <= y1)
+                continue;
+            for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
+            {
+                float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
+                if (x2 <= x1)
+                    continue;
+                ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;
+                if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; }
+                if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; }
+
+                // Combine flags
+                cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags);
+                draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);
+            }
+        }
+    }
+    else
+    {
+        draw_list->AddRectFilled(p_min, p_max, col, rounding, flags);
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Decompression code
+//-----------------------------------------------------------------------------
+// Compressed with stb_compress() then converted to a C array and encoded as base85.
+// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
+// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
+// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
+//-----------------------------------------------------------------------------
+
+static unsigned int stb_decompress_length(const unsigned char *input)
+{
+    return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
+}
+
+static unsigned char *stb__barrier_out_e, *stb__barrier_out_b;
+static const unsigned char *stb__barrier_in_b;
+static unsigned char *stb__dout;
+static void stb__match(const unsigned char *data, unsigned int length)
+{
+    // INVERSE of memmove... write each byte before copying the next...
+    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
+    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
+    if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }
+    while (length--) *stb__dout++ = *data++;
+}
+
+static void stb__lit(const unsigned char *data, unsigned int length)
+{
+    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
+    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
+    if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }
+    memcpy(stb__dout, data, length);
+    stb__dout += length;
+}
+
+#define stb__in2(x)   ((i[x] << 8) + i[(x)+1])
+#define stb__in3(x)   ((i[x] << 16) + stb__in2((x)+1))
+#define stb__in4(x)   ((i[x] << 24) + stb__in3((x)+1))
+
+static const unsigned char *stb_decompress_token(const unsigned char *i)
+{
+    if (*i >= 0x20) { // use fewer if's for cases that expand small
+        if (*i >= 0x80)       stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
+        else if (*i >= 0x40)  stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
+        else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
+    } else { // more ifs for cases that expand large, since overhead is amortized
+        if (*i >= 0x18)       stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
+        else if (*i >= 0x10)  stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
+        else if (*i >= 0x08)  stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
+        else if (*i == 0x07)  stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
+        else if (*i == 0x06)  stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
+        else if (*i == 0x04)  stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
+    }
+    return i;
+}
+
+static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
+{
+    const unsigned long ADLER_MOD = 65521;
+    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
+    unsigned long blocklen = buflen % 5552;
+
+    unsigned long i;
+    while (buflen) {
+        for (i=0; i + 7 < blocklen; i += 8) {
+            s1 += buffer[0], s2 += s1;
+            s1 += buffer[1], s2 += s1;
+            s1 += buffer[2], s2 += s1;
+            s1 += buffer[3], s2 += s1;
+            s1 += buffer[4], s2 += s1;
+            s1 += buffer[5], s2 += s1;
+            s1 += buffer[6], s2 += s1;
+            s1 += buffer[7], s2 += s1;
+
+            buffer += 8;
+        }
+
+        for (; i < blocklen; ++i)
+            s1 += *buffer++, s2 += s1;
+
+        s1 %= ADLER_MOD, s2 %= ADLER_MOD;
+        buflen -= blocklen;
+        blocklen = 5552;
+    }
+    return (unsigned int)(s2 << 16) + (unsigned int)s1;
+}
+
+static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
+{
+    if (stb__in4(0) != 0x57bC0000) return 0;
+    if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB
+    const unsigned int olen = stb_decompress_length(i);
+    stb__barrier_in_b = i;
+    stb__barrier_out_e = output + olen;
+    stb__barrier_out_b = output;
+    i += 16;
+
+    stb__dout = output;
+    for (;;) {
+        const unsigned char *old_i = i;
+        i = stb_decompress_token(i);
+        if (i == old_i) {
+            if (*i == 0x05 && i[1] == 0xfa) {
+                IM_ASSERT(stb__dout == output + olen);
+                if (stb__dout != output + olen) return 0;
+                if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
+                    return 0;
+                return olen;
+            } else {
+                IM_ASSERT(0); /* NOTREACHED */
+                return 0;
+            }
+        }
+        IM_ASSERT(stb__dout <= output + olen);
+        if (stb__dout > output + olen)
+            return 0;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Default font data (ProggyClean.ttf)
+//-----------------------------------------------------------------------------
+// ProggyClean.ttf
+// Copyright (c) 2004, 2005 Tristan Grimmer
+// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download)
+// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
+//-----------------------------------------------------------------------------
+// File: 'ProggyClean.ttf' (41208 bytes)
+// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
+// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
+//-----------------------------------------------------------------------------
+static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =
+    "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
+    "2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#"
+    "`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
+    "i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N"
+    "kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`&#0j@'DbG&#^$PG.Ll+DNa<XCMKEV*N)LN/N"
+    "*b=%Q6pia-Xg8I$<MR&,VdJe$<(7G;Ckl'&hF;;$<_=X(b.RS%%)###MPBuuE1V:v&cX&#2m#(&cV]`k9OhLMbn%s$G2,B$BfD3X*sp5#l,$R#]x_X1xKX%b5U*[r5iMfUo9U`N99hG)"
+    "tm+/Us9pG)XPu`<0s-)WTt(gCRxIg(%6sfh=ktMKn3j)<6<b5Sk_/0(^]AaN#(p/L>&VZ>1i%h1S9u5o@YaaW$e+b<TWFn/Z:Oh(Cx2$lNEoN^e)#CFY@@I;BOQ*sRwZtZxRcU7uW6CX"
+    "ow0i(?$Q[cjOd[P4d)]>ROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc."
+    "x]Ip.PH^'/aqUO/$1WxLoW0[iLA<QT;5HKD+@qQ'NQ(3_PLhE48R.qAPSwQ0/WK?Z,[x?-J;jQTWA0X@KJ(_Y8N-:/M74:/-ZpKrUss?d#dZq]DAbkU*JqkL+nwX@@47`5>w=4h(9.`G"
+    "CRUxHPeR`5Mjol(dUWxZa(>STrPkrJiWx`5U7F#.g*jrohGg`cg:lSTvEY/EV_7H4Q9[Z%cnv;JQYZ5q.l7Zeas:HOIZOB?G<Nald$qs]@]L<J7bR*>gv:[7MI2k).'2($5FNP&EQ(,)"
+    "U]W]+fh18.vsai00);D3@4ku5P?DP8aJt+;qUM]=+b'8@;mViBKx0DE[-auGl8:PJ&Dj+M6OC]O^((##]`0i)drT;-7X`=-H3[igUnPG-NZlo.#k@h#=Ork$m>a>$-?Tm$UV(?#P6YY#"
+    "'/###xe7q.73rI3*pP/$1>s9)W,JrM7SN]'/4C#v$U`0#V.[0>xQsH$fEmPMgY2u7Kh(G%siIfLSoS+MK2eTM$=5,M8p`A.;_R%#u[K#$x4AG8.kK/HSB==-'Ie/QTtG?-.*^N-4B/ZM"
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+    "/oL?#h7gl85[qW/NDOk%16ij;+:1a'iNIdb-ou8.P*w,v5#EI$TWS>Pot-R*H'-SEpA:g)f+O$%%`kA#G=8RMmG1&O`>to8bC]T&$,n.LoO>29sp3dt-52U%VM#q7'DHpg+#Z9%H[K<L"
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+    ":d[/;r_ix=:TF`S5H-b<LI&HY(K=h#)]Lk$K14lVfm:x$H<3^Ql<M`$OhapBnkup'D#L$Pb_`N*g]2e;X/Dtg,bsj&K#2[-:iYr'_wgH)NUIR8a1n#S?Yej'h8^58UbZd+^FKD*T@;6A"
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+    ":^#M*Q+[T.Xri.LYS3v%fF`68h;b-X[/En'CR.q7E)p'/kle2HM,u;^%OKC-N+Ll%F9CF<Nf'^#t2L,;27W:0O@6##U6W7:$rJfLWHj$#)woqBefIZ.PK<b*t7ed;p*_m;4ExK#h@&]>"
+    "_>@kXQtMacfD.m-VAb8;IReM3$wf0''hra*so568'Ip&vRs849'MRYSp%:t:h5qSgwpEr$B>Q,;s(C#$)`svQuF$##-D,##,g68@2[T;.XSdN9Qe)rpt._K-#5wF)sP'##p#C0c%-Gb%"
+    "hd+<-j'Ai*x&&HMkT]C'OSl##5RG[JXaHN;d'uA#x._U;.`PU@(Z3dt4r152@:v,'R.Sj'w#0<-;kPI)FfJ&#AYJ&#//)>-k=m=*XnK$>=)72L]0I%>.G690a:$##<,);?;72#?x9+d;"
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+    "hU%<-SRF`Tt:542R_VV$p@[p8DV[A,?1839FWdF<TddF<9Ah-6&9tWoDlh]&1SpGMq>Ti1O*H&#(AL8[_P%.M>v^-))qOT*F5Cq0`Ye%+$B6i:7@0IX<N+T+0MlMBPQ*Vj>SsD<U4JHY"
+    "8kD2)2fU/M#$e.)T4,_=8hLim[&);?UkK'-x?'(:siIfL<$pFM`i<?%W(mGDHM%>iWP,##P`%/L<eXi:@Z9C.7o=@(pXdAO/NLQ8lPl+HPOQa8wD8=^GlPa8TKI1CjhsCTSLJM'/Wl>-"
+    "S(qw%sf/@%#B6;/U7K]uZbi^Oc^2n<bhPmUkMw>%t<)'mEVE''n`WnJra$^TKvX5B>;_aSEK',(hwa0:i4G?.Bci.(X[?b*($,=-n<.Q%`(X=?+@Am*Js0&=3bh8K]mL<LoNs'6,'85`"
+    "0?t/'_U59@]ddF<#LdF<eWdF<OuN/45rY<-L@&#+fm>69=Lb,OcZV/);TTm8VI;?%OtJ<(b4mq7M6:u?KRdF<gR@2L=FNU-<b[(9c/ML3m;Z[$oF3g)GAWqpARc=<ROu7cL5l;-[A]%/"
+    "+fsd;l#SafT/f*W]0=O'$(Tb<[)*@e775R-:Yob%g*>l*:xP?Yb.5)%w_I?7uk5JC+FS(m#i'k.'a0i)9<7b'fs'59hq$*5Uhv##pi^8+hIEBF`nvo`;'l0.^S1<-wUK2/Coh58KKhLj"
+    "M=SO*rfO`+qC`W-On.=AJ56>>i2@2LH6A:&5q`?9I3@@'04&p2/LVa*T-4<-i3;M9UvZd+N7>b*eIwg:CC)c<>nO&#<IGe;__.thjZl<%w(Wk2xmp4Q@I#I9,DF]u7-P=.-_:YJ]aS@V"
+    "?6*C()dOp7:WL,b&3Rg/.cmM9&r^>$(>.Z-I&J(Q0Hd5Q%7Co-b`-c<N(6r@ip+AurK<m86QIth*#v;-OBqi+L7wDE-Ir8K['m+DDSLwK&/.?-V%U_%3:qKNu$_b*B-kp7NaD'QdWQPK"
+    "Yq[@>P)hI;*_F]u`Rb[.j8_Q/<&>uu+VsH$sM9TA%?)(vmJ80),P7E>)tjD%2L=-t#fK[%`v=Q8<FfNkgg^oIbah*#8/Qt$F&:K*-(N/'+1vMB,u()-a.VUU*#[e%gAAO(S>WlA2);Sa"
+    ">gXm8YB`1d@K#n]76-a$U,mF<fX]idqd)<3,]J7JmW4`6]uks=4-72L(jEk+:bJ0M^q-8Dm_Z?0olP1C9Sa&H[d&c$ooQUj]Exd*3ZM@-WGW2%s',B-_M%>%Ul:#/'xoFM9QX-$.QN'>"
+    "[%$Z$uF6pA6Ki2O5:8w*vP1<-1`[G,)-m#>0`P&#eb#.3i)rtB61(o'$?X3B</R90;eZ]%Ncq;-Tl]#F>2Qft^ae_5tKL9MUe9b*sLEQ95C&`=G?@Mj=wh*'3E>=-<)Gt*Iw)'QG:`@I"
+    "wOf7&]1i'S01B+Ev/Nac#9S;=;YQpg_6U`*kVY39xK,[/6Aj7:'1Bm-_1EYfa1+o&o4hp7KN_Q(OlIo@S%;jVdn0'1<Vc52=u`3^o-n1'g4v58Hj&6_t7$##?M)c<$bgQ_'SY((-xkA#"
+    "Y(,p'H9rIVY-b,'%bCPF7.J<Up^,(dU1VY*5#WkTU>h19w,WQhLI)3S#f$2(eb,jr*b;3Vw]*7NH%$c4Vs,eD9>XW8?N]o+(*pgC%/72LV-u<Hp,3@e^9UB1J+ak9-TN/mhKPg+AJYd$"
+    "MlvAF_jCK*.O-^(63adMT->W%iewS8W6m2rtCpo'RS1R84=@paTKt)>=%&1[)*vp'u+x,VrwN;&]kuO9JDbg=pO$J*.jVe;u'm0dr9l,<*wMK*Oe=g8lV_KEBFkO'oU]^=[-792#ok,)"
+    "i]lR8qQ2oA8wcRCZ^7w/Njh;?.stX?Q1>S1q4Bn$)K1<-rGdO'$Wr.Lc.CG)$/*JL4tNR/,SVO3,aUw'DJN:)Ss;wGn9A32ijw%FL+Z0Fn.U9;reSq)bmI32U==5ALuG&#Vf1398/pVo"
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+    ";u.T%fAr%4tJ8&><1=GHZ_+m9/#H1F^R#SC#*N=BA9(D?v[UiFY>>^8p,KKF.W]L29uLkLlu/+4T<XoIB&hx=T1PcDaB&;HH+-AFr?(m9HZV)FKS8JCw;SD=6[^/DZUL`EUDf]GGlG&>"
+    "w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#<xU?#@.i?#D:%@#HF7@#LRI@#P_[@#Tkn@#Xw*A#]-=A#a9OA#"
+    "d<F&#*;G##.GY##2Sl##6`($#:l:$#>xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4&#3^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4"
+    "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#"
+    "/QHC#3^ZC#7jmC#;v)D#?,<D#C8ND#GDaD#KPsD#O]/E#g1A5#KA*1#gC17#MGd;#8(02#L-d3#rWM4#Hga1#,<w0#T.j<#O#'2#CYN1#qa^:#_4m3#o@/=#eG8=#t8J5#`+78#4uI-#"
+    "m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#"
+    "TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP"
+    "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp"
+    "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
+
+static const char* GetDefaultCompressedFontDataTTFBase85()
+{
+    return proggy_clean_ttf_compressed_data_base85;
+}
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/imgui_internal.h b/third_party/imgui/imgui_internal.h
new file mode 100644
index 0000000000000000000000000000000000000000..b54848635b27a9eb8e9d175b67266c08f9e9a484
--- /dev/null
+++ b/third_party/imgui/imgui_internal.h
@@ -0,0 +1,3719 @@
+// dear imgui, v1.91.2 WIP
+// (internal structures/api)
+
+// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
+
+/*
+
+Index of this file:
+
+// [SECTION] Header mess
+// [SECTION] Forward declarations
+// [SECTION] Context pointer
+// [SECTION] STB libraries includes
+// [SECTION] Macros
+// [SECTION] Generic helpers
+// [SECTION] ImDrawList support
+// [SECTION] Data types support
+// [SECTION] Widgets support: flags, enums, data structures
+// [SECTION] Popup support
+// [SECTION] Inputs support
+// [SECTION] Clipper support
+// [SECTION] Navigation support
+// [SECTION] Typing-select support
+// [SECTION] Columns support
+// [SECTION] Box-select support
+// [SECTION] Multi-select support
+// [SECTION] Docking support
+// [SECTION] Viewport support
+// [SECTION] Settings support
+// [SECTION] Localization support
+// [SECTION] Metrics, Debug tools
+// [SECTION] Generic context hooks
+// [SECTION] ImGuiContext (main imgui context)
+// [SECTION] ImGuiWindowTempData, ImGuiWindow
+// [SECTION] Tab bar, Tab item support
+// [SECTION] Table support
+// [SECTION] ImGui internal API
+// [SECTION] ImFontAtlas internal API
+// [SECTION] Test Engine specific hooks (imgui_test_engine)
+
+*/
+
+#pragma once
+#ifndef IMGUI_DISABLE
+
+//-----------------------------------------------------------------------------
+// [SECTION] Header mess
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_VERSION
+#include "imgui.h"
+#endif
+
+#include <stdio.h>      // FILE*, sscanf
+#include <stdlib.h>     // NULL, malloc, free, qsort, atoi, atof
+#include <math.h>       // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
+#include <limits.h>     // INT_MIN, INT_MAX
+
+// Enable SSE intrinsics if available
+#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE)
+#define IMGUI_ENABLE_SSE
+#include <immintrin.h>
+#endif
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4251)     // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
+#pragma warning (disable: 26812)    // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
+#pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types
+#endif
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor()
+#pragma clang diagnostic ignored "-Wunused-function"                // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wmissing-prototypes"             // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wold-style-cast"
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
+#pragma clang diagnostic ignored "-Wdouble-promotion"
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wmissing-noreturn"               // warning: function 'xxx' could be declared with attribute 'noreturn'
+#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
+#elif defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wpragmas"              // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wclass-memaccess"      // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion"  // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#endif
+
+// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h
+// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h
+#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED)
+#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h!
+#endif
+
+// Legacy defines
+#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS            // Renamed in 1.74
+#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+#endif
+#ifdef IMGUI_DISABLE_MATH_FUNCTIONS                     // Renamed in 1.74
+#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
+#endif
+
+// Enable stb_truetype by default unless FreeType is enabled.
+// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.
+#ifndef IMGUI_ENABLE_FREETYPE
+#define IMGUI_ENABLE_STB_TRUETYPE
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Forward declarations
+//-----------------------------------------------------------------------------
+
+struct ImBitVector;                 // Store 1-bit per value
+struct ImRect;                      // An axis-aligned rectangle (2 points)
+struct ImDrawDataBuilder;           // Helper to build a ImDrawData instance
+struct ImDrawListSharedData;        // Data shared between all ImDrawList instances
+struct ImGuiBoxSelectState;         // Box-selection state (currently used by multi-selection, could potentially be used by others)
+struct ImGuiColorMod;               // Stacked color modifier, backup of modified data so we can restore it
+struct ImGuiContext;                // Main Dear ImGui context
+struct ImGuiContextHook;            // Hook for extensions like ImGuiTestEngine
+struct ImGuiDataVarInfo;            // Variable information (e.g. to access style variables from an enum)
+struct ImGuiDataTypeInfo;           // Type information associated to a ImGuiDataType enum
+struct ImGuiGroupData;              // Stacked storage data for BeginGroup()/EndGroup()
+struct ImGuiInputTextState;         // Internal state of the currently focused/edited text input box
+struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id
+struct ImGuiLastItemData;           // Status storage for last submitted items
+struct ImGuiLocEntry;               // A localization entry.
+struct ImGuiMenuColumns;            // Simple column measurement, currently used for MenuItem() only
+struct ImGuiMultiSelectState;       // Multi-selection persistent state (for focused selection).
+struct ImGuiMultiSelectTempData;    // Multi-selection temporary state (while traversing).
+struct ImGuiNavItemData;            // Result of a gamepad/keyboard directional navigation move query result
+struct ImGuiMetricsConfig;          // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
+struct ImGuiNextWindowData;         // Storage for SetNextWindow** functions
+struct ImGuiNextItemData;           // Storage for SetNextItem** functions
+struct ImGuiOldColumnData;          // Storage data for a single column for legacy Columns() api
+struct ImGuiOldColumns;             // Storage data for a columns set for legacy Columns() api
+struct ImGuiPopupData;              // Storage for current popup stack
+struct ImGuiSettingsHandler;        // Storage for one type registered in the .ini file
+struct ImGuiStackSizes;             // Storage of stack sizes for debugging/asserting
+struct ImGuiStyleMod;               // Stacked style modifier, backup of modified data so we can restore it
+struct ImGuiTabBar;                 // Storage for a tab bar
+struct ImGuiTabItem;                // Storage for a tab item (within a tab bar)
+struct ImGuiTable;                  // Storage for a table
+struct ImGuiTableHeaderData;        // Storage for TableAngledHeadersRow()
+struct ImGuiTableColumn;            // Storage for one column of a table
+struct ImGuiTableInstanceData;      // Storage for one instance of a same table
+struct ImGuiTableTempData;          // Temporary storage for one table (one per table in the stack), shared between tables.
+struct ImGuiTableSettings;          // Storage for a table .ini settings
+struct ImGuiTableColumnsSettings;   // Storage for a column .ini settings
+struct ImGuiTreeNodeStackData;      // Temporary storage for TreeNode().
+struct ImGuiTypingSelectState;      // Storage for GetTypingSelectRequest()
+struct ImGuiTypingSelectRequest;    // Storage for GetTypingSelectRequest() (aimed to be public)
+struct ImGuiWindow;                 // Storage for one window
+struct ImGuiWindowTempData;         // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
+struct ImGuiWindowSettings;         // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
+
+// Enumerations
+// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
+enum ImGuiLocKey : int;                 // -> enum ImGuiLocKey              // Enum: a localization entry for translation.
+typedef int ImGuiLayoutType;            // -> enum ImGuiLayoutType_         // Enum: Horizontal or vertical
+
+// Flags
+typedef int ImGuiActivateFlags;         // -> enum ImGuiActivateFlags_      // Flags: for navigation/focus function (will be for ActivateItem() later)
+typedef int ImGuiDebugLogFlags;         // -> enum ImGuiDebugLogFlags_      // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
+typedef int ImGuiFocusRequestFlags;     // -> enum ImGuiFocusRequestFlags_  // Flags: for FocusWindow();
+typedef int ImGuiItemStatusFlags;       // -> enum ImGuiItemStatusFlags_    // Flags: for g.LastItemData.StatusFlags
+typedef int ImGuiOldColumnFlags;        // -> enum ImGuiOldColumnFlags_     // Flags: for BeginColumns()
+typedef int ImGuiNavHighlightFlags;     // -> enum ImGuiNavHighlightFlags_  // Flags: for RenderNavHighlight()
+typedef int ImGuiNavMoveFlags;          // -> enum ImGuiNavMoveFlags_       // Flags: for navigation requests
+typedef int ImGuiNextItemDataFlags;     // -> enum ImGuiNextItemDataFlags_  // Flags: for SetNextItemXXX() functions
+typedef int ImGuiNextWindowDataFlags;   // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
+typedef int ImGuiScrollFlags;           // -> enum ImGuiScrollFlags_        // Flags: for ScrollToItem() and navigation requests
+typedef int ImGuiSeparatorFlags;        // -> enum ImGuiSeparatorFlags_     // Flags: for SeparatorEx()
+typedef int ImGuiTextFlags;             // -> enum ImGuiTextFlags_          // Flags: for TextEx()
+typedef int ImGuiTooltipFlags;          // -> enum ImGuiTooltipFlags_       // Flags: for BeginTooltipEx()
+typedef int ImGuiTypingSelectFlags;     // -> enum ImGuiTypingSelectFlags_  // Flags: for GetTypingSelectRequest()
+typedef int ImGuiWindowRefreshFlags;    // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy()
+
+typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
+
+//-----------------------------------------------------------------------------
+// [SECTION] Context pointer
+// See implementation of this variable in imgui.cpp for comments and details.
+//-----------------------------------------------------------------------------
+
+#ifndef GImGui
+extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Macros
+//-----------------------------------------------------------------------------
+
+// Debug Printing Into TTY
+// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
+#ifndef IMGUI_DEBUG_PRINTF
+#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+#define IMGUI_DEBUG_PRINTF(_FMT,...)    printf(_FMT, __VA_ARGS__)
+#else
+#define IMGUI_DEBUG_PRINTF(_FMT,...)    ((void)0)
+#endif
+#endif
+
+// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+#define IMGUI_DEBUG_LOG(...)            ImGui::DebugLog(__VA_ARGS__)
+#else
+#define IMGUI_DEBUG_LOG(...)            ((void)0)
+#endif
+#define IMGUI_DEBUG_LOG_ACTIVEID(...)   do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId)    IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_FOCUS(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus)       IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_POPUP(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup)       IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_NAV(...)        do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav)         IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_SELECTION(...)  do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)   IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_CLIPPER(...)    do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper)     IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_IO(...)         do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)          IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+
+// Static Asserts
+#define IM_STATIC_ASSERT(_COND)         static_assert(_COND, "")
+
+// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
+// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.
+//#define IMGUI_DEBUG_PARANOID
+#ifdef IMGUI_DEBUG_PARANOID
+#define IM_ASSERT_PARANOID(_EXPR)       IM_ASSERT(_EXPR)
+#else
+#define IM_ASSERT_PARANOID(_EXPR)
+#endif
+
+// Error handling
+// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.
+#ifndef IM_ASSERT_USER_ERROR
+#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG)   // Recoverable User Error
+#endif
+
+// Misc Macros
+#define IM_PI                           3.14159265358979323846f
+#ifdef _WIN32
+#define IM_NEWLINE                      "\r\n"   // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
+#else
+#define IM_NEWLINE                      "\n"
+#endif
+#ifndef IM_TABSIZE                      // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override
+#define IM_TABSIZE                      (4)
+#endif
+#define IM_MEMALIGN(_OFF,_ALIGN)        (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1))           // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
+#define IM_F32_TO_INT8_UNBOUND(_VAL)    ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f)))   // Unsaturated, for display purpose
+#define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))               // Saturated, always output 0..255
+#define IM_TRUNC(_VAL)                  ((float)(int)(_VAL))                                    // ImTrunc() is not inlined in MSVC debug builds
+#define IM_ROUND(_VAL)                  ((float)(int)((_VAL) + 0.5f))                           //
+#define IM_STRINGIFY_HELPER(_X)         #_X
+#define IM_STRINGIFY(_X)                IM_STRINGIFY_HELPER(_X)                                 // Preprocessor idiom to stringify e.g. an integer.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+#define IM_FLOOR IM_TRUNC
+#endif
+
+// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
+#ifdef _MSC_VER
+#define IMGUI_CDECL __cdecl
+#else
+#define IMGUI_CDECL
+#endif
+
+// Warnings
+#if defined(_MSC_VER) && !defined(__clang__)
+#define IM_MSVC_WARNING_SUPPRESS(XXXX)  __pragma(warning(suppress: XXXX))
+#else
+#define IM_MSVC_WARNING_SUPPRESS(XXXX)
+#endif
+
+// Debug Tools
+// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.
+// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.
+#ifndef IM_DEBUG_BREAK
+#if defined (_MSC_VER)
+#define IM_DEBUG_BREAK()    __debugbreak()
+#elif defined(__clang__)
+#define IM_DEBUG_BREAK()    __builtin_debugtrap()
+#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
+#define IM_DEBUG_BREAK()    __asm__ volatile("int3;nop")
+#elif defined(__GNUC__) && defined(__thumb__)
+#define IM_DEBUG_BREAK()    __asm__ volatile(".inst 0xde01")
+#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)
+#define IM_DEBUG_BREAK()    __asm__ volatile(".inst 0xe7f001f0")
+#else
+#define IM_DEBUG_BREAK()    IM_ASSERT(0)    // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
+#endif
+#endif // #ifndef IM_DEBUG_BREAK
+
+// Format specifiers, printing 64-bit hasn't been decently standardized...
+// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.
+#if defined(_MSC_VER) && !defined(__clang__)
+#define IM_PRId64   "I64d"
+#define IM_PRIu64   "I64u"
+#define IM_PRIX64   "I64X"
+#else
+#define IM_PRId64   "lld"
+#define IM_PRIu64   "llu"
+#define IM_PRIX64   "llX"
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Generic helpers
+// Note that the ImXXX helpers functions are lower-level than ImGui functions.
+// ImGui functions or the ImGui context are never called/used from other ImXXX functions.
+//-----------------------------------------------------------------------------
+// - Helpers: Hashing
+// - Helpers: Sorting
+// - Helpers: Bit manipulation
+// - Helpers: String
+// - Helpers: Formatting
+// - Helpers: UTF-8 <> wchar conversions
+// - Helpers: ImVec2/ImVec4 operators
+// - Helpers: Maths
+// - Helpers: Geometry
+// - Helper: ImVec1
+// - Helper: ImVec2ih
+// - Helper: ImRect
+// - Helper: ImBitArray
+// - Helper: ImBitVector
+// - Helper: ImSpan<>, ImSpanAllocator<>
+// - Helper: ImPool<>
+// - Helper: ImChunkStream<>
+// - Helper: ImGuiTextIndex
+// - Helper: ImGuiStorage
+//-----------------------------------------------------------------------------
+
+// Helpers: Hashing
+IMGUI_API ImGuiID       ImHashData(const void* data, size_t data_size, ImGuiID seed = 0);
+IMGUI_API ImGuiID       ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0);
+
+// Helpers: Sorting
+#ifndef ImQsort
+static inline void      ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }
+#endif
+
+// Helpers: Color Blending
+IMGUI_API ImU32         ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);
+
+// Helpers: Bit manipulation
+static inline bool      ImIsPowerOfTwo(int v)           { return v != 0 && (v & (v - 1)) == 0; }
+static inline bool      ImIsPowerOfTwo(ImU64 v)         { return v != 0 && (v & (v - 1)) == 0; }
+static inline int       ImUpperPowerOfTwo(int v)        { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+
+// Helpers: String
+IMGUI_API int           ImStricmp(const char* str1, const char* str2);                      // Case insensitive compare.
+IMGUI_API int           ImStrnicmp(const char* str1, const char* str2, size_t count);       // Case insensitive compare to a certain count.
+IMGUI_API void          ImStrncpy(char* dst, const char* src, size_t count);                // Copy to a certain count and always zero terminate (strncpy doesn't).
+IMGUI_API char*         ImStrdup(const char* str);                                          // Duplicate a string.
+IMGUI_API char*         ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);        // Copy in provided buffer, recreate buffer if needed.
+IMGUI_API const char*   ImStrchrRange(const char* str_begin, const char* str_end, char c);  // Find first occurrence of 'c' in string range.
+IMGUI_API const char*   ImStreolRange(const char* str, const char* str_end);                // End end-of-line
+IMGUI_API const char*   ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);  // Find a substring in a string range.
+IMGUI_API void          ImStrTrimBlanks(char* str);                                         // Remove leading and trailing blanks from a buffer.
+IMGUI_API const char*   ImStrSkipBlank(const char* str);                                    // Find first non-blank character.
+IMGUI_API int           ImStrlenW(const ImWchar* str);                                      // Computer string length (ImWchar string)
+IMGUI_API const char*   ImStrbol(const char* buf_mid_line, const char* buf_begin);          // Find beginning-of-line
+IM_MSVC_RUNTIME_CHECKS_OFF
+static inline char      ImToUpper(char c)               { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
+static inline bool      ImCharIsBlankA(char c)          { return c == ' ' || c == '\t'; }
+static inline bool      ImCharIsBlankW(unsigned int c)  { return c == ' ' || c == '\t' || c == 0x3000; }
+static inline bool      ImCharIsXdigitA(char c)         { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+// Helpers: Formatting
+IMGUI_API int           ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
+IMGUI_API int           ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
+IMGUI_API void          ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3);
+IMGUI_API void          ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3);
+IMGUI_API const char*   ImParseFormatFindStart(const char* format);
+IMGUI_API const char*   ImParseFormatFindEnd(const char* format);
+IMGUI_API const char*   ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
+IMGUI_API void          ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
+IMGUI_API const char*   ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
+IMGUI_API int           ImParseFormatPrecision(const char* format, int default_value);
+
+// Helpers: UTF-8 <> wchar conversions
+IMGUI_API const char*   ImTextCharToUtf8(char out_buf[5], unsigned int c);                                                      // return out_buf
+IMGUI_API int           ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end);   // return output UTF-8 bytes count
+IMGUI_API int           ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);               // read one character. return input UTF-8 bytes count
+IMGUI_API int           ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL);   // return input UTF-8 bytes count
+IMGUI_API int           ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                                 // return number of UTF-8 code-points (NOT bytes count)
+IMGUI_API int           ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end);                             // return number of bytes to express one char in UTF-8
+IMGUI_API int           ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                        // return number of bytes to express string in UTF-8
+IMGUI_API const char*   ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr);                   // return previous UTF-8 code-point.
+IMGUI_API int           ImTextCountLines(const char* in_text, const char* in_text_end);                                         // return number of lines taken by text. trailing carriage return doesn't count as an extra line.
+
+// Helpers: File System
+#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
+#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+typedef void* ImFileHandle;
+static inline ImFileHandle  ImFileOpen(const char*, const char*)                    { return NULL; }
+static inline bool          ImFileClose(ImFileHandle)                               { return false; }
+static inline ImU64         ImFileGetSize(ImFileHandle)                             { return (ImU64)-1; }
+static inline ImU64         ImFileRead(void*, ImU64, ImU64, ImFileHandle)           { return 0; }
+static inline ImU64         ImFileWrite(const void*, ImU64, ImU64, ImFileHandle)    { return 0; }
+#endif
+#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+typedef FILE* ImFileHandle;
+IMGUI_API ImFileHandle      ImFileOpen(const char* filename, const char* mode);
+IMGUI_API bool              ImFileClose(ImFileHandle file);
+IMGUI_API ImU64             ImFileGetSize(ImFileHandle file);
+IMGUI_API ImU64             ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);
+IMGUI_API ImU64             ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);
+#else
+#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions
+#endif
+IMGUI_API void*             ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
+
+// Helpers: Maths
+IM_MSVC_RUNTIME_CHECKS_OFF
+// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
+#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
+#define ImFabs(X)           fabsf(X)
+#define ImSqrt(X)           sqrtf(X)
+#define ImFmod(X, Y)        fmodf((X), (Y))
+#define ImCos(X)            cosf(X)
+#define ImSin(X)            sinf(X)
+#define ImAcos(X)           acosf(X)
+#define ImAtan2(Y, X)       atan2f((Y), (X))
+#define ImAtof(STR)         atof(STR)
+#define ImCeil(X)           ceilf(X)
+static inline float  ImPow(float x, float y)    { return powf(x, y); }          // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
+static inline double ImPow(double x, double y)  { return pow(x, y); }
+static inline float  ImLog(float x)             { return logf(x); }             // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision
+static inline double ImLog(double x)            { return log(x); }
+static inline int    ImAbs(int x)               { return x < 0 ? -x : x; }
+static inline float  ImAbs(float x)             { return fabsf(x); }
+static inline double ImAbs(double x)            { return fabs(x); }
+static inline float  ImSign(float x)            { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument
+static inline double ImSign(double x)           { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; }
+#ifdef IMGUI_ENABLE_SSE
+static inline float  ImRsqrt(float x)           { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
+#else
+static inline float  ImRsqrt(float x)           { return 1.0f / sqrtf(x); }
+#endif
+static inline double ImRsqrt(double x)          { return 1.0 / sqrt(x); }
+#endif
+// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
+// (Exceptionally using templates here but we could also redefine them for those types)
+template<typename T> static inline T ImMin(T lhs, T rhs)                        { return lhs < rhs ? lhs : rhs; }
+template<typename T> static inline T ImMax(T lhs, T rhs)                        { return lhs >= rhs ? lhs : rhs; }
+template<typename T> static inline T ImClamp(T v, T mn, T mx)                   { return (v < mn) ? mn : (v > mx) ? mx : v; }
+template<typename T> static inline T ImLerp(T a, T b, float t)                  { return (T)(a + (b - a) * t); }
+template<typename T> static inline void ImSwap(T& a, T& b)                      { T tmp = a; a = b; b = tmp; }
+template<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx)   { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
+template<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx)   { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
+// - Misc maths helpers
+static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
+static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
+static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }
+static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t)          { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
+static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
+static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)          { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
+static inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
+static inline float  ImLengthSqr(const ImVec2& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
+static inline float  ImLengthSqr(const ImVec4& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
+static inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
+static inline float  ImTrunc(float f)                                           { return (float)(int)(f); }
+static inline ImVec2 ImTrunc(const ImVec2& v)                                   { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
+static inline float  ImFloor(float f)                                           { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
+static inline ImVec2 ImFloor(const ImVec2& v)                                   { return ImVec2(ImFloor(v.x), ImFloor(v.y)); }
+static inline int    ImModPositive(int a, int b)                                { return (a + b) % b; }
+static inline float  ImDot(const ImVec2& a, const ImVec2& b)                    { return a.x * b.x + a.y * b.y; }
+static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)        { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
+static inline float  ImLinearSweep(float current, float target, float speed)    { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
+static inline float  ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; }
+static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+static inline bool   ImIsFloatAboveGuaranteedIntegerPrecision(float f)          { return f <= -16777216 || f >= 16777216; }
+static inline float  ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+// Helpers: Geometry
+IMGUI_API ImVec2     ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);
+IMGUI_API ImVec2     ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments);       // For curves with explicit number of segments
+IMGUI_API ImVec2     ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
+IMGUI_API ImVec2     ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);
+IMGUI_API ImVec2     ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
+IMGUI_API bool       ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
+IMGUI_API ImVec2     ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
+IMGUI_API void       ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
+inline float         ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c)          { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
+inline bool          ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c)   { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; }
+
+// Helper: ImVec1 (1D vector)
+// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
+IM_MSVC_RUNTIME_CHECKS_OFF
+struct ImVec1
+{
+    float   x;
+    constexpr ImVec1()         : x(0.0f) { }
+    constexpr ImVec1(float _x) : x(_x) { }
+};
+
+// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)
+struct ImVec2ih
+{
+    short   x, y;
+    constexpr ImVec2ih()                           : x(0), y(0) {}
+    constexpr ImVec2ih(short _x, short _y)         : x(_x), y(_y) {}
+    constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}
+};
+
+// Helper: ImRect (2D axis aligned bounding-box)
+// NB: we can't rely on ImVec2 math operators being available here!
+struct IMGUI_API ImRect
+{
+    ImVec2      Min;    // Upper-left
+    ImVec2      Max;    // Lower-right
+
+    constexpr ImRect()                                        : Min(0.0f, 0.0f), Max(0.0f, 0.0f)  {}
+    constexpr ImRect(const ImVec2& min, const ImVec2& max)    : Min(min), Max(max)                {}
+    constexpr ImRect(const ImVec4& v)                         : Min(v.x, v.y), Max(v.z, v.w)      {}
+    constexpr ImRect(float x1, float y1, float x2, float y2)  : Min(x1, y1), Max(x2, y2)          {}
+
+    ImVec2      GetCenter() const                   { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
+    ImVec2      GetSize() const                     { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
+    float       GetWidth() const                    { return Max.x - Min.x; }
+    float       GetHeight() const                   { return Max.y - Min.y; }
+    float       GetArea() const                     { return (Max.x - Min.x) * (Max.y - Min.y); }
+    ImVec2      GetTL() const                       { return Min; }                   // Top-left
+    ImVec2      GetTR() const                       { return ImVec2(Max.x, Min.y); }  // Top-right
+    ImVec2      GetBL() const                       { return ImVec2(Min.x, Max.y); }  // Bottom-left
+    ImVec2      GetBR() const                       { return Max; }                   // Bottom-right
+    bool        Contains(const ImVec2& p) const     { return p.x     >= Min.x && p.y     >= Min.y && p.x     <  Max.x && p.y     <  Max.y; }
+    bool        Contains(const ImRect& r) const     { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
+    bool        ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; }
+    bool        Overlaps(const ImRect& r) const     { return r.Min.y <  Max.y && r.Max.y >  Min.y && r.Min.x <  Max.x && r.Max.x >  Min.x; }
+    void        Add(const ImVec2& p)                { if (Min.x > p.x)     Min.x = p.x;     if (Min.y > p.y)     Min.y = p.y;     if (Max.x < p.x)     Max.x = p.x;     if (Max.y < p.y)     Max.y = p.y; }
+    void        Add(const ImRect& r)                { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
+    void        Expand(const float amount)          { Min.x -= amount;   Min.y -= amount;   Max.x += amount;   Max.y += amount; }
+    void        Expand(const ImVec2& amount)        { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
+    void        Translate(const ImVec2& d)          { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
+    void        TranslateX(float dx)                { Min.x += dx; Max.x += dx; }
+    void        TranslateY(float dy)                { Min.y += dy; Max.y += dy; }
+    void        ClipWith(const ImRect& r)           { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); }                   // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
+    void        ClipWithFull(const ImRect& r)       { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
+    void        Floor()                             { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); }
+    bool        IsInverted() const                  { return Min.x > Max.x || Min.y > Max.y; }
+    ImVec4      ToVec4() const                      { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
+};
+
+// Helper: ImBitArray
+#define         IM_BITARRAY_TESTBIT(_ARRAY, _N)                 ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly!
+#define         IM_BITARRAY_CLEARBIT(_ARRAY, _N)                ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31))))    // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly!
+inline size_t   ImBitArrayGetStorageSizeInBytes(int bitcount)   { return (size_t)((bitcount + 31) >> 5) << 2; }
+inline void     ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); }
+inline bool     ImBitArrayTestBit(const ImU32* arr, int n)      { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }
+inline void     ImBitArrayClearBit(ImU32* arr, int n)           { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }
+inline void     ImBitArraySetBit(ImU32* arr, int n)             { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }
+inline void     ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2)
+{
+    n2--;
+    while (n <= n2)
+    {
+        int a_mod = (n & 31);
+        int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;
+        ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);
+        arr[n >> 5] |= mask;
+        n = (n + 32) & ~31;
+    }
+}
+
+typedef ImU32* ImBitArrayPtr; // Name for use in structs
+
+// Helper: ImBitArray class (wrapper over ImBitArray functions)
+// Store 1-bit per value.
+template<int BITCOUNT, int OFFSET = 0>
+struct ImBitArray
+{
+    ImU32           Storage[(BITCOUNT + 31) >> 5];
+    ImBitArray()                                { ClearAllBits(); }
+    void            ClearAllBits()              { memset(Storage, 0, sizeof(Storage)); }
+    void            SetAllBits()                { memset(Storage, 255, sizeof(Storage)); }
+    bool            TestBit(int n) const        { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); }
+    void            SetBit(int n)               { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); }
+    void            ClearBit(int n)             { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
+    void            SetBitRange(int n, int n2)  { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
+    bool            operator[](int n) const     { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); }
+};
+
+// Helper: ImBitVector
+// Store 1-bit per value.
+struct IMGUI_API ImBitVector
+{
+    ImVector<ImU32> Storage;
+    void            Create(int sz)              { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }
+    void            Clear()                     { Storage.clear(); }
+    bool            TestBit(int n) const        { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); }
+    void            SetBit(int n)               { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }
+    void            ClearBit(int n)             { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }
+};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+// Helper: ImSpan<>
+// Pointing to a span of data we don't own.
+template<typename T>
+struct ImSpan
+{
+    T*                  Data;
+    T*                  DataEnd;
+
+    // Constructors, destructor
+    inline ImSpan()                                 { Data = DataEnd = NULL; }
+    inline ImSpan(T* data, int size)                { Data = data; DataEnd = data + size; }
+    inline ImSpan(T* data, T* data_end)             { Data = data; DataEnd = data_end; }
+
+    inline void         set(T* data, int size)      { Data = data; DataEnd = data + size; }
+    inline void         set(T* data, T* data_end)   { Data = data; DataEnd = data_end; }
+    inline int          size() const                { return (int)(ptrdiff_t)(DataEnd - Data); }
+    inline int          size_in_bytes() const       { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }
+    inline T&           operator[](int i)           { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
+    inline const T&     operator[](int i) const     { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
+
+    inline T*           begin()                     { return Data; }
+    inline const T*     begin() const               { return Data; }
+    inline T*           end()                       { return DataEnd; }
+    inline const T*     end() const                 { return DataEnd; }
+
+    // Utilities
+    inline int  index_from_ptr(const T* it) const   { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }
+};
+
+// Helper: ImSpanAllocator<>
+// Facilitate storing multiple chunks into a single large block (the "arena")
+// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
+template<int CHUNKS>
+struct ImSpanAllocator
+{
+    char*   BasePtr;
+    int     CurrOff;
+    int     CurrIdx;
+    int     Offsets[CHUNKS];
+    int     Sizes[CHUNKS];
+
+    ImSpanAllocator()                               { memset(this, 0, sizeof(*this)); }
+    inline void  Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }
+    inline int   GetArenaSizeInBytes()              { return CurrOff; }
+    inline void  SetArenaBasePtr(void* base_ptr)    { BasePtr = (char*)base_ptr; }
+    inline void* GetSpanPtrBegin(int n)             { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
+    inline void* GetSpanPtrEnd(int n)               { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }
+    template<typename T>
+    inline void  GetSpan(int n, ImSpan<T>* span)    { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
+};
+
+// Helper: ImPool<>
+// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
+// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
+typedef int ImPoolIdx;
+template<typename T>
+struct ImPool
+{
+    ImVector<T>     Buf;        // Contiguous data
+    ImGuiStorage    Map;        // ID->Index
+    ImPoolIdx       FreeIdx;    // Next free idx to use
+    ImPoolIdx       AliveCount; // Number of active/alive items (for display purpose)
+
+    ImPool()    { FreeIdx = AliveCount = 0; }
+    ~ImPool()   { Clear(); }
+    T*          GetByKey(ImGuiID key)               { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }
+    T*          GetByIndex(ImPoolIdx n)             { return &Buf[n]; }
+    ImPoolIdx   GetIndex(const T* p) const          { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }
+    T*          GetOrAddByKey(ImGuiID key)          { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }
+    bool        Contains(const T* p) const          { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }
+    void        Clear()                             { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; }
+    T*          Add()                               { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; }
+    void        Remove(ImGuiID key, const T* p)     { Remove(key, GetIndex(p)); }
+    void        Remove(ImGuiID key, ImPoolIdx idx)  { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; }
+    void        Reserve(int capacity)               { Buf.reserve(capacity); Map.Data.reserve(capacity); }
+
+    // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }
+    // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()
+    int         GetAliveCount() const               { return AliveCount; }      // Number of active/alive items in the pool (for display purpose)
+    int         GetBufSize() const                  { return Buf.Size; }
+    int         GetMapSize() const                  { return Map.Data.Size; }   // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere
+    T*          TryGetMapData(ImPoolIdx n)          { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }
+};
+
+// Helper: ImChunkStream<>
+// Build and iterate a contiguous stream of variable-sized structures.
+// This is used by Settings to store persistent data while reducing allocation count.
+// We store the chunk size first, and align the final size on 4 bytes boundaries.
+// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
+template<typename T>
+struct ImChunkStream
+{
+    ImVector<char>  Buf;
+
+    void    clear()                     { Buf.clear(); }
+    bool    empty() const               { return Buf.Size == 0; }
+    int     size() const                { return Buf.Size; }
+    T*      alloc_chunk(size_t sz)      { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
+    T*      begin()                     { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
+    T*      next_chunk(T* p)            { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
+    int     chunk_size(const T* p)      { return ((const int*)p)[-1]; }
+    T*      end()                       { return (T*)(void*)(Buf.Data + Buf.Size); }
+    int     offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
+    T*      ptr_from_offset(int off)    { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
+    void    swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }
+};
+
+// Helper: ImGuiTextIndex
+// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.
+struct ImGuiTextIndex
+{
+    ImVector<int>   LineOffsets;
+    int             EndOffset = 0;                          // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)
+
+    void            clear()                                 { LineOffsets.clear(); EndOffset = 0; }
+    int             size()                                  { return LineOffsets.Size; }
+    const char*     get_line_begin(const char* base, int n) { return base + LineOffsets[n]; }
+    const char*     get_line_end(const char* base, int n)   { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); }
+    void            append(const char* base, int old_size, int new_size);
+};
+
+// Helper: ImGuiStorage
+IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key);
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawList support
+//-----------------------------------------------------------------------------
+
+// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
+// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
+// Number of segments (N) is calculated using equation:
+//   N = ceil ( pi / acos(1 - error / r) )     where r > 0, error <= r
+// Our equation is significantly simpler that one in the post thanks for choosing segment that is
+// perpendicular to X axis. Follow steps in the article from this starting condition and you will
+// will get this result.
+//
+// Rendering circles with an odd number of segments, while mathematically correct will produce
+// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
+#define IM_ROUNDUP_TO_EVEN(_V)                                  ((((_V) + 1) / 2) * 2)
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN                     4
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX                     512
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR)    ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
+
+// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR)    ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD)     ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))
+
+// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
+#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
+#define IM_DRAWLIST_ARCFAST_TABLE_SIZE                          48 // Number of samples in lookup table.
+#endif
+#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX                          IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
+
+// Data shared between all ImDrawList instances
+// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
+struct IMGUI_API ImDrawListSharedData
+{
+    ImVec2          TexUvWhitePixel;            // UV of white pixel in the atlas
+    ImFont*         Font;                       // Current/default font (optional, for simplified AddText overload)
+    float           FontSize;                   // Current/default font size (optional, for simplified AddText overload)
+    float           FontScale;                  // Current/default font scale (== FontSize / Font->FontSize)
+    float           CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo()
+    float           CircleSegmentMaxError;      // Number of circle segments to use per pixel of radius for AddCircle() etc
+    ImVec4          ClipRectFullscreen;         // Value for PushClipRectFullscreen()
+    ImDrawListFlags InitialFlags;               // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
+
+    // [Internal] Temp write buffer
+    ImVector<ImVec2> TempBuffer;
+
+    // [Internal] Lookup tables
+    ImVec2          ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
+    float           ArcFastRadiusCutoff;                        // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
+    ImU8            CircleSegmentCounts[64];    // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
+    const ImVec4*   TexUvLines;                 // UV of anti-aliased lines in the atlas
+
+    ImDrawListSharedData();
+    void SetCircleTessellationMaxError(float max_error);
+};
+
+struct ImDrawDataBuilder
+{
+    ImVector<ImDrawList*>*  Layers[2];      // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.
+    ImVector<ImDrawList*>   LayerData1;
+
+    ImDrawDataBuilder()                     { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Data types support
+//-----------------------------------------------------------------------------
+
+struct ImGuiDataVarInfo
+{
+    ImGuiDataType   Type;
+    ImU32           Count;      // 1+
+    ImU32           Offset;     // Offset in parent structure
+    void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }
+};
+
+struct ImGuiDataTypeStorage
+{
+    ImU8        Data[8];        // Opaque storage to fit any data up to ImGuiDataType_COUNT
+};
+
+// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
+struct ImGuiDataTypeInfo
+{
+    size_t      Size;           // Size in bytes
+    const char* Name;           // Short descriptive name for the type, for debugging
+    const char* PrintFmt;       // Default printf format for the type
+    const char* ScanFmt;        // Default scanf format for the type
+};
+
+// Extend ImGuiDataType_
+enum ImGuiDataTypePrivate_
+{
+    ImGuiDataType_String = ImGuiDataType_COUNT + 1,
+    ImGuiDataType_Pointer,
+    ImGuiDataType_ID,
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Widgets support: flags, enums, data structures
+//-----------------------------------------------------------------------------
+
+// Extend ImGuiItemFlags
+// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.
+// - output: stored in g.LastItemData.InFlags
+enum ImGuiItemFlagsPrivate_
+{
+    // Controlled by user
+    ImGuiItemFlags_Disabled                 = 1 << 10, // false     // Disable interactions (DOES NOT affect visuals, see BeginDisabled()/EndDisabled() for full disable feature, and github #211).
+    ImGuiItemFlags_ReadOnly                 = 1 << 11, // false     // [ALPHA] Allow hovering interactions but underlying value is not changed.
+    ImGuiItemFlags_MixedValue               = 1 << 12, // false     // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
+    ImGuiItemFlags_NoWindowHoverableCheck   = 1 << 13, // false     // Disable hoverable check in ItemHoverable()
+    ImGuiItemFlags_AllowOverlap             = 1 << 14, // false     // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
+
+    // Controlled by widget code
+    ImGuiItemFlags_Inputable                = 1 << 20, // false     // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
+    ImGuiItemFlags_HasSelectionUserData     = 1 << 21, // false     // Set by SetNextItemSelectionUserData()
+    ImGuiItemFlags_IsMultiSelect            = 1 << 22, // false     // Set by SetNextItemSelectionUserData()
+
+    ImGuiItemFlags_Default_                 = ImGuiItemFlags_AutoClosePopups,    // Please don't change, use PushItemFlag() instead.
+
+    // Obsolete
+    //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior
+};
+
+// Status flags for an already submitted item
+// - output: stored in g.LastItemData.StatusFlags
+enum ImGuiItemStatusFlags_
+{
+    ImGuiItemStatusFlags_None               = 0,
+    ImGuiItemStatusFlags_HoveredRect        = 1 << 0,   // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
+    ImGuiItemStatusFlags_HasDisplayRect     = 1 << 1,   // g.LastItemData.DisplayRect is valid
+    ImGuiItemStatusFlags_Edited             = 1 << 2,   // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
+    ImGuiItemStatusFlags_ToggledSelection   = 1 << 3,   // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
+    ImGuiItemStatusFlags_ToggledOpen        = 1 << 4,   // Set when TreeNode() reports toggling their open state.
+    ImGuiItemStatusFlags_HasDeactivated     = 1 << 5,   // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
+    ImGuiItemStatusFlags_Deactivated        = 1 << 6,   // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
+    ImGuiItemStatusFlags_HoveredWindow      = 1 << 7,   // Override the HoveredWindow test to allow cross-window hover testing.
+    ImGuiItemStatusFlags_Visible            = 1 << 8,   // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
+    ImGuiItemStatusFlags_HasClipRect        = 1 << 9,   // g.LastItemData.ClipRect is valid.
+    ImGuiItemStatusFlags_HasShortcut        = 1 << 10,  // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd().
+
+    // Additional status + semantic for ImGuiTestEngine
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiItemStatusFlags_Openable           = 1 << 20,  // Item is an openable (e.g. TreeNode)
+    ImGuiItemStatusFlags_Opened             = 1 << 21,  // Opened status
+    ImGuiItemStatusFlags_Checkable          = 1 << 22,  // Item is a checkable (e.g. CheckBox, MenuItem)
+    ImGuiItemStatusFlags_Checked            = 1 << 23,  // Checked status
+    ImGuiItemStatusFlags_Inputable          = 1 << 24,  // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX)
+#endif
+};
+
+// Extend ImGuiHoveredFlags_
+enum ImGuiHoveredFlagsPrivate_
+{
+    ImGuiHoveredFlags_DelayMask_                    = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay,
+    ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
+    ImGuiHoveredFlags_AllowedMaskForIsItemHovered   = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_,
+};
+
+// Extend ImGuiInputTextFlags_
+enum ImGuiInputTextFlagsPrivate_
+{
+    // [Internal]
+    ImGuiInputTextFlags_Multiline           = 1 << 26,  // For internal use by InputTextMultiline()
+    ImGuiInputTextFlags_NoMarkEdited        = 1 << 27,  // For internal use by functions using InputText() before reformatting data
+    ImGuiInputTextFlags_MergedItem          = 1 << 28,  // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
+    ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 29,  // For internal use by InputScalar() and TempInputScalar()
+};
+
+// Extend ImGuiButtonFlags_
+enum ImGuiButtonFlagsPrivate_
+{
+    ImGuiButtonFlags_PressedOnClick         = 1 << 4,   // return true on click (mouse down event)
+    ImGuiButtonFlags_PressedOnClickRelease  = 1 << 5,   // [Default] return true on click + release on same item <-- this is what the majority of Button are using
+    ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item
+    ImGuiButtonFlags_PressedOnRelease       = 1 << 7,   // return true on release (default requires click+release)
+    ImGuiButtonFlags_PressedOnDoubleClick   = 1 << 8,   // return true on double-click (default requires click+release)
+    ImGuiButtonFlags_PressedOnDragDropHold  = 1 << 9,   // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
+    ImGuiButtonFlags_Repeat                 = 1 << 10,  // hold to repeat
+    ImGuiButtonFlags_FlattenChildren        = 1 << 11,  // allow interactions even if a child window is overlapping
+    ImGuiButtonFlags_AllowOverlap           = 1 << 12,  // require previous frame HoveredId to either match id or be null before being usable.
+    ImGuiButtonFlags_DontClosePopups        = 1 << 13,  // disable automatically closing parent popup on press // [UNUSED]
+    //ImGuiButtonFlags_Disabled             = 1 << 14,  // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
+    ImGuiButtonFlags_AlignTextBaseLine      = 1 << 15,  // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
+    ImGuiButtonFlags_NoKeyModifiers         = 1 << 16,  // disable mouse interaction if a key modifier is held
+    ImGuiButtonFlags_NoHoldingActiveId      = 1 << 17,  // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
+    ImGuiButtonFlags_NoNavFocus             = 1 << 18,  // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
+    ImGuiButtonFlags_NoHoveredOnFocus       = 1 << 19,  // don't report as hovered when nav focus is on this item
+    ImGuiButtonFlags_NoSetKeyOwner          = 1 << 20,  // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
+    ImGuiButtonFlags_NoTestKeyOwner         = 1 << 21,  // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
+    ImGuiButtonFlags_PressedOnMask_         = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
+    ImGuiButtonFlags_PressedOnDefault_      = ImGuiButtonFlags_PressedOnClickRelease,
+};
+
+// Extend ImGuiComboFlags_
+enum ImGuiComboFlagsPrivate_
+{
+    ImGuiComboFlags_CustomPreview           = 1 << 20,  // enable BeginComboPreview()
+};
+
+// Extend ImGuiSliderFlags_
+enum ImGuiSliderFlagsPrivate_
+{
+    ImGuiSliderFlags_Vertical               = 1 << 20,  // Should this slider be orientated vertically?
+    ImGuiSliderFlags_ReadOnly               = 1 << 21,  // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead.
+};
+
+// Extend ImGuiSelectableFlags_
+enum ImGuiSelectableFlagsPrivate_
+{
+    // NB: need to be in sync with last value of ImGuiSelectableFlags_
+    ImGuiSelectableFlags_NoHoldingActiveID      = 1 << 20,
+    ImGuiSelectableFlags_SelectOnNav            = 1 << 21,  // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.
+    ImGuiSelectableFlags_SelectOnClick          = 1 << 22,  // Override button behavior to react on Click (default is Click+Release)
+    ImGuiSelectableFlags_SelectOnRelease        = 1 << 23,  // Override button behavior to react on Release (default is Click+Release)
+    ImGuiSelectableFlags_SpanAvailWidth         = 1 << 24,  // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
+    ImGuiSelectableFlags_SetNavIdOnHover        = 1 << 25,  // Set Nav/Focus ID on mouse hover (used by MenuItem)
+    ImGuiSelectableFlags_NoPadWithHalfSpacing   = 1 << 26,  // Disable padding each side with ItemSpacing * 0.5f
+    ImGuiSelectableFlags_NoSetKeyOwner          = 1 << 27,  // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
+};
+
+// Extend ImGuiTreeNodeFlags_
+enum ImGuiTreeNodeFlagsPrivate_
+{
+    ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader()
+    ImGuiTreeNodeFlags_UpsideDownArrow            = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, but reversed trees (#6517)
+    ImGuiTreeNodeFlags_OpenOnMask_                = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow,
+};
+
+enum ImGuiSeparatorFlags_
+{
+    ImGuiSeparatorFlags_None                    = 0,
+    ImGuiSeparatorFlags_Horizontal              = 1 << 0,   // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
+    ImGuiSeparatorFlags_Vertical                = 1 << 1,
+    ImGuiSeparatorFlags_SpanAllColumns          = 1 << 2,   // Make separator cover all columns of a legacy Columns() set.
+};
+
+// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags.
+// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf()
+// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in.
+enum ImGuiFocusRequestFlags_
+{
+    ImGuiFocusRequestFlags_None                 = 0,
+    ImGuiFocusRequestFlags_RestoreFocusedChild  = 1 << 0,   // Find last focused child (if any) and focus it instead.
+    ImGuiFocusRequestFlags_UnlessBelowModal     = 1 << 1,   // Do not set focus if the window is below a modal.
+};
+
+enum ImGuiTextFlags_
+{
+    ImGuiTextFlags_None                         = 0,
+    ImGuiTextFlags_NoWidthForLargeClippedText   = 1 << 0,
+};
+
+enum ImGuiTooltipFlags_
+{
+    ImGuiTooltipFlags_None                      = 0,
+    ImGuiTooltipFlags_OverridePrevious          = 1 << 1,   // Clear/ignore previously submitted tooltip (defaults to append)
+};
+
+// FIXME: this is in development, not exposed/functional as a generic feature yet.
+// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
+enum ImGuiLayoutType_
+{
+    ImGuiLayoutType_Horizontal = 0,
+    ImGuiLayoutType_Vertical = 1
+};
+
+enum ImGuiLogType
+{
+    ImGuiLogType_None = 0,
+    ImGuiLogType_TTY,
+    ImGuiLogType_File,
+    ImGuiLogType_Buffer,
+    ImGuiLogType_Clipboard,
+};
+
+// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
+enum ImGuiAxis
+{
+    ImGuiAxis_None = -1,
+    ImGuiAxis_X = 0,
+    ImGuiAxis_Y = 1
+};
+
+enum ImGuiPlotType
+{
+    ImGuiPlotType_Lines,
+    ImGuiPlotType_Histogram,
+};
+
+// Stacked color modifier, backup of modified data so we can restore it
+struct ImGuiColorMod
+{
+    ImGuiCol        Col;
+    ImVec4          BackupValue;
+};
+
+// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
+struct ImGuiStyleMod
+{
+    ImGuiStyleVar   VarIdx;
+    union           { int BackupInt[2]; float BackupFloat[2]; };
+    ImGuiStyleMod(ImGuiStyleVar idx, int v)     { VarIdx = idx; BackupInt[0] = v; }
+    ImGuiStyleMod(ImGuiStyleVar idx, float v)   { VarIdx = idx; BackupFloat[0] = v; }
+    ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v)  { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
+};
+
+// Storage data for BeginComboPreview()/EndComboPreview()
+struct IMGUI_API ImGuiComboPreviewData
+{
+    ImRect          PreviewRect;
+    ImVec2          BackupCursorPos;
+    ImVec2          BackupCursorMaxPos;
+    ImVec2          BackupCursorPosPrevLine;
+    float           BackupPrevLineTextBaseOffset;
+    ImGuiLayoutType BackupLayout;
+
+    ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); }
+};
+
+// Stacked storage data for BeginGroup()/EndGroup()
+struct IMGUI_API ImGuiGroupData
+{
+    ImGuiID     WindowID;
+    ImVec2      BackupCursorPos;
+    ImVec2      BackupCursorMaxPos;
+    ImVec2      BackupCursorPosPrevLine;
+    ImVec1      BackupIndent;
+    ImVec1      BackupGroupOffset;
+    ImVec2      BackupCurrLineSize;
+    float       BackupCurrLineTextBaseOffset;
+    ImGuiID     BackupActiveIdIsAlive;
+    bool        BackupActiveIdPreviousFrameIsAlive;
+    bool        BackupHoveredIdIsAlive;
+    bool        BackupIsSameLine;
+    bool        EmitItem;
+};
+
+// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
+struct IMGUI_API ImGuiMenuColumns
+{
+    ImU32       TotalWidth;
+    ImU32       NextTotalWidth;
+    ImU16       Spacing;
+    ImU16       OffsetIcon;         // Always zero for now
+    ImU16       OffsetLabel;        // Offsets are locked in Update()
+    ImU16       OffsetShortcut;
+    ImU16       OffsetMark;
+    ImU16       Widths[4];          // Width of:   Icon, Label, Shortcut, Mark  (accumulators for current frame)
+
+    ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }
+    void        Update(float spacing, bool window_reappearing);
+    float       DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark);
+    void        CalcNextTotalWidth(bool update_offsets);
+};
+
+// Internal temporary state for deactivating InputText() instances.
+struct IMGUI_API ImGuiInputTextDeactivatedState
+{
+    ImGuiID            ID;              // widget id owning the text state (which just got deactivated)
+    ImVector<char>     TextA;           // text buffer
+
+    ImGuiInputTextDeactivatedState()    { memset(this, 0, sizeof(*this)); }
+    void    ClearFreeMemory()           { ID = 0; TextA.clear(); }
+};
+
+// Forward declare imstb_textedit.h structure + make its main configuration define accessible
+#undef IMSTB_TEXTEDIT_STRING
+#undef IMSTB_TEXTEDIT_CHARTYPE
+#define IMSTB_TEXTEDIT_STRING             ImGuiInputTextState
+#define IMSTB_TEXTEDIT_CHARTYPE           char
+#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE   (-1.0f)
+#define IMSTB_TEXTEDIT_UNDOSTATECOUNT     99
+#define IMSTB_TEXTEDIT_UNDOCHARCOUNT      999
+namespace ImStb { struct STB_TexteditState; }
+typedef ImStb::STB_TexteditState ImStbTexteditState;
+
+// Internal state of the currently focused/edited text input box
+// For a given item ID, access with ImGui::GetInputTextState()
+struct IMGUI_API ImGuiInputTextState
+{
+    ImGuiContext*           Ctx;                    // parent UI context (needs to be set explicitly by parent).
+    ImStbTexteditState*     Stb;                    // State for stb_textedit.h
+    ImGuiID                 ID;                     // widget id owning the text state
+    int                     CurLenA;                // UTF-8 length of the string in TextA (in bytes)
+    ImVector<char>          TextA;                  // main UTF8 buffer.
+    ImVector<char>          InitialTextA;           // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
+    ImVector<char>          CallbackTextBackup;     // temporary storage for callback to support automatic reconcile of undo-stack
+    int                     BufCapacityA;           // end-user buffer capacity
+    ImVec2                  Scroll;                 // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y)
+    float                   CursorAnim;             // timer for cursor blink, reset on every user action so the cursor reappears immediately
+    bool                    CursorFollow;           // set when we want scrolling to follow the current cursor position (not always!)
+    bool                    SelectedAllMouseLock;   // after a double-click to select all, we ignore further mouse drags to update selection
+    bool                    Edited;                 // edited this frame
+    ImGuiInputTextFlags     Flags;                  // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
+    bool                    ReloadUserBuf;          // force a reload of user buf so it may be modified externally. may be automatic in future version.
+    int                     ReloadSelectionStart;   // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet.
+    int                     ReloadSelectionEnd;
+
+    ImGuiInputTextState();
+    ~ImGuiInputTextState();
+    void        ClearText()                 { CurLenA = 0; TextA[0] = 0; CursorClamp(); }
+    void        ClearFreeMemory()           { TextA.clear(); InitialTextA.clear(); }
+    void        OnKeyPressed(int key);      // Cannot be inline because we call in code in stb_textedit.h implementation
+    void        OnCharPressed(unsigned int c);
+
+    // Cursor & Selection
+    void        CursorAnimReset();
+    void        CursorClamp();
+    bool        HasSelection() const;
+    void        ClearSelection();
+    int         GetCursorPos() const;
+    int         GetSelectionStart() const;
+    int         GetSelectionEnd() const;
+    void        SelectAll();
+
+    // Reload user buf (WIP #2890)
+    // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this)
+    //   strcpy(my_buf, "hello");
+    //   if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item
+    //       state->ReloadUserBufAndSelectAll();
+    void        ReloadUserBufAndSelectAll();
+    void        ReloadUserBufAndKeepSelection();
+    void        ReloadUserBufAndMoveToEnd();
+};
+
+enum ImGuiWindowRefreshFlags_
+{
+    ImGuiWindowRefreshFlags_None                = 0,
+    ImGuiWindowRefreshFlags_TryToAvoidRefresh   = 1 << 0,   // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND.
+    ImGuiWindowRefreshFlags_RefreshOnHover      = 1 << 1,   // [EXPERIMENTAL] Always refresh on hover
+    ImGuiWindowRefreshFlags_RefreshOnFocus      = 1 << 2,   // [EXPERIMENTAL] Always refresh on focus
+    // Refresh policy/frequency, Load Balancing etc.
+};
+
+enum ImGuiNextWindowDataFlags_
+{
+    ImGuiNextWindowDataFlags_None               = 0,
+    ImGuiNextWindowDataFlags_HasPos             = 1 << 0,
+    ImGuiNextWindowDataFlags_HasSize            = 1 << 1,
+    ImGuiNextWindowDataFlags_HasContentSize     = 1 << 2,
+    ImGuiNextWindowDataFlags_HasCollapsed       = 1 << 3,
+    ImGuiNextWindowDataFlags_HasSizeConstraint  = 1 << 4,
+    ImGuiNextWindowDataFlags_HasFocus           = 1 << 5,
+    ImGuiNextWindowDataFlags_HasBgAlpha         = 1 << 6,
+    ImGuiNextWindowDataFlags_HasScroll          = 1 << 7,
+    ImGuiNextWindowDataFlags_HasChildFlags      = 1 << 8,
+    ImGuiNextWindowDataFlags_HasRefreshPolicy   = 1 << 9,
+};
+
+// Storage for SetNexWindow** functions
+struct ImGuiNextWindowData
+{
+    ImGuiNextWindowDataFlags    Flags;
+    ImGuiCond                   PosCond;
+    ImGuiCond                   SizeCond;
+    ImGuiCond                   CollapsedCond;
+    ImVec2                      PosVal;
+    ImVec2                      PosPivotVal;
+    ImVec2                      SizeVal;
+    ImVec2                      ContentSizeVal;
+    ImVec2                      ScrollVal;
+    ImGuiChildFlags             ChildFlags;
+    bool                        CollapsedVal;
+    ImRect                      SizeConstraintRect;
+    ImGuiSizeCallback           SizeCallback;
+    void*                       SizeCallbackUserData;
+    float                       BgAlphaVal;             // Override background alpha
+    ImVec2                      MenuBarOffsetMinVal;    // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
+    ImGuiWindowRefreshFlags     RefreshFlagsVal;
+
+    ImGuiNextWindowData()       { memset(this, 0, sizeof(*this)); }
+    inline void ClearFlags()    { Flags = ImGuiNextWindowDataFlags_None; }
+};
+
+enum ImGuiNextItemDataFlags_
+{
+    ImGuiNextItemDataFlags_None         = 0,
+    ImGuiNextItemDataFlags_HasWidth     = 1 << 0,
+    ImGuiNextItemDataFlags_HasOpen      = 1 << 1,
+    ImGuiNextItemDataFlags_HasShortcut  = 1 << 2,
+    ImGuiNextItemDataFlags_HasRefVal    = 1 << 3,
+    ImGuiNextItemDataFlags_HasStorageID = 1 << 4,
+};
+
+struct ImGuiNextItemData
+{
+    ImGuiNextItemDataFlags      Flags;
+    ImGuiItemFlags              ItemFlags;          // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData.
+    // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
+    ImGuiID                     FocusScopeId;       // Set by SetNextItemSelectionUserData()
+    ImGuiSelectionUserData      SelectionUserData;  // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
+    float                       Width;              // Set by SetNextItemWidth()
+    ImGuiKeyChord               Shortcut;           // Set by SetNextItemShortcut()
+    ImGuiInputFlags             ShortcutFlags;      // Set by SetNextItemShortcut()
+    bool                        OpenVal;            // Set by SetNextItemOpen()
+    ImU8                        OpenCond;           // Set by SetNextItemOpen()
+    ImGuiDataTypeStorage        RefVal;             // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal
+    ImGuiID                     StorageId;          // Set by SetNextItemStorageID()
+
+    ImGuiNextItemData()         { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
+    inline void ClearFlags()    { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
+};
+
+// Status storage for the last submitted item
+struct ImGuiLastItemData
+{
+    ImGuiID                 ID;
+    ImGuiItemFlags          InFlags;            // See ImGuiItemFlags_
+    ImGuiItemStatusFlags    StatusFlags;        // See ImGuiItemStatusFlags_
+    ImRect                  Rect;               // Full rectangle
+    ImRect                  NavRect;            // Navigation scoring rectangle (not displayed)
+    // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set.
+    ImRect                  DisplayRect;        // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set.
+    ImRect                  ClipRect;           // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set..
+    ImGuiKeyChord           Shortcut;           // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set..
+
+    ImGuiLastItemData()     { memset(this, 0, sizeof(*this)); }
+};
+
+// Store data emitted by TreeNode() for usage by TreePop()
+// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data
+//   which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult().
+//   Only stored when the node is a potential candidate for landing on a Left arrow jump.
+struct ImGuiTreeNodeStackData
+{
+    ImGuiID                 ID;
+    ImGuiTreeNodeFlags      TreeFlags;
+    ImGuiItemFlags          InFlags;    // Used for nav landing
+    ImRect                  NavRect;    // Used for nav landing
+};
+
+struct IMGUI_API ImGuiStackSizes
+{
+    short   SizeOfIDStack;
+    short   SizeOfColorStack;
+    short   SizeOfStyleVarStack;
+    short   SizeOfFontStack;
+    short   SizeOfFocusScopeStack;
+    short   SizeOfGroupStack;
+    short   SizeOfItemFlagsStack;
+    short   SizeOfBeginPopupStack;
+    short   SizeOfDisabledStack;
+
+    ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
+    void SetToContextState(ImGuiContext* ctx);
+    void CompareWithContextState(ImGuiContext* ctx);
+};
+
+// Data saved for each window pushed into the stack
+struct ImGuiWindowStackData
+{
+    ImGuiWindow*        Window;
+    ImGuiLastItemData   ParentLastItemDataBackup;
+    ImGuiStackSizes     StackSizesOnBegin;          // Store size of various stacks for asserting
+    bool                DisabledOverrideReenable;   // Non-child window override disabled flag
+};
+
+struct ImGuiShrinkWidthItem
+{
+    int         Index;
+    float       Width;
+    float       InitialWidth;
+};
+
+struct ImGuiPtrOrIndex
+{
+    void*       Ptr;            // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
+    int         Index;          // Usually index in a main pool.
+
+    ImGuiPtrOrIndex(void* ptr)  { Ptr = ptr; Index = -1; }
+    ImGuiPtrOrIndex(int index)  { Ptr = NULL; Index = index; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Popup support
+//-----------------------------------------------------------------------------
+
+enum ImGuiPopupPositionPolicy
+{
+    ImGuiPopupPositionPolicy_Default,
+    ImGuiPopupPositionPolicy_ComboBox,
+    ImGuiPopupPositionPolicy_Tooltip,
+};
+
+// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack)
+struct ImGuiPopupData
+{
+    ImGuiID             PopupId;        // Set on OpenPopup()
+    ImGuiWindow*        Window;         // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
+    ImGuiWindow*        RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
+    int                 ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
+    int                 OpenFrameCount; // Set on OpenPopup()
+    ImGuiID             OpenParentId;   // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
+    ImVec2              OpenPopupPos;   // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
+    ImVec2              OpenMousePos;   // Set on OpenPopup(), copy of mouse position at the time of opening popup
+
+    ImGuiPopupData()    { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Inputs support
+//-----------------------------------------------------------------------------
+
+// Bit array for named keys
+typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN>    ImBitArrayForNamedKeys;
+
+// [Internal] Key ranges
+#define ImGuiKey_LegacyNativeKey_BEGIN  0
+#define ImGuiKey_LegacyNativeKey_END    512
+#define ImGuiKey_Keyboard_BEGIN         (ImGuiKey_NamedKey_BEGIN)
+#define ImGuiKey_Keyboard_END           (ImGuiKey_GamepadStart)
+#define ImGuiKey_Gamepad_BEGIN          (ImGuiKey_GamepadStart)
+#define ImGuiKey_Gamepad_END            (ImGuiKey_GamepadRStickDown + 1)
+#define ImGuiKey_Mouse_BEGIN            (ImGuiKey_MouseLeft)
+#define ImGuiKey_Mouse_END              (ImGuiKey_MouseWheelY + 1)
+#define ImGuiKey_Aliases_BEGIN          (ImGuiKey_Mouse_BEGIN)
+#define ImGuiKey_Aliases_END            (ImGuiKey_Mouse_END)
+
+// [Internal] Named shortcuts for Navigation
+#define ImGuiKey_NavKeyboardTweakSlow   ImGuiMod_Ctrl
+#define ImGuiKey_NavKeyboardTweakFast   ImGuiMod_Shift
+#define ImGuiKey_NavGamepadTweakSlow    ImGuiKey_GamepadL1
+#define ImGuiKey_NavGamepadTweakFast    ImGuiKey_GamepadR1
+#define ImGuiKey_NavGamepadActivate     (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)
+#define ImGuiKey_NavGamepadCancel       (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)
+#define ImGuiKey_NavGamepadMenu         ImGuiKey_GamepadFaceLeft
+#define ImGuiKey_NavGamepadInput        ImGuiKey_GamepadFaceUp
+
+enum ImGuiInputEventType
+{
+    ImGuiInputEventType_None = 0,
+    ImGuiInputEventType_MousePos,
+    ImGuiInputEventType_MouseWheel,
+    ImGuiInputEventType_MouseButton,
+    ImGuiInputEventType_Key,
+    ImGuiInputEventType_Text,
+    ImGuiInputEventType_Focus,
+    ImGuiInputEventType_COUNT
+};
+
+enum ImGuiInputSource
+{
+    ImGuiInputSource_None = 0,
+    ImGuiInputSource_Mouse,         // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them.
+    ImGuiInputSource_Keyboard,
+    ImGuiInputSource_Gamepad,
+    ImGuiInputSource_COUNT
+};
+
+// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?
+// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'
+struct ImGuiInputEventMousePos      { float PosX, PosY; ImGuiMouseSource MouseSource; };
+struct ImGuiInputEventMouseWheel    { float WheelX, WheelY; ImGuiMouseSource MouseSource; };
+struct ImGuiInputEventMouseButton   { int Button; bool Down; ImGuiMouseSource MouseSource; };
+struct ImGuiInputEventKey           { ImGuiKey Key; bool Down; float AnalogValue; };
+struct ImGuiInputEventText          { unsigned int Char; };
+struct ImGuiInputEventAppFocused    { bool Focused; };
+
+struct ImGuiInputEvent
+{
+    ImGuiInputEventType             Type;
+    ImGuiInputSource                Source;
+    ImU32                           EventId;        // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data).
+    union
+    {
+        ImGuiInputEventMousePos     MousePos;       // if Type == ImGuiInputEventType_MousePos
+        ImGuiInputEventMouseWheel   MouseWheel;     // if Type == ImGuiInputEventType_MouseWheel
+        ImGuiInputEventMouseButton  MouseButton;    // if Type == ImGuiInputEventType_MouseButton
+        ImGuiInputEventKey          Key;            // if Type == ImGuiInputEventType_Key
+        ImGuiInputEventText         Text;           // if Type == ImGuiInputEventType_Text
+        ImGuiInputEventAppFocused   AppFocused;     // if Type == ImGuiInputEventType_Focus
+    };
+    bool                            AddedByTestEngine;
+
+    ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }
+};
+
+// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.
+#define ImGuiKeyOwner_Any           ((ImGuiID)0)    // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
+#define ImGuiKeyOwner_NoOwner       ((ImGuiID)-1)   // Require key to have no owner.
+//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner  // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit.
+
+typedef ImS16 ImGuiKeyRoutingIndex;
+
+// Routing table entry (sizeof() == 16 bytes)
+struct ImGuiKeyRoutingData
+{
+    ImGuiKeyRoutingIndex            NextEntryIndex;
+    ImU16                           Mods;               // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits.
+    ImU8                            RoutingCurrScore;   // [DEBUG] For debug display
+    ImU8                            RoutingNextScore;   // Lower is better (0: perfect score)
+    ImGuiID                         RoutingCurr;
+    ImGuiID                         RoutingNext;
+
+    ImGuiKeyRoutingData()           { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }
+};
+
+// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
+// Stored in main context (1 instance)
+struct ImGuiKeyRoutingTable
+{
+    ImGuiKeyRoutingIndex            Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[]
+    ImVector<ImGuiKeyRoutingData>   Entries;
+    ImVector<ImGuiKeyRoutingData>   EntriesNext;                    // Double-buffer to avoid reallocation (could use a shared buffer)
+
+    ImGuiKeyRoutingTable()          { Clear(); }
+    void Clear()                    { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); }
+};
+
+// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features)
+// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData.
+struct ImGuiKeyOwnerData
+{
+    ImGuiID     OwnerCurr;
+    ImGuiID     OwnerNext;
+    bool        LockThisFrame;      // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.
+    bool        LockUntilRelease;   // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.
+
+    ImGuiKeyOwnerData()             { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; }
+};
+
+// Extend ImGuiInputFlags_
+// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
+// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
+enum ImGuiInputFlagsPrivate_
+{
+    // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
+    // - Repeat mode: Repeat rate selection
+    ImGuiInputFlags_RepeatRateDefault           = 1 << 1,   // Repeat rate: Regular (default)
+    ImGuiInputFlags_RepeatRateNavMove           = 1 << 2,   // Repeat rate: Fast
+    ImGuiInputFlags_RepeatRateNavTweak          = 1 << 3,   // Repeat rate: Faster
+    // - Repeat mode: Specify when repeating key pressed can be interrupted.
+    // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
+    ImGuiInputFlags_RepeatUntilRelease          = 1 << 4,   // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
+    ImGuiInputFlags_RepeatUntilKeyModsChange    = 1 << 5,   // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
+    ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6,  // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
+    ImGuiInputFlags_RepeatUntilOtherKeyPress    = 1 << 7,   // Stop repeating when released OR if any other keyboard key is pressed during the repeat
+
+    // Flags for SetKeyOwner(), SetItemKeyOwner()
+    // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
+    ImGuiInputFlags_LockThisFrame               = 1 << 20,  // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
+    ImGuiInputFlags_LockUntilRelease            = 1 << 21,  // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
+
+    // - Condition for SetItemKeyOwner()
+    ImGuiInputFlags_CondHovered                 = 1 << 22,  // Only set if item is hovered (default to both)
+    ImGuiInputFlags_CondActive                  = 1 << 23,  // Only set if item is active (default to both)
+    ImGuiInputFlags_CondDefault_                = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
+
+    // [Internal] Mask of which function support which flags
+    ImGuiInputFlags_RepeatRateMask_             = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
+    ImGuiInputFlags_RepeatUntilMask_            = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
+    ImGuiInputFlags_RepeatMask_                 = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
+    ImGuiInputFlags_CondMask_                   = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
+    ImGuiInputFlags_RouteTypeMask_              = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways,
+    ImGuiInputFlags_RouteOptionsMask_           = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,
+    ImGuiInputFlags_SupportedByIsKeyPressed     = ImGuiInputFlags_RepeatMask_,
+    ImGuiInputFlags_SupportedByIsMouseClicked   = ImGuiInputFlags_Repeat,
+    ImGuiInputFlags_SupportedByShortcut         = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_,
+    ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip,
+    ImGuiInputFlags_SupportedBySetKeyOwner      = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
+    ImGuiInputFlags_SupportedBySetItemKeyOwner  = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Clipper support
+//-----------------------------------------------------------------------------
+
+// Note that Max is exclusive, so perhaps should be using a Begin/End convention.
+struct ImGuiListClipperRange
+{
+    int     Min;
+    int     Max;
+    bool    PosToIndexConvert;      // Begin/End are absolute position (will be converted to indices later)
+    ImS8    PosToIndexOffsetMin;    // Add to Min after converting to indices
+    ImS8    PosToIndexOffsetMax;    // Add to Min after converting to indices
+
+    static ImGuiListClipperRange    FromIndices(int min, int max)                               { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; }
+    static ImGuiListClipperRange    FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; }
+};
+
+// Temporary clipper data, buffers shared/reused between instances
+struct ImGuiListClipperData
+{
+    ImGuiListClipper*               ListClipper;
+    float                           LossynessOffset;
+    int                             StepNo;
+    int                             ItemsFrozen;
+    ImVector<ImGuiListClipperRange> Ranges;
+
+    ImGuiListClipperData()          { memset(this, 0, sizeof(*this)); }
+    void                            Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Navigation support
+//-----------------------------------------------------------------------------
+
+enum ImGuiActivateFlags_
+{
+    ImGuiActivateFlags_None                 = 0,
+    ImGuiActivateFlags_PreferInput          = 1 << 0,       // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
+    ImGuiActivateFlags_PreferTweak          = 1 << 1,       // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
+    ImGuiActivateFlags_TryToPreserveState   = 1 << 2,       // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
+    ImGuiActivateFlags_FromTabbing          = 1 << 3,       // Activation requested by a tabbing request
+    ImGuiActivateFlags_FromShortcut         = 1 << 4,       // Activation requested by an item shortcut via SetNextItemShortcut() function.
+};
+
+// Early work-in-progress API for ScrollToItem()
+enum ImGuiScrollFlags_
+{
+    ImGuiScrollFlags_None                   = 0,
+    ImGuiScrollFlags_KeepVisibleEdgeX       = 1 << 0,       // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]
+    ImGuiScrollFlags_KeepVisibleEdgeY       = 1 << 1,       // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]
+    ImGuiScrollFlags_KeepVisibleCenterX     = 1 << 2,       // If item is not visible: scroll to make the item centered on X axis [rarely used]
+    ImGuiScrollFlags_KeepVisibleCenterY     = 1 << 3,       // If item is not visible: scroll to make the item centered on Y axis
+    ImGuiScrollFlags_AlwaysCenterX          = 1 << 4,       // Always center the result item on X axis [rarely used]
+    ImGuiScrollFlags_AlwaysCenterY          = 1 << 5,       // Always center the result item on Y axis [default for Y axis for appearing window)
+    ImGuiScrollFlags_NoScrollParent         = 1 << 6,       // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).
+    ImGuiScrollFlags_MaskX_                 = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,
+    ImGuiScrollFlags_MaskY_                 = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY,
+};
+
+enum ImGuiNavHighlightFlags_
+{
+    ImGuiNavHighlightFlags_None             = 0,
+    ImGuiNavHighlightFlags_Compact          = 1 << 1,       // Compact highlight, no padding
+    ImGuiNavHighlightFlags_AlwaysDraw       = 1 << 2,       // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
+    ImGuiNavHighlightFlags_NoRounding       = 1 << 3,
+};
+
+enum ImGuiNavMoveFlags_
+{
+    ImGuiNavMoveFlags_None                  = 0,
+    ImGuiNavMoveFlags_LoopX                 = 1 << 0,   // On failed request, restart from opposite side
+    ImGuiNavMoveFlags_LoopY                 = 1 << 1,
+    ImGuiNavMoveFlags_WrapX                 = 1 << 2,   // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
+    ImGuiNavMoveFlags_WrapY                 = 1 << 3,   // This is not super useful but provided for completeness
+    ImGuiNavMoveFlags_WrapMask_             = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY,
+    ImGuiNavMoveFlags_AllowCurrentNavId     = 1 << 4,   // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
+    ImGuiNavMoveFlags_AlsoScoreVisibleSet   = 1 << 5,   // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
+    ImGuiNavMoveFlags_ScrollToEdgeY         = 1 << 6,   // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
+    ImGuiNavMoveFlags_Forwarded             = 1 << 7,
+    ImGuiNavMoveFlags_DebugNoResult         = 1 << 8,   // Dummy scoring for debug purpose, don't apply result
+    ImGuiNavMoveFlags_FocusApi              = 1 << 9,   // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
+    ImGuiNavMoveFlags_IsTabbing             = 1 << 10,  // == Focus + Activate if item is Inputable + DontChangeNavHighlight
+    ImGuiNavMoveFlags_IsPageMove            = 1 << 11,  // Identify a PageDown/PageUp request.
+    ImGuiNavMoveFlags_Activate              = 1 << 12,  // Activate/select target item.
+    ImGuiNavMoveFlags_NoSelect              = 1 << 13,  // Don't trigger selection by not setting g.NavJustMovedTo
+    ImGuiNavMoveFlags_NoSetNavHighlight     = 1 << 14,  // Do not alter the visible state of keyboard vs mouse nav highlight
+    ImGuiNavMoveFlags_NoClearActiveId       = 1 << 15,  // (Experimental) Do not clear active id when applying move result
+};
+
+enum ImGuiNavLayer
+{
+    ImGuiNavLayer_Main  = 0,    // Main scrolling layer
+    ImGuiNavLayer_Menu  = 1,    // Menu layer (access with Alt)
+    ImGuiNavLayer_COUNT
+};
+
+// Storage for navigation query/results
+struct ImGuiNavItemData
+{
+    ImGuiWindow*        Window;         // Init,Move    // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
+    ImGuiID             ID;             // Init,Move    // Best candidate item ID
+    ImGuiID             FocusScopeId;   // Init,Move    // Best candidate focus scope ID
+    ImRect              RectRel;        // Init,Move    // Best candidate bounding box in window relative space
+    ImGuiItemFlags      InFlags;        // ????,Move    // Best candidate item flags
+    float               DistBox;        //      Move    // Best candidate box distance to current NavId
+    float               DistCenter;     //      Move    // Best candidate center distance to current NavId
+    float               DistAxial;      //      Move    // Best candidate axial distance to current NavId
+    ImGuiSelectionUserData SelectionUserData;//I+Mov    // Best candidate SetNextItemSelectionUserData() value. Valid if (InFlags & ImGuiItemFlags_HasSelectionUserData)
+
+    ImGuiNavItemData()  { Clear(); }
+    void Clear()        { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
+};
+
+// Storage for PushFocusScope()
+struct ImGuiFocusScopeData
+{
+    ImGuiID             ID;
+    ImGuiID             WindowID;
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Typing-select support
+//-----------------------------------------------------------------------------
+
+// Flags for GetTypingSelectRequest()
+enum ImGuiTypingSelectFlags_
+{
+    ImGuiTypingSelectFlags_None                 = 0,
+    ImGuiTypingSelectFlags_AllowBackspace       = 1 << 0,   // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state)
+    ImGuiTypingSelectFlags_AllowSingleCharMode  = 1 << 1,   // Allow "single char" search mode which is activated when pressing the same character multiple times.
+};
+
+// Returned by GetTypingSelectRequest(), designed to eventually be public.
+struct IMGUI_API ImGuiTypingSelectRequest
+{
+    ImGuiTypingSelectFlags  Flags;              // Flags passed to GetTypingSelectRequest()
+    int                     SearchBufferLen;
+    const char*             SearchBuffer;       // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize).
+    bool                    SelectRequest;      // Set when buffer was modified this frame, requesting a selection.
+    bool                    SingleCharMode;     // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication.
+    ImS8                    SingleCharSize;     // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input.
+};
+
+// Storage for GetTypingSelectRequest()
+struct IMGUI_API ImGuiTypingSelectState
+{
+    ImGuiTypingSelectRequest Request;           // User-facing data
+    char            SearchBuffer[64];           // Search buffer: no need to make dynamic as this search is very transient.
+    ImGuiID         FocusScope;
+    int             LastRequestFrame = 0;
+    float           LastRequestTime = 0.0f;
+    bool            SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing.
+
+    ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); }
+    void            Clear()  { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Columns support
+//-----------------------------------------------------------------------------
+
+// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays!
+enum ImGuiOldColumnFlags_
+{
+    ImGuiOldColumnFlags_None                    = 0,
+    ImGuiOldColumnFlags_NoBorder                = 1 << 0,   // Disable column dividers
+    ImGuiOldColumnFlags_NoResize                = 1 << 1,   // Disable resizing columns when clicking on the dividers
+    ImGuiOldColumnFlags_NoPreserveWidths        = 1 << 2,   // Disable column width preservation when adjusting columns
+    ImGuiOldColumnFlags_NoForceWithinWindow     = 1 << 3,   // Disable forcing columns to fit within window
+    ImGuiOldColumnFlags_GrowParentContentsSize  = 1 << 4,   // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
+
+    // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    //ImGuiColumnsFlags_None                    = ImGuiOldColumnFlags_None,
+    //ImGuiColumnsFlags_NoBorder                = ImGuiOldColumnFlags_NoBorder,
+    //ImGuiColumnsFlags_NoResize                = ImGuiOldColumnFlags_NoResize,
+    //ImGuiColumnsFlags_NoPreserveWidths        = ImGuiOldColumnFlags_NoPreserveWidths,
+    //ImGuiColumnsFlags_NoForceWithinWindow     = ImGuiOldColumnFlags_NoForceWithinWindow,
+    //ImGuiColumnsFlags_GrowParentContentsSize  = ImGuiOldColumnFlags_GrowParentContentsSize,
+#endif
+};
+
+struct ImGuiOldColumnData
+{
+    float               OffsetNorm;             // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
+    float               OffsetNormBeforeResize;
+    ImGuiOldColumnFlags Flags;                  // Not exposed
+    ImRect              ClipRect;
+
+    ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
+};
+
+struct ImGuiOldColumns
+{
+    ImGuiID             ID;
+    ImGuiOldColumnFlags Flags;
+    bool                IsFirstFrame;
+    bool                IsBeingResized;
+    int                 Current;
+    int                 Count;
+    float               OffMinX, OffMaxX;       // Offsets from HostWorkRect.Min.x
+    float               LineMinY, LineMaxY;
+    float               HostCursorPosY;         // Backup of CursorPos at the time of BeginColumns()
+    float               HostCursorMaxPosX;      // Backup of CursorMaxPos at the time of BeginColumns()
+    ImRect              HostInitialClipRect;    // Backup of ClipRect at the time of BeginColumns()
+    ImRect              HostBackupClipRect;     // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
+    ImRect              HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()
+    ImVector<ImGuiOldColumnData> Columns;
+    ImDrawListSplitter  Splitter;
+
+    ImGuiOldColumns()   { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Box-select support
+//-----------------------------------------------------------------------------
+
+struct ImGuiBoxSelectState
+{
+    // Active box-selection data (persistent, 1 active at a time)
+    ImGuiID                 ID;
+    bool                    IsActive;
+    bool                    IsStarting;
+    bool                    IsStartedFromVoid;  // Starting click was not from an item.
+    bool                    IsStartedSetNavIdOnce;
+    bool                    RequestClear;
+    ImGuiKeyChord           KeyMods : 16;       // Latched key-mods for box-select logic.
+    ImVec2                  StartPosRel;        // Start position in window-contents relative space (to support scrolling)
+    ImVec2                  EndPosRel;          // End position in window-contents relative space
+    ImVec2                  ScrollAccum;        // Scrolling accumulator (to behave at high-frame spaces)
+    ImGuiWindow*            Window;
+
+    // Temporary/Transient data
+    bool                    UnclipMode;         // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select.
+    ImRect                  UnclipRect;         // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets.
+    ImRect                  BoxSelectRectPrev;  // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos)
+    ImRect                  BoxSelectRectCurr;
+
+    ImGuiBoxSelectState()   { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Multi-select support
+//-----------------------------------------------------------------------------
+
+// We always assume that -1 is an invalid value (which works for indices and pointers)
+#define ImGuiSelectionUserData_Invalid        ((ImGuiSelectionUserData)-1)
+
+// Temporary storage for multi-select
+struct IMGUI_API ImGuiMultiSelectTempData
+{
+    ImGuiMultiSelectIO      IO;                 // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop.
+    ImGuiMultiSelectState*  Storage;
+    ImGuiID                 FocusScopeId;       // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually)
+    ImGuiMultiSelectFlags   Flags;
+    ImVec2                  ScopeRectMin;
+    ImVec2                  BackupCursorMaxPos;
+    ImGuiSelectionUserData  LastSubmittedItem;  // Copy of last submitted item data, used to merge output ranges.
+    ImGuiID                 BoxSelectId;
+    ImGuiKeyChord           KeyMods;
+    ImS8                    LoopRequestSetAll;  // -1: no operation, 0: clear all, 1: select all.
+    bool                    IsEndIO;            // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state.
+    bool                    IsFocused;          // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection.
+    bool                    IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation.
+    bool                    NavIdPassedBy;
+    bool                    RangeSrcPassedBy;   // Set by the item that matches RangeSrcItem.
+    bool                    RangeDstPassedBy;   // Set by the item that matches NavJustMovedToId when IsSetRange is set.
+
+    ImGuiMultiSelectTempData()  { Clear(); }
+    void Clear()            { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation.
+    void ClearIO()          { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; }
+};
+
+// Persistent storage for multi-select (as long as selection is alive)
+struct IMGUI_API ImGuiMultiSelectState
+{
+    ImGuiWindow*            Window;
+    ImGuiID                 ID;
+    int                     LastFrameActive;    // Last used frame-count, for GC.
+    int                     LastSelectionSize;  // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown.
+    ImS8                    RangeSelected;      // -1 (don't have) or true/false
+    ImS8                    NavIdSelected;      // -1 (don't have) or true/false
+    ImGuiSelectionUserData  RangeSrcItem;       //
+    ImGuiSelectionUserData  NavIdItem;          // SetNextItemSelectionUserData() value for NavId (if part of submitted items)
+
+    ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Docking support
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_HAS_DOCK
+// <this is filled in 'docking' branch>
+#endif // #ifdef IMGUI_HAS_DOCK
+
+//-----------------------------------------------------------------------------
+// [SECTION] Viewport support
+//-----------------------------------------------------------------------------
+
+// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
+// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
+struct ImGuiViewportP : public ImGuiViewport
+{
+    int                 BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
+    ImDrawList*         BgFgDrawLists[2];       // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
+    ImDrawData          DrawDataP;
+    ImDrawDataBuilder   DrawDataBuilder;        // Temporary data while building final ImDrawData
+
+    // Per-viewport work area
+    // - Insets are >= 0.0f values, distance from viewport corners to work area.
+    // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents.
+    // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
+    ImVec2              WorkInsetMin;           // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect().
+    ImVec2              WorkInsetMax;           // "
+    ImVec2              BuildWorkInsetMin;      // Work Area inset accumulator for current frame, to become next frame's WorkInset
+    ImVec2              BuildWorkInsetMax;      // "
+
+    ImGuiViewportP()    { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }
+    ~ImGuiViewportP()   { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
+
+    // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
+    ImVec2  CalcWorkRectPos(const ImVec2& inset_min) const                           { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); }
+    ImVec2  CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); }
+    void    UpdateWorkRect()            { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields
+
+    // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)
+    ImRect  GetMainRect() const         { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+    ImRect  GetWorkRect() const         { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }
+    ImRect  GetBuildWorkRect() const    { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Settings support
+//-----------------------------------------------------------------------------
+
+// Windows data saved in imgui.ini file
+// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
+// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
+struct ImGuiWindowSettings
+{
+    ImGuiID     ID;
+    ImVec2ih    Pos;
+    ImVec2ih    Size;
+    bool        Collapsed;
+    bool        IsChild;
+    bool        WantApply;      // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
+    bool        WantDelete;     // Set to invalidate/delete the settings entry
+
+    ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); }
+    char* GetName()             { return (char*)(this + 1); }
+};
+
+struct ImGuiSettingsHandler
+{
+    const char* TypeName;       // Short description stored in .ini file. Disallowed characters: '[' ']'
+    ImGuiID     TypeHash;       // == ImHashStr(TypeName)
+    void        (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Clear all settings data
+    void        (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Read: Called before reading (in registration order)
+    void*       (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);              // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
+    void        (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
+    void        (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Read: Called after reading (in registration order)
+    void        (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf);      // Write: Output every entries into 'out_buf'
+    void*       UserData;
+
+    ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Localization support
+//-----------------------------------------------------------------------------
+
+// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack.
+enum ImGuiLocKey : int
+{
+    ImGuiLocKey_VersionStr,
+    ImGuiLocKey_TableSizeOne,
+    ImGuiLocKey_TableSizeAllFit,
+    ImGuiLocKey_TableSizeAllDefault,
+    ImGuiLocKey_TableResetOrder,
+    ImGuiLocKey_WindowingMainMenuBar,
+    ImGuiLocKey_WindowingPopup,
+    ImGuiLocKey_WindowingUntitled,
+    ImGuiLocKey_OpenLink_s,
+    ImGuiLocKey_CopyLink,
+    ImGuiLocKey_COUNT
+};
+
+struct ImGuiLocEntry
+{
+    ImGuiLocKey     Key;
+    const char*     Text;
+};
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] Metrics, Debug Tools
+//-----------------------------------------------------------------------------
+
+enum ImGuiDebugLogFlags_
+{
+    // Event types
+    ImGuiDebugLogFlags_None                 = 0,
+    ImGuiDebugLogFlags_EventActiveId        = 1 << 0,
+    ImGuiDebugLogFlags_EventFocus           = 1 << 1,
+    ImGuiDebugLogFlags_EventPopup           = 1 << 2,
+    ImGuiDebugLogFlags_EventNav             = 1 << 3,
+    ImGuiDebugLogFlags_EventClipper         = 1 << 4,
+    ImGuiDebugLogFlags_EventSelection       = 1 << 5,
+    ImGuiDebugLogFlags_EventIO              = 1 << 6,
+    ImGuiDebugLogFlags_EventInputRouting    = 1 << 7,
+
+    ImGuiDebugLogFlags_EventMask_           = ImGuiDebugLogFlags_EventActiveId  | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting,
+    ImGuiDebugLogFlags_OutputToTTY          = 1 << 20,  // Also send output to TTY
+    ImGuiDebugLogFlags_OutputToTestEngine   = 1 << 21,  // Also send output to Test Engine
+};
+
+struct ImGuiDebugAllocEntry
+{
+    int         FrameCount;
+    ImS16       AllocCount;
+    ImS16       FreeCount;
+};
+
+struct ImGuiDebugAllocInfo
+{
+    int         TotalAllocCount;            // Number of call to MemAlloc().
+    int         TotalFreeCount;
+    ImS16       LastEntriesIdx;             // Current index in buffer
+    ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations
+
+    ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); }
+};
+
+struct ImGuiMetricsConfig
+{
+    bool        ShowDebugLog = false;
+    bool        ShowIDStackTool = false;
+    bool        ShowWindowsRects = false;
+    bool        ShowWindowsBeginOrder = false;
+    bool        ShowTablesRects = false;
+    bool        ShowDrawCmdMesh = true;
+    bool        ShowDrawCmdBoundingBoxes = true;
+    bool        ShowTextEncodingViewer = false;
+    bool        ShowAtlasTintedWithTextColor = false;
+    int         ShowWindowsRectsType = -1;
+    int         ShowTablesRectsType = -1;
+    int         HighlightMonitorIdx = -1;
+    ImGuiID     HighlightViewportID = 0;
+};
+
+struct ImGuiStackLevelInfo
+{
+    ImGuiID                 ID;
+    ImS8                    QueryFrameCount;            // >= 1: Query in progress
+    bool                    QuerySuccess;               // Obtained result from DebugHookIdInfo()
+    ImGuiDataType           DataType : 8;
+    char                    Desc[57];                   // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
+
+    ImGuiStackLevelInfo()   { memset(this, 0, sizeof(*this)); }
+};
+
+// State for ID Stack tool queries
+struct ImGuiIDStackTool
+{
+    int                     LastActiveFrame;
+    int                     StackLevel;                 // -1: query stack and resize Results, >= 0: individual stack level
+    ImGuiID                 QueryId;                    // ID to query details for
+    ImVector<ImGuiStackLevelInfo> Results;
+    bool                    CopyToClipboardOnCtrlC;
+    float                   CopyToClipboardLastTime;
+
+    ImGuiIDStackTool()      { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Generic context hooks
+//-----------------------------------------------------------------------------
+
+typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);
+enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ };
+
+struct ImGuiContextHook
+{
+    ImGuiID                     HookId;     // A unique ID assigned by AddContextHook()
+    ImGuiContextHookType        Type;
+    ImGuiID                     Owner;
+    ImGuiContextHookCallback    Callback;
+    void*                       UserData;
+
+    ImGuiContextHook()          { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiContext (main Dear ImGui context)
+//-----------------------------------------------------------------------------
+
+struct ImGuiContext
+{
+    bool                    Initialized;
+    bool                    FontAtlasOwnedByContext;            // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
+    ImGuiIO                 IO;
+    ImGuiPlatformIO         PlatformIO;
+    ImGuiStyle              Style;
+    ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
+    float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
+    float                   FontBaseSize;                       // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
+    float                   FontScale;                          // == FontSize / Font->FontSize
+    float                   CurrentDpiScale;                    // Current window/viewport DpiScale
+    ImDrawListSharedData    DrawListSharedData;
+    double                  Time;
+    int                     FrameCount;
+    int                     FrameCountEnded;
+    int                     FrameCountRendered;
+    bool                    WithinFrameScope;                   // Set by NewFrame(), cleared by EndFrame()
+    bool                    WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
+    bool                    WithinEndChild;                     // Set within EndChild()
+    bool                    GcCompactAll;                       // Request full GC
+    bool                    TestEngineHookItems;                // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
+    void*                   TestEngine;                         // Test engine user data
+    char                    ContextName[16];                    // Storage for a context name (to facilitate debugging multi-context setups)
+
+    // Inputs
+    ImVector<ImGuiInputEvent> InputEventsQueue;                 // Input events which will be trickled/written into IO structure.
+    ImVector<ImGuiInputEvent> InputEventsTrail;                 // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
+    ImGuiMouseSource        InputEventsNextMouseSource;
+    ImU32                   InputEventsNextEventId;
+
+    // Windows state
+    ImVector<ImGuiWindow*>  Windows;                            // Windows, sorted in display order, back to front
+    ImVector<ImGuiWindow*>  WindowsFocusOrder;                  // Root windows, sorted in focus order, back to front.
+    ImVector<ImGuiWindow*>  WindowsTempSortBuffer;              // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
+    ImVector<ImGuiWindowStackData> CurrentWindowStack;
+    ImGuiStorage            WindowsById;                        // Map window's ImGuiID to ImGuiWindow*
+    int                     WindowsActiveCount;                 // Number of unique windows submitted by frame
+    ImVec2                  WindowsHoverPadding;                // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING).
+    ImGuiID                 DebugBreakInWindow;                 // Set to break in Begin() call.
+    ImGuiWindow*            CurrentWindow;                      // Window being drawn into
+    ImGuiWindow*            HoveredWindow;                      // Window the mouse is hovering. Will typically catch mouse inputs.
+    ImGuiWindow*            HoveredWindowUnderMovingWindow;     // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
+    ImGuiWindow*            HoveredWindowBeforeClear;           // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors.
+    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
+    ImGuiWindow*            WheelingWindow;                     // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
+    ImVec2                  WheelingWindowRefMousePos;
+    int                     WheelingWindowStartFrame;           // This may be set one frame before WheelingWindow is != NULL
+    int                     WheelingWindowScrolledFrame;
+    float                   WheelingWindowReleaseTimer;
+    ImVec2                  WheelingWindowWheelRemainder;
+    ImVec2                  WheelingAxisAvg;
+
+    // Item/widgets state and tracking information
+    ImGuiID                 DebugDrawIdConflicts;               // Set when we detect multiple items with the same identifier
+    ImGuiID                 DebugHookIdInfo;                    // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
+    ImGuiID                 HoveredId;                          // Hovered widget, filled during the frame
+    ImGuiID                 HoveredIdPreviousFrame;
+    int                     HoveredIdPreviousFrameItemCount;    // Count numbers of items using the same ID as last frame's hovered id
+    float                   HoveredIdTimer;                     // Measure contiguous hovering time
+    float                   HoveredIdNotActiveTimer;            // Measure contiguous hovering time where the item has not been active
+    bool                    HoveredIdAllowOverlap;
+    bool                    HoveredIdIsDisabled;                // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
+    bool                    ItemUnclipByLog;                    // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled
+    ImGuiID                 ActiveId;                           // Active widget
+    ImGuiID                 ActiveIdIsAlive;                    // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
+    float                   ActiveIdTimer;
+    bool                    ActiveIdIsJustActivated;            // Set at the time of activation for one frame
+    bool                    ActiveIdAllowOverlap;               // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
+    bool                    ActiveIdNoClearOnFocusLoss;         // Disable losing active id if the active id window gets unfocused.
+    bool                    ActiveIdHasBeenPressedBefore;       // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
+    bool                    ActiveIdHasBeenEditedBefore;        // Was the value associated to the widget Edited over the course of the Active state.
+    bool                    ActiveIdHasBeenEditedThisFrame;
+    bool                    ActiveIdFromShortcut;
+    int                     ActiveIdMouseButton : 8;
+    ImVec2                  ActiveIdClickOffset;                // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
+    ImGuiWindow*            ActiveIdWindow;
+    ImGuiInputSource        ActiveIdSource;                     // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
+    ImGuiID                 ActiveIdPreviousFrame;
+    bool                    ActiveIdPreviousFrameIsAlive;
+    bool                    ActiveIdPreviousFrameHasBeenEditedBefore;
+    ImGuiWindow*            ActiveIdPreviousFrameWindow;
+    ImGuiID                 LastActiveId;                       // Store the last non-zero ActiveId, useful for animation.
+    float                   LastActiveIdTimer;                  // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
+
+    // Key/Input Ownership + Shortcut Routing system
+    // - The idea is that instead of "eating" a given key, we can link to an owner.
+    // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.
+    // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
+    double                  LastKeyModsChangeTime;              // Record the last time key mods changed (affect repeat delay when using shortcut logic)
+    double                  LastKeyModsChangeFromNoneTime;      // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
+    double                  LastKeyboardKeyPressTime;           // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
+    ImBitArrayForNamedKeys  KeysMayBeCharInput;                 // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes
+    ImGuiKeyOwnerData       KeysOwnerData[ImGuiKey_NamedKey_COUNT];
+    ImGuiKeyRoutingTable    KeysRoutingTable;
+    ImU32                   ActiveIdUsingNavDirMask;            // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
+    bool                    ActiveIdUsingAllKeyboardKeys;       // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations)
+    ImGuiKeyChord           DebugBreakInShortcutRouting;        // Set to break in SetShortcutRouting()/Shortcut() calls.
+    //ImU32                 ActiveIdUsingNavInputMask;          // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
+
+    // Next window/item data
+    ImGuiID                 CurrentFocusScopeId;                // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
+    ImGuiItemFlags          CurrentItemFlags;                   // Value for currently appending items == g.ItemFlagsStack.back()
+    ImGuiID                 DebugLocateId;                      // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
+    ImGuiNextItemData       NextItemData;                       // Storage for SetNextItem** functions
+    ImGuiLastItemData       LastItemData;                       // Storage for last submitted item (setup by ItemAdd)
+    ImGuiNextWindowData     NextWindowData;                     // Storage for SetNextWindow** functions
+    bool                    DebugShowGroupRects;
+
+    // Shared stacks
+    ImGuiCol                        DebugFlashStyleColorIdx;    // (Keep close to ColorStack to share cache line)
+    ImVector<ImGuiColorMod>         ColorStack;                 // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
+    ImVector<ImGuiStyleMod>         StyleVarStack;              // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
+    ImVector<ImFont*>               FontStack;                  // Stack for PushFont()/PopFont() - inherited by Begin()
+    ImVector<ImGuiFocusScopeData>   FocusScopeStack;            // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
+    ImVector<ImGuiItemFlags>        ItemFlagsStack;             // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
+    ImVector<ImGuiGroupData>        GroupStack;                 // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
+    ImVector<ImGuiPopupData>        OpenPopupStack;             // Which popups are open (persistent)
+    ImVector<ImGuiPopupData>        BeginPopupStack;            // Which level of BeginPopup() we are in (reset every frame)
+    ImVector<ImGuiTreeNodeStackData>TreeNodeStack;              // Stack for TreeNode()
+
+    // Viewports
+    ImVector<ImGuiViewportP*> Viewports;                        // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
+
+    // Gamepad/keyboard Navigation
+    ImGuiWindow*            NavWindow;                          // Focused window for navigation. Could be called 'FocusedWindow'
+    ImGuiID                 NavId;                              // Focused item for navigation
+    ImGuiID                 NavFocusScopeId;                    // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
+    ImGuiNavLayer           NavLayer;                           // Focused layer (main scrolling layer, or menu/title bar layer)
+    ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
+    ImGuiID                 NavActivateDownId;                  // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
+    ImGuiID                 NavActivatePressedId;               // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
+    ImGuiActivateFlags      NavActivateFlags;
+    ImVector<ImGuiFocusScopeData> NavFocusRoute;                // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
+    ImGuiID                 NavHighlightActivatedId;
+    float                   NavHighlightActivatedTimer;
+    ImGuiID                 NavNextActivateId;                  // Set by ActivateItem(), queued until next frame.
+    ImGuiActivateFlags      NavNextActivateFlags;
+    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
+    ImGuiSelectionUserData  NavLastValidSelectionUserData;      // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
+    bool                    NavIdIsAlive;                       // Nav widget has been seen this frame ~~ NavRectRel is valid
+    bool                    NavMousePosDirty;                   // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
+    bool                    NavDisableHighlight;                // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
+    bool                    NavDisableMouseHover;               // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
+
+    // Navigation: Init & Move Requests
+    bool                    NavAnyRequest;                      // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
+    bool                    NavInitRequest;                     // Init request for appearing window to select first item
+    bool                    NavInitRequestFromMove;
+    ImGuiNavItemData        NavInitResult;                      // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
+    bool                    NavMoveSubmitted;                   // Move request submitted, will process result on next NewFrame()
+    bool                    NavMoveScoringItems;                // Move request submitted, still scoring incoming items
+    bool                    NavMoveForwardToNextFrame;
+    ImGuiNavMoveFlags       NavMoveFlags;
+    ImGuiScrollFlags        NavMoveScrollFlags;
+    ImGuiKeyChord           NavMoveKeyMods;
+    ImGuiDir                NavMoveDir;                         // Direction of the move request (left/right/up/down)
+    ImGuiDir                NavMoveDirForDebug;
+    ImGuiDir                NavMoveClipDir;                     // FIXME-NAV: Describe the purpose of this better. Might want to rename?
+    ImRect                  NavScoringRect;                     // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
+    ImRect                  NavScoringNoClipRect;               // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
+    int                     NavScoringDebugCount;               // Metrics for debugging
+    int                     NavTabbingDir;                      // Generally -1 or +1, 0 when tabbing without a nav id
+    int                     NavTabbingCounter;                  // >0 when counting items for tabbing
+    ImGuiNavItemData        NavMoveResultLocal;                 // Best move request candidate within NavWindow
+    ImGuiNavItemData        NavMoveResultLocalVisible;          // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
+    ImGuiNavItemData        NavMoveResultOther;                 // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
+    ImGuiNavItemData        NavTabbingResultFirst;              // First tabbing request candidate within NavWindow and flattened hierarchy
+
+    // Navigation: record of last move request
+    ImGuiID                 NavJustMovedFromFocusScopeId;       // Just navigated from this focus scope id (result of a successfully MoveRequest).
+    ImGuiID                 NavJustMovedToId;                   // Just navigated to this id (result of a successfully MoveRequest).
+    ImGuiID                 NavJustMovedToFocusScopeId;         // Just navigated to this focus scope id (result of a successfully MoveRequest).
+    ImGuiKeyChord           NavJustMovedToKeyMods;
+    bool                    NavJustMovedToIsTabbing;            // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags.
+    bool                    NavJustMovedToHasSelectionData;     // Copy of move result's InFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData.
+
+    // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
+    ImGuiKeyChord           ConfigNavWindowingKeyNext;          // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
+    ImGuiKeyChord           ConfigNavWindowingKeyPrev;          // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)
+    ImGuiWindow*            NavWindowingTarget;                 // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
+    ImGuiWindow*            NavWindowingTargetAnim;             // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
+    ImGuiWindow*            NavWindowingListWindow;             // Internal window actually listing the CTRL+Tab contents
+    float                   NavWindowingTimer;
+    float                   NavWindowingHighlightAlpha;
+    bool                    NavWindowingToggleLayer;
+    ImGuiKey                NavWindowingToggleKey;
+    ImVec2                  NavWindowingAccumDeltaPos;
+    ImVec2                  NavWindowingAccumDeltaSize;
+
+    // Render
+    float                   DimBgRatio;                         // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
+
+    // Drag and Drop
+    bool                    DragDropActive;
+    bool                    DragDropWithinSource;               // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.
+    bool                    DragDropWithinTarget;               // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.
+    ImGuiDragDropFlags      DragDropSourceFlags;
+    int                     DragDropSourceFrameCount;
+    int                     DragDropMouseButton;
+    ImGuiPayload            DragDropPayload;
+    ImRect                  DragDropTargetRect;                 // Store rectangle of current target candidate (we favor small targets when overlapping)
+    ImRect                  DragDropTargetClipRect;             // Store ClipRect at the time of item's drawing
+    ImGuiID                 DragDropTargetId;
+    ImGuiDragDropFlags      DragDropAcceptFlags;
+    float                   DragDropAcceptIdCurrRectSurface;    // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
+    ImGuiID                 DragDropAcceptIdCurr;               // Target item id (set at the time of accepting the payload)
+    ImGuiID                 DragDropAcceptIdPrev;               // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
+    int                     DragDropAcceptFrameCount;           // Last time a target expressed a desire to accept the source
+    ImGuiID                 DragDropHoldJustPressedId;          // Set when holding a payload just made ButtonBehavior() return a press.
+    ImVector<unsigned char> DragDropPayloadBufHeap;             // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
+    unsigned char           DragDropPayloadBufLocal[16];        // Local buffer for small payloads
+
+    // Clipper
+    int                             ClipperTempDataStacked;
+    ImVector<ImGuiListClipperData>  ClipperTempData;
+
+    // Tables
+    ImGuiTable*                     CurrentTable;
+    ImGuiID                         DebugBreakInTable;          // Set to break in BeginTable() call.
+    int                             TablesTempDataStacked;      // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)
+    ImVector<ImGuiTableTempData>    TablesTempData;             // Temporary table data (buffers reused/shared across instances, support nesting)
+    ImPool<ImGuiTable>              Tables;                     // Persistent table data
+    ImVector<float>                 TablesLastTimeActive;       // Last used timestamp of each tables (SOA, for efficient GC)
+    ImVector<ImDrawChannel>         DrawChannelsTempMergeBuffer;
+
+    // Tab bars
+    ImGuiTabBar*                    CurrentTabBar;
+    ImPool<ImGuiTabBar>             TabBars;
+    ImVector<ImGuiPtrOrIndex>       CurrentTabBarStack;
+    ImVector<ImGuiShrinkWidthItem>  ShrinkWidthBuffer;
+
+    // Multi-Select state
+    ImGuiBoxSelectState             BoxSelectState;
+    ImGuiMultiSelectTempData*       CurrentMultiSelect;
+    int                             MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size)
+    ImVector<ImGuiMultiSelectTempData> MultiSelectTempData;
+    ImPool<ImGuiMultiSelectState>   MultiSelectStorage;
+
+    // Hover Delay system
+    ImGuiID                 HoverItemDelayId;
+    ImGuiID                 HoverItemDelayIdPreviousFrame;
+    float                   HoverItemDelayTimer;                // Currently used by IsItemHovered()
+    float                   HoverItemDelayClearTimer;           // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.
+    ImGuiID                 HoverItemUnlockedStationaryId;      // Mouse has once been stationary on this item. Only reset after departing the item.
+    ImGuiID                 HoverWindowUnlockedStationaryId;    // Mouse has once been stationary on this window. Only reset after departing the window.
+
+    // Mouse state
+    ImGuiMouseCursor        MouseCursor;
+    float                   MouseStationaryTimer;               // Time the mouse has been stationary (with some loose heuristic)
+    ImVec2                  MouseLastValidPos;
+
+    // Widget state
+    ImGuiInputTextState     InputTextState;
+    ImGuiInputTextDeactivatedState InputTextDeactivatedState;
+    ImFont                  InputTextPasswordFont;
+    ImGuiID                 TempInputId;                        // Temporary text input when CTRL+clicking on a slider, etc.
+    ImGuiDataTypeStorage    DataTypeZeroValue;                  // 0 for all data types
+    int                     BeginMenuDepth;
+    int                     BeginComboDepth;
+    ImGuiColorEditFlags     ColorEditOptions;                   // Store user options for color edit widgets
+    ImGuiID                 ColorEditCurrentID;                 // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).
+    ImGuiID                 ColorEditSavedID;                   // ID we are saving/restoring HS for
+    float                   ColorEditSavedHue;                  // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
+    float                   ColorEditSavedSat;                  // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
+    ImU32                   ColorEditSavedColor;                // RGB value with alpha set to 0.
+    ImVec4                  ColorPickerRef;                     // Initial/reference color at the time of opening the color picker.
+    ImGuiComboPreviewData   ComboPreviewData;
+    ImRect                  WindowResizeBorderExpectedRect;     // Expected border rect, switch to relative edit if moving
+    bool                    WindowResizeRelativeMode;
+    short                   ScrollbarSeekMode;                  // 0: relative, -1/+1: prev/next page.
+    float                   ScrollbarClickDeltaToGrabCenter;    // Distance between mouse and center of grab box, normalized in parent space. Use storage?
+    float                   SliderGrabClickOffset;
+    float                   SliderCurrentAccum;                 // Accumulated slider delta when using navigation controls.
+    bool                    SliderCurrentAccumDirty;            // Has the accumulated slider delta changed since last time we tried to apply it?
+    bool                    DragCurrentAccumDirty;
+    float                   DragCurrentAccum;                   // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
+    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
+    float                   DisabledAlphaBackup;                // Backup for style.Alpha for BeginDisabled()
+    short                   DisabledStackSize;
+    short                   LockMarkEdited;
+    short                   TooltipOverrideCount;
+    ImVector<char>          ClipboardHandlerData;               // If no custom clipboard handler is defined
+    ImVector<ImGuiID>       MenusIdSubmittedThisFrame;          // A list of menu IDs that were rendered at least once
+    ImGuiTypingSelectState  TypingSelectState;                  // State for GetTypingSelectRequest()
+
+    // Platform support
+    ImGuiPlatformImeData    PlatformImeData;                    // Data updated by current frame
+    ImGuiPlatformImeData    PlatformImeDataPrev;                // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler.
+
+    // Settings
+    bool                    SettingsLoaded;
+    float                   SettingsDirtyTimer;                 // Save .ini Settings to memory when time reaches zero
+    ImGuiTextBuffer         SettingsIniData;                    // In memory .ini settings
+    ImVector<ImGuiSettingsHandler>      SettingsHandlers;       // List of .ini settings handlers
+    ImChunkStream<ImGuiWindowSettings>  SettingsWindows;        // ImGuiWindow .ini settings entries
+    ImChunkStream<ImGuiTableSettings>   SettingsTables;         // ImGuiTable .ini settings entries
+    ImVector<ImGuiContextHook>          Hooks;                  // Hooks for extensions (e.g. test engine)
+    ImGuiID                             HookIdNext;             // Next available HookId
+
+    // Localization
+    const char*             LocalizationTable[ImGuiLocKey_COUNT];
+
+    // Capture/Logging
+    bool                    LogEnabled;                         // Currently capturing
+    ImGuiLogType            LogType;                            // Capture target
+    ImFileHandle            LogFile;                            // If != NULL log to stdout/ file
+    ImGuiTextBuffer         LogBuffer;                          // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
+    const char*             LogNextPrefix;
+    const char*             LogNextSuffix;
+    float                   LogLinePosY;
+    bool                    LogLineFirstItem;
+    int                     LogDepthRef;
+    int                     LogDepthToExpand;
+    int                     LogDepthToExpandDefault;            // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
+
+    // Debug Tools
+    // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.)
+    ImGuiDebugLogFlags      DebugLogFlags;
+    ImGuiTextBuffer         DebugLogBuf;
+    ImGuiTextIndex          DebugLogIndex;
+    ImGuiDebugLogFlags      DebugLogAutoDisableFlags;
+    ImU8                    DebugLogAutoDisableFrames;
+    ImU8                    DebugLocateFrames;                  // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.
+    bool                    DebugBreakInLocateId;               // Debug break in ItemAdd() call for g.DebugLocateId.
+    ImGuiKeyChord           DebugBreakKeyChord;                 // = ImGuiKey_Pause
+    ImS8                    DebugBeginReturnValueCullDepth;     // Cycle between 0..9 then wrap around.
+    bool                    DebugItemPickerActive;              // Item picker is active (started with DebugStartItemPicker())
+    ImU8                    DebugItemPickerMouseButton;
+    ImGuiID                 DebugItemPickerBreakId;             // Will call IM_DEBUG_BREAK() when encountering this ID
+    float                   DebugFlashStyleColorTime;
+    ImVec4                  DebugFlashStyleColorBackup;
+    ImGuiMetricsConfig      DebugMetricsConfig;
+    ImGuiIDStackTool        DebugIDStackTool;
+    ImGuiDebugAllocInfo     DebugAllocInfo;
+
+    // Misc
+    float                   FramerateSecPerFrame[60];           // Calculate estimate of framerate for user over the last 60 frames..
+    int                     FramerateSecPerFrameIdx;
+    int                     FramerateSecPerFrameCount;
+    float                   FramerateSecPerFrameAccum;
+    int                     WantCaptureMouseNextFrame;          // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
+    int                     WantCaptureKeyboardNextFrame;       // "
+    int                     WantTextInputNextFrame;
+    ImVector<char>          TempBuffer;                         // Temporary text buffer
+    char                    TempKeychordName[64];
+
+    ImGuiContext(ImFontAtlas* shared_font_atlas)
+    {
+        IO.Ctx = this;
+        InputTextState.Ctx = this;
+
+        Initialized = false;
+        FontAtlasOwnedByContext = shared_font_atlas ? false : true;
+        Font = NULL;
+        FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f;
+        IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
+        Time = 0.0f;
+        FrameCount = 0;
+        FrameCountEnded = FrameCountRendered = -1;
+        WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
+        GcCompactAll = false;
+        TestEngineHookItems = false;
+        TestEngine = NULL;
+        memset(ContextName, 0, sizeof(ContextName));
+
+        InputEventsNextMouseSource = ImGuiMouseSource_Mouse;
+        InputEventsNextEventId = 1;
+
+        WindowsActiveCount = 0;
+        CurrentWindow = NULL;
+        HoveredWindow = NULL;
+        HoveredWindowUnderMovingWindow = NULL;
+        HoveredWindowBeforeClear = NULL;
+        MovingWindow = NULL;
+        WheelingWindow = NULL;
+        WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1;
+        WheelingWindowReleaseTimer = 0.0f;
+
+        DebugDrawIdConflicts = 0;
+        DebugHookIdInfo = 0;
+        HoveredId = HoveredIdPreviousFrame = 0;
+        HoveredIdPreviousFrameItemCount = 0;
+        HoveredIdAllowOverlap = false;
+        HoveredIdIsDisabled = false;
+        HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
+        ItemUnclipByLog = false;
+        ActiveId = 0;
+        ActiveIdIsAlive = 0;
+        ActiveIdTimer = 0.0f;
+        ActiveIdIsJustActivated = false;
+        ActiveIdAllowOverlap = false;
+        ActiveIdNoClearOnFocusLoss = false;
+        ActiveIdHasBeenPressedBefore = false;
+        ActiveIdHasBeenEditedBefore = false;
+        ActiveIdHasBeenEditedThisFrame = false;
+        ActiveIdFromShortcut = false;
+        ActiveIdClickOffset = ImVec2(-1, -1);
+        ActiveIdWindow = NULL;
+        ActiveIdSource = ImGuiInputSource_None;
+        ActiveIdMouseButton = -1;
+        ActiveIdPreviousFrame = 0;
+        ActiveIdPreviousFrameIsAlive = false;
+        ActiveIdPreviousFrameHasBeenEditedBefore = false;
+        ActiveIdPreviousFrameWindow = NULL;
+        LastActiveId = 0;
+        LastActiveIdTimer = 0.0f;
+
+        LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0;
+
+        ActiveIdUsingNavDirMask = 0x00;
+        ActiveIdUsingAllKeyboardKeys = false;
+
+        CurrentFocusScopeId = 0;
+        CurrentItemFlags = ImGuiItemFlags_None;
+        DebugShowGroupRects = false;
+
+        NavWindow = NULL;
+        NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
+        NavLayer = ImGuiNavLayer_Main;
+        NavNextActivateId = 0;
+        NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
+        NavHighlightActivatedId = 0;
+        NavHighlightActivatedTimer = 0.0f;
+        NavInputSource = ImGuiInputSource_Keyboard;
+        NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+        NavIdIsAlive = false;
+        NavMousePosDirty = false;
+        NavDisableHighlight = true;
+        NavDisableMouseHover = false;
+
+        NavAnyRequest = false;
+        NavInitRequest = false;
+        NavInitRequestFromMove = false;
+        NavMoveSubmitted = false;
+        NavMoveScoringItems = false;
+        NavMoveForwardToNextFrame = false;
+        NavMoveFlags = ImGuiNavMoveFlags_None;
+        NavMoveScrollFlags = ImGuiScrollFlags_None;
+        NavMoveKeyMods = ImGuiMod_None;
+        NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
+        NavScoringDebugCount = 0;
+        NavTabbingDir = 0;
+        NavTabbingCounter = 0;
+
+        NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0;
+        NavJustMovedToKeyMods = ImGuiMod_None;
+        NavJustMovedToIsTabbing = false;
+        NavJustMovedToHasSelectionData = false;
+
+        // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
+        // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
+        ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
+        ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
+        NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
+        NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
+        NavWindowingToggleLayer = false;
+        NavWindowingToggleKey = ImGuiKey_None;
+
+        DimBgRatio = 0.0f;
+
+        DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
+        DragDropSourceFlags = ImGuiDragDropFlags_None;
+        DragDropSourceFrameCount = -1;
+        DragDropMouseButton = -1;
+        DragDropTargetId = 0;
+        DragDropAcceptFlags = ImGuiDragDropFlags_None;
+        DragDropAcceptIdCurrRectSurface = 0.0f;
+        DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
+        DragDropAcceptFrameCount = -1;
+        DragDropHoldJustPressedId = 0;
+        memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
+
+        ClipperTempDataStacked = 0;
+
+        CurrentTable = NULL;
+        TablesTempDataStacked = 0;
+        CurrentTabBar = NULL;
+        CurrentMultiSelect = NULL;
+        MultiSelectTempDataStacked = 0;
+
+        HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0;
+        HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;
+
+        MouseCursor = ImGuiMouseCursor_Arrow;
+        MouseStationaryTimer = 0.0f;
+
+        TempInputId = 0;
+        memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
+        BeginMenuDepth = BeginComboDepth = 0;
+        ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
+        ColorEditCurrentID = ColorEditSavedID = 0;
+        ColorEditSavedHue = ColorEditSavedSat = 0.0f;
+        ColorEditSavedColor = 0;
+        WindowResizeRelativeMode = false;
+        ScrollbarSeekMode = 0;
+        ScrollbarClickDeltaToGrabCenter = 0.0f;
+        SliderGrabClickOffset = 0.0f;
+        SliderCurrentAccum = 0.0f;
+        SliderCurrentAccumDirty = false;
+        DragCurrentAccumDirty = false;
+        DragCurrentAccum = 0.0f;
+        DragSpeedDefaultRatio = 1.0f / 100.0f;
+        DisabledAlphaBackup = 0.0f;
+        DisabledStackSize = 0;
+        LockMarkEdited = 0;
+        TooltipOverrideCount = 0;
+
+        PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
+        PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
+
+        SettingsLoaded = false;
+        SettingsDirtyTimer = 0.0f;
+        HookIdNext = 0;
+
+        memset(LocalizationTable, 0, sizeof(LocalizationTable));
+
+        LogEnabled = false;
+        LogType = ImGuiLogType_None;
+        LogNextPrefix = LogNextSuffix = NULL;
+        LogFile = NULL;
+        LogLinePosY = FLT_MAX;
+        LogLineFirstItem = false;
+        LogDepthRef = 0;
+        LogDepthToExpand = LogDepthToExpandDefault = 2;
+
+        DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY;
+        DebugLocateId = 0;
+        DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
+        DebugLogAutoDisableFrames = 0;
+        DebugLocateFrames = 0;
+        DebugBeginReturnValueCullDepth = -1;
+        DebugItemPickerActive = false;
+        DebugItemPickerMouseButton = ImGuiMouseButton_Left;
+        DebugItemPickerBreakId = 0;
+        DebugFlashStyleColorTime = 0.0f;
+        DebugFlashStyleColorIdx = ImGuiCol_COUNT;
+
+        // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations
+        DebugBreakInWindow = 0;
+        DebugBreakInTable = 0;
+        DebugBreakInLocateId = false;
+        DebugBreakKeyChord = ImGuiKey_Pause;
+        DebugBreakInShortcutRouting = ImGuiKey_None;
+
+        memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
+        FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
+        FramerateSecPerFrameAccum = 0.0f;
+        WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
+        memset(TempKeychordName, 0, sizeof(TempKeychordName));
+    }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiWindowTempData, ImGuiWindow
+//-----------------------------------------------------------------------------
+
+// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
+// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
+// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
+struct IMGUI_API ImGuiWindowTempData
+{
+    // Layout
+    ImVec2                  CursorPos;              // Current emitting position, in absolute coordinates.
+    ImVec2                  CursorPosPrevLine;
+    ImVec2                  CursorStartPos;         // Initial position after Begin(), generally ~ window position + WindowPadding.
+    ImVec2                  CursorMaxPos;           // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.
+    ImVec2                  IdealMaxPos;            // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.
+    ImVec2                  CurrLineSize;
+    ImVec2                  PrevLineSize;
+    float                   CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
+    float                   PrevLineTextBaseOffset;
+    bool                    IsSameLine;
+    bool                    IsSetPos;
+    ImVec1                  Indent;                 // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
+    ImVec1                  ColumnsOffset;          // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
+    ImVec1                  GroupOffset;
+    ImVec2                  CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area.
+
+    // Keyboard/Gamepad navigation
+    ImGuiNavLayer           NavLayerCurrent;        // Current layer, 0..31 (we currently only use 0..1)
+    short                   NavLayersActiveMask;    // Which layers have been written to (result from previous frame)
+    short                   NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
+    bool                    NavIsScrollPushableX;   // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column.
+    bool                    NavHideHighlightOneFrame;
+    bool                    NavWindowHasScrollY;    // Set per window when scrolling can be used (== ScrollMax.y > 0.0f)
+
+    // Miscellaneous
+    bool                    MenuBarAppending;       // FIXME: Remove this
+    ImVec2                  MenuBarOffset;          // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
+    ImGuiMenuColumns        MenuColumns;            // Simplified columns storage for menu items measurement
+    int                     TreeDepth;              // Current tree depth.
+    ImU32                   TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary.
+    ImVector<ImGuiWindow*>  ChildWindows;
+    ImGuiStorage*           StateStorage;           // Current persistent per-window storage (store e.g. tree node open/close state)
+    ImGuiOldColumns*        CurrentColumns;         // Current columns set
+    int                     CurrentTableIdx;        // Current table index (into g.Tables)
+    ImGuiLayoutType         LayoutType;
+    ImGuiLayoutType         ParentLayoutType;       // Layout type of parent window at the time of Begin()
+    ImU32                   ModalDimBgColor;
+
+    // Local parameters stacks
+    // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
+    float                   ItemWidth;              // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
+    float                   TextWrapPos;            // Current text wrap pos.
+    ImVector<float>         ItemWidthStack;         // Store item widths to restore (attention: .back() is not == ItemWidth)
+    ImVector<float>         TextWrapPosStack;       // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)
+};
+
+// Storage for one window
+struct IMGUI_API ImGuiWindow
+{
+    ImGuiContext*           Ctx;                                // Parent UI context (needs to be set explicitly by parent).
+    char*                   Name;                               // Window name, owned by the window.
+    ImGuiID                 ID;                                 // == ImHashStr(Name)
+    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_
+    ImGuiChildFlags         ChildFlags;                         // Set when window is a child window. See enum ImGuiChildFlags_
+    ImGuiViewportP*         Viewport;                           // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
+    ImVec2                  Pos;                                // Position (always rounded-up to nearest pixel)
+    ImVec2                  Size;                               // Current size (==SizeFull or collapsed title bar size)
+    ImVec2                  SizeFull;                           // Size when non collapsed
+    ImVec2                  ContentSize;                        // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
+    ImVec2                  ContentSizeIdeal;
+    ImVec2                  ContentSizeExplicit;                // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
+    ImVec2                  WindowPadding;                      // Window padding at the time of Begin().
+    float                   WindowRounding;                     // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.
+    float                   WindowBorderSize;                   // Window border size at the time of Begin().
+    float                   TitleBarHeight, MenuBarHeight;      // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight.
+    float                   DecoOuterSizeX1, DecoOuterSizeY1;   // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().
+    float                   DecoOuterSizeX2, DecoOuterSizeY2;   // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).
+    float                   DecoInnerSizeX1, DecoInnerSizeY1;   // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
+    int                     NameBufLen;                         // Size of buffer storing Name. May be larger than strlen(Name)!
+    ImGuiID                 MoveId;                             // == window->GetID("#MOVE")
+    ImGuiID                 ChildId;                            // ID of corresponding item in parent window (for navigation to return from child window to parent window)
+    ImGuiID                 PopupId;                            // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
+    ImVec2                  Scroll;
+    ImVec2                  ScrollMax;
+    ImVec2                  ScrollTarget;                       // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
+    ImVec2                  ScrollTargetCenterRatio;            // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
+    ImVec2                  ScrollTargetEdgeSnapDist;           // 0.0f = no snapping, >0.0f snapping threshold
+    ImVec2                  ScrollbarSizes;                     // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
+    bool                    ScrollbarX, ScrollbarY;             // Are scrollbars visible?
+    bool                    Active;                             // Set to true on Begin(), unless Collapsed
+    bool                    WasActive;
+    bool                    WriteAccessed;                      // Set to true when any widget access the current window
+    bool                    Collapsed;                          // Set when collapsing window to become only title-bar
+    bool                    WantCollapseToggle;
+    bool                    SkipItems;                          // Set when items can safely be all clipped (e.g. window not visible or collapsed)
+    bool                    SkipRefresh;                        // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false.
+    bool                    Appearing;                          // Set during the frame where the window is appearing (or re-appearing)
+    bool                    Hidden;                             // Do not display (== HiddenFrames*** > 0)
+    bool                    IsFallbackWindow;                   // Set on the "Debug##Default" window.
+    bool                    IsExplicitChild;                    // Set when passed _ChildWindow, left to false by BeginDocked()
+    bool                    HasCloseButton;                     // Set when the window has a close button (p_open != NULL)
+    signed char             ResizeBorderHovered;                // Current border being hovered for resize (-1: none, otherwise 0-3)
+    signed char             ResizeBorderHeld;                   // Current border being held for resize (-1: none, otherwise 0-3)
+    short                   BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
+    short                   BeginCountPreviousFrame;            // Number of Begin() during the previous frame
+    short                   BeginOrderWithinParent;             // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
+    short                   BeginOrderWithinContext;            // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
+    short                   FocusOrder;                         // Order within WindowsFocusOrder[], altered when windows are focused.
+    ImS8                    AutoFitFramesX, AutoFitFramesY;
+    bool                    AutoFitOnlyGrows;
+    ImGuiDir                AutoPosLastDirection;
+    ImS8                    HiddenFramesCanSkipItems;           // Hide the window for N frames
+    ImS8                    HiddenFramesCannotSkipItems;        // Hide the window for N frames while allowing items to be submitted so we can measure their size
+    ImS8                    HiddenFramesForRenderOnly;          // Hide the window until frame N at Render() time only
+    ImS8                    DisableInputsFrames;                // Disable window interactions for N frames
+    ImGuiCond               SetWindowPosAllowFlags : 8;         // store acceptable condition flags for SetNextWindowPos() use.
+    ImGuiCond               SetWindowSizeAllowFlags : 8;        // store acceptable condition flags for SetNextWindowSize() use.
+    ImGuiCond               SetWindowCollapsedAllowFlags : 8;   // store acceptable condition flags for SetNextWindowCollapsed() use.
+    ImVec2                  SetWindowPosVal;                    // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
+    ImVec2                  SetWindowPosPivot;                  // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.
+
+    ImVector<ImGuiID>       IDStack;                            // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
+    ImGuiWindowTempData     DC;                                 // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
+
+    // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.
+    // The main 'OuterRect', omitted as a field, is window->Rect().
+    ImRect                  OuterRectClipped;                   // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
+    ImRect                  InnerRect;                          // Inner rectangle (omit title bar, menu bar, scroll bar)
+    ImRect                  InnerClipRect;                      // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
+    ImRect                  WorkRect;                           // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
+    ImRect                  ParentWorkRect;                     // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?
+    ImRect                  ClipRect;                           // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
+    ImRect                  ContentRegionRect;                  // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
+    ImVec2ih                HitTestHoleSize;                    // Define an optional rectangular hole where mouse will pass-through the window.
+    ImVec2ih                HitTestHoleOffset;
+
+    int                     LastFrameActive;                    // Last frame number the window was Active.
+    float                   LastTimeActive;                     // Last timestamp the window was Active (using float as we don't need high precision there)
+    float                   ItemWidthDefault;
+    ImGuiStorage            StateStorage;
+    ImVector<ImGuiOldColumns> ColumnsStorage;
+    float                   FontWindowScale;                    // User scale multiplier per-window, via SetWindowFontScale()
+    int                     SettingsOffset;                     // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
+
+    ImDrawList*             DrawList;                           // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
+    ImDrawList              DrawListInst;
+    ImGuiWindow*            ParentWindow;                       // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.
+    ImGuiWindow*            ParentWindowInBeginStack;
+    ImGuiWindow*            RootWindow;                         // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
+    ImGuiWindow*            RootWindowPopupTree;                // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
+    ImGuiWindow*            RootWindowForTitleBarHighlight;     // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
+    ImGuiWindow*            RootWindowForNav;                   // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
+    ImGuiWindow*            ParentWindowForFocusRoute;          // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
+
+    ImGuiWindow*            NavLastChildNavWindow;              // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
+    ImGuiID                 NavLastIds[ImGuiNavLayer_COUNT];    // Last known NavId for this window, per layer (0/1)
+    ImRect                  NavRectRel[ImGuiNavLayer_COUNT];    // Reference rectangle, in window relative space
+    ImVec2                  NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX.
+    ImGuiID                 NavRootFocusScopeId;                // Focus Scope ID at the time of Begin()
+
+    int                     MemoryDrawListIdxCapacity;          // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
+    int                     MemoryDrawListVtxCapacity;
+    bool                    MemoryCompacted;                    // Set when window extraneous data have been garbage collected
+
+public:
+    ImGuiWindow(ImGuiContext* context, const char* name);
+    ~ImGuiWindow();
+
+    ImGuiID     GetID(const char* str, const char* str_end = NULL);
+    ImGuiID     GetID(const void* ptr);
+    ImGuiID     GetID(int n);
+    ImGuiID     GetIDFromPos(const ImVec2& p_abs);
+    ImGuiID     GetIDFromRectangle(const ImRect& r_abs);
+
+    // We don't use g.FontSize because the window may be != g.CurrentWindow.
+    ImRect      Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+    float       CalcFontSize() const    { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
+    ImRect      TitleBarRect() const    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); }
+    ImRect      MenuBarRect() const     { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Tab bar, Tab item support
+//-----------------------------------------------------------------------------
+
+// Extend ImGuiTabBarFlags_
+enum ImGuiTabBarFlagsPrivate_
+{
+    ImGuiTabBarFlags_DockNode                   = 1 << 20,  // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
+    ImGuiTabBarFlags_IsFocused                  = 1 << 21,
+    ImGuiTabBarFlags_SaveSettings               = 1 << 22,  // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
+};
+
+// Extend ImGuiTabItemFlags_
+enum ImGuiTabItemFlagsPrivate_
+{
+    ImGuiTabItemFlags_SectionMask_              = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
+    ImGuiTabItemFlags_NoCloseButton             = 1 << 20,  // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
+    ImGuiTabItemFlags_Button                    = 1 << 21,  // Used by TabItemButton, change the tab item behavior to mimic a button
+};
+
+// Storage for one active tab item (sizeof() 40 bytes)
+struct ImGuiTabItem
+{
+    ImGuiID             ID;
+    ImGuiTabItemFlags   Flags;
+    int                 LastFrameVisible;
+    int                 LastFrameSelected;      // This allows us to infer an ordered list of the last activated tabs with little maintenance
+    float               Offset;                 // Position relative to beginning of tab
+    float               Width;                  // Width currently displayed
+    float               ContentWidth;           // Width of label, stored during BeginTabItem() call
+    float               RequestedWidth;         // Width optionally requested by caller, -1.0f is unused
+    ImS32               NameOffset;             // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
+    ImS16               BeginOrder;             // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
+    ImS16               IndexDuringLayout;      // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions.
+    bool                WantClose;              // Marked as closed by SetTabItemClosed()
+
+    ImGuiTabItem()      { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }
+};
+
+// Storage for a tab bar (sizeof() 152 bytes)
+struct IMGUI_API ImGuiTabBar
+{
+    ImVector<ImGuiTabItem> Tabs;
+    ImGuiTabBarFlags    Flags;
+    ImGuiID             ID;                     // Zero for tab-bars used by docking
+    ImGuiID             SelectedTabId;          // Selected tab/window
+    ImGuiID             NextSelectedTabId;      // Next selected tab/window. Will also trigger a scrolling animation
+    ImGuiID             VisibleTabId;           // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
+    int                 CurrFrameVisible;
+    int                 PrevFrameVisible;
+    ImRect              BarRect;
+    float               CurrTabsContentsHeight;
+    float               PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar
+    float               WidthAllTabs;           // Actual width of all tabs (locked during layout)
+    float               WidthAllTabsIdeal;      // Ideal width if all tabs were visible and not clipped
+    float               ScrollingAnim;
+    float               ScrollingTarget;
+    float               ScrollingTargetDistToVisibility;
+    float               ScrollingSpeed;
+    float               ScrollingRectMinX;
+    float               ScrollingRectMaxX;
+    float               SeparatorMinX;
+    float               SeparatorMaxX;
+    ImGuiID             ReorderRequestTabId;
+    ImS16               ReorderRequestOffset;
+    ImS8                BeginCount;
+    bool                WantLayout;
+    bool                VisibleTabWasSubmitted;
+    bool                TabsAddedNew;           // Set to true when a new tab item or button has been added to the tab bar during last frame
+    ImS16               TabsActiveCount;        // Number of tabs submitted this frame.
+    ImS16               LastTabItemIdx;         // Index of last BeginTabItem() tab for use by EndTabItem()
+    float               ItemSpacingY;
+    ImVec2              FramePadding;           // style.FramePadding locked at the time of BeginTabBar()
+    ImVec2              BackupCursorPos;
+    ImGuiTextBuffer     TabsNames;              // For non-docking tab bar we re-append names in a contiguous buffer.
+
+    ImGuiTabBar();
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Table support
+//-----------------------------------------------------------------------------
+
+#define IM_COL32_DISABLE                IM_COL32(0,0,0,1)   // Special sentinel code which cannot be used as a regular color.
+#define IMGUI_TABLE_MAX_COLUMNS         512                 // May be further lifted
+
+// Our current column maximum is 64 but we may raise that in the future.
+typedef ImS16 ImGuiTableColumnIdx;
+typedef ImU16 ImGuiTableDrawChannelIdx;
+
+// [Internal] sizeof() ~ 112
+// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
+// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping.
+// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".
+struct ImGuiTableColumn
+{
+    ImGuiTableColumnFlags   Flags;                          // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_
+    float                   WidthGiven;                     // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.
+    float                   MinX;                           // Absolute positions
+    float                   MaxX;
+    float                   WidthRequest;                   // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()
+    float                   WidthAuto;                      // Automatic width
+    float                   WidthMax;                       // Maximum width (FIXME: overwritten by each instance)
+    float                   StretchWeight;                  // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.
+    float                   InitStretchWeightOrWidth;       // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).
+    ImRect                  ClipRect;                       // Clipping rectangle for the column
+    ImGuiID                 UserID;                         // Optional, value passed to TableSetupColumn()
+    float                   WorkMinX;                       // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column
+    float                   WorkMaxX;                       // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)
+    float                   ItemWidth;                      // Current item width for the column, preserved across rows
+    float                   ContentMaxXFrozen;              // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.
+    float                   ContentMaxXUnfrozen;
+    float                   ContentMaxXHeadersUsed;         // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
+    float                   ContentMaxXHeadersIdeal;
+    ImS16                   NameOffset;                     // Offset into parent ColumnsNames[]
+    ImGuiTableColumnIdx     DisplayOrder;                   // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
+    ImGuiTableColumnIdx     IndexWithinEnabledSet;          // Index within enabled/visible set (<= IndexToDisplayOrder)
+    ImGuiTableColumnIdx     PrevEnabledColumn;              // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column
+    ImGuiTableColumnIdx     NextEnabledColumn;              // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column
+    ImGuiTableColumnIdx     SortOrder;                      // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort
+    ImGuiTableDrawChannelIdx DrawChannelCurrent;            // Index within DrawSplitter.Channels[]
+    ImGuiTableDrawChannelIdx DrawChannelFrozen;             // Draw channels for frozen rows (often headers)
+    ImGuiTableDrawChannelIdx DrawChannelUnfrozen;           // Draw channels for unfrozen rows
+    bool                    IsEnabled;                      // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0
+    bool                    IsUserEnabled;                  // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling).
+    bool                    IsUserEnabledNextFrame;
+    bool                    IsVisibleX;                     // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).
+    bool                    IsVisibleY;
+    bool                    IsRequestOutput;                // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.
+    bool                    IsSkipItems;                    // Do we want item submissions to this column to be completely ignored (no layout will happen).
+    bool                    IsPreserveWidthAuto;
+    ImS8                    NavLayerCurrent;                // ImGuiNavLayer in 1 byte
+    ImU8                    AutoFitQueue;                   // Queue of 8 values for the next 8 frames to request auto-fit
+    ImU8                    CannotSkipItemsQueue;           // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
+    ImU8                    SortDirection : 2;              // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
+    ImU8                    SortDirectionsAvailCount : 2;   // Number of available sort directions (0 to 3)
+    ImU8                    SortDirectionsAvailMask : 4;    // Mask of available sort directions (1-bit each)
+    ImU8                    SortDirectionsAvailList;        // Ordered list of available sort directions (2-bits each, total 8-bits)
+
+    ImGuiTableColumn()
+    {
+        memset(this, 0, sizeof(*this));
+        StretchWeight = WidthRequest = -1.0f;
+        NameOffset = -1;
+        DisplayOrder = IndexWithinEnabledSet = -1;
+        PrevEnabledColumn = NextEnabledColumn = -1;
+        SortOrder = -1;
+        SortDirection = ImGuiSortDirection_None;
+        DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;
+    }
+};
+
+// Transient cell data stored per row.
+// sizeof() ~ 6 bytes
+struct ImGuiTableCellData
+{
+    ImU32                       BgColor;    // Actual color
+    ImGuiTableColumnIdx         Column;     // Column number
+};
+
+// Parameters for TableAngledHeadersRowEx()
+// This may end up being refactored for more general purpose.
+// sizeof() ~ 12 bytes
+struct ImGuiTableHeaderData
+{
+    ImGuiTableColumnIdx         Index;      // Column index
+    ImU32                       TextColor;
+    ImU32                       BgColor0;
+    ImU32                       BgColor1;
+};
+
+// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?)
+// sizeof() ~ 24 bytes
+struct ImGuiTableInstanceData
+{
+    ImGuiID                     TableInstanceID;
+    float                       LastOuterHeight;            // Outer height from last frame
+    float                       LastTopHeadersRowHeight;    // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set)
+    float                       LastFrozenHeight;           // Height of frozen section from last frame
+    int                         HoveredRowLast;             // Index of row which was hovered last frame.
+    int                         HoveredRowNext;             // Index of row hovered this frame, set after encountering it.
+
+    ImGuiTableInstanceData()    { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }
+};
+
+// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory()
+struct IMGUI_API ImGuiTable
+{
+    ImGuiID                     ID;
+    ImGuiTableFlags             Flags;
+    void*                       RawData;                    // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
+    ImGuiTableTempData*         TempData;                   // Transient data while table is active. Point within g.CurrentTableStack[]
+    ImSpan<ImGuiTableColumn>    Columns;                    // Point within RawData[]
+    ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex;        // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
+    ImSpan<ImGuiTableCellData>  RowCellData;                // Point within RawData[]. Store cells background requests for current row.
+    ImBitArrayPtr               EnabledMaskByDisplayOrder;  // Column DisplayOrder -> IsEnabled map
+    ImBitArrayPtr               EnabledMaskByIndex;         // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data
+    ImBitArrayPtr               VisibleMaskByIndex;         // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)
+    ImGuiTableFlags             SettingsLoadedFlags;        // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)
+    int                         SettingsOffset;             // Offset in g.SettingsTables
+    int                         LastFrameActive;
+    int                         ColumnsCount;               // Number of columns declared in BeginTable()
+    int                         CurrentRow;
+    int                         CurrentColumn;
+    ImS16                       InstanceCurrent;            // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
+    ImS16                       InstanceInteracted;         // Mark which instance (generally 0) of the same ID is being interacted with
+    float                       RowPosY1;
+    float                       RowPosY2;
+    float                       RowMinHeight;               // Height submitted to TableNextRow()
+    float                       RowCellPaddingY;            // Top and bottom padding. Reloaded during row change.
+    float                       RowTextBaseline;
+    float                       RowIndentOffsetX;
+    ImGuiTableRowFlags          RowFlags : 16;              // Current row flags, see ImGuiTableRowFlags_
+    ImGuiTableRowFlags          LastRowFlags : 16;
+    int                         RowBgColorCounter;          // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.
+    ImU32                       RowBgColor[2];              // Background color override for current row.
+    ImU32                       BorderColorStrong;
+    ImU32                       BorderColorLight;
+    float                       BorderX1;
+    float                       BorderX2;
+    float                       HostIndentX;
+    float                       MinColumnWidth;
+    float                       OuterPaddingX;
+    float                       CellPaddingX;               // Padding from each borders. Locked in BeginTable()/Layout.
+    float                       CellSpacingX1;              // Spacing between non-bordered cells. Locked in BeginTable()/Layout.
+    float                       CellSpacingX2;
+    float                       InnerWidth;                 // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
+    float                       ColumnsGivenWidth;          // Sum of current column width
+    float                       ColumnsAutoFitWidth;        // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
+    float                       ColumnsStretchSumWeights;   // Sum of weight of all enabled stretching columns
+    float                       ResizedColumnNextWidth;
+    float                       ResizeLockMinContentsX2;    // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
+    float                       RefScale;                   // Reference scale to be able to rescale columns on font/dpi changes.
+    float                       AngledHeadersHeight;        // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
+    float                       AngledHeadersSlope;         // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
+    ImRect                      OuterRect;                  // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
+    ImRect                      InnerRect;                  // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
+    ImRect                      WorkRect;
+    ImRect                      InnerClipRect;
+    ImRect                      BgClipRect;                 // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
+    ImRect                      Bg0ClipRectForDrawCmd;      // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
+    ImRect                      Bg2ClipRectForDrawCmd;      // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
+    ImRect                      HostClipRect;               // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
+    ImRect                      HostBackupInnerClipRect;    // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
+    ImGuiWindow*                OuterWindow;                // Parent window for the table
+    ImGuiWindow*                InnerWindow;                // Window holding the table data (== OuterWindow or a child window)
+    ImGuiTextBuffer             ColumnsNames;               // Contiguous buffer holding columns names
+    ImDrawListSplitter*         DrawSplitter;               // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
+    ImGuiTableInstanceData      InstanceDataFirst;
+    ImVector<ImGuiTableInstanceData>    InstanceDataExtra;  // FIXME-OPT: Using a small-vector pattern would be good.
+    ImGuiTableColumnSortSpecs   SortSpecsSingle;
+    ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti;     // FIXME-OPT: Using a small-vector pattern would be good.
+    ImGuiTableSortSpecs         SortSpecs;                  // Public facing sorts specs, this is what we return in TableGetSortSpecs()
+    ImGuiTableColumnIdx         SortSpecsCount;
+    ImGuiTableColumnIdx         ColumnsEnabledCount;        // Number of enabled columns (<= ColumnsCount)
+    ImGuiTableColumnIdx         ColumnsEnabledFixedCount;   // Number of enabled columns using fixed width (<= ColumnsCount)
+    ImGuiTableColumnIdx         DeclColumnsCount;           // Count calls to TableSetupColumn()
+    ImGuiTableColumnIdx         AngledHeadersCount;         // Count columns with angled headers
+    ImGuiTableColumnIdx         HoveredColumnBody;          // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
+    ImGuiTableColumnIdx         HoveredColumnBorder;        // Index of column whose right-border is being hovered (for resizing).
+    ImGuiTableColumnIdx         HighlightColumnHeader;      // Index of column which should be highlighted.
+    ImGuiTableColumnIdx         AutoFitSingleColumn;        // Index of single column requesting auto-fit.
+    ImGuiTableColumnIdx         ResizedColumn;              // Index of column being resized. Reset when InstanceCurrent==0.
+    ImGuiTableColumnIdx         LastResizedColumn;          // Index of column being resized from previous frame.
+    ImGuiTableColumnIdx         HeldHeaderColumn;           // Index of column header being held.
+    ImGuiTableColumnIdx         ReorderColumn;              // Index of column being reordered. (not cleared)
+    ImGuiTableColumnIdx         ReorderColumnDir;           // -1 or +1
+    ImGuiTableColumnIdx         LeftMostEnabledColumn;      // Index of left-most non-hidden column.
+    ImGuiTableColumnIdx         RightMostEnabledColumn;     // Index of right-most non-hidden column.
+    ImGuiTableColumnIdx         LeftMostStretchedColumn;    // Index of left-most stretched column.
+    ImGuiTableColumnIdx         RightMostStretchedColumn;   // Index of right-most stretched column.
+    ImGuiTableColumnIdx         ContextPopupColumn;         // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
+    ImGuiTableColumnIdx         FreezeRowsRequest;          // Requested frozen rows count
+    ImGuiTableColumnIdx         FreezeRowsCount;            // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
+    ImGuiTableColumnIdx         FreezeColumnsRequest;       // Requested frozen columns count
+    ImGuiTableColumnIdx         FreezeColumnsCount;         // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
+    ImGuiTableColumnIdx         RowCellDataCurrent;         // Index of current RowCellData[] entry in current row
+    ImGuiTableDrawChannelIdx    DummyDrawChannel;           // Redirect non-visible columns here.
+    ImGuiTableDrawChannelIdx    Bg2DrawChannelCurrent;      // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
+    ImGuiTableDrawChannelIdx    Bg2DrawChannelUnfrozen;
+    bool                        IsLayoutLocked;             // Set by TableUpdateLayout() which is called when beginning the first row.
+    bool                        IsInsideRow;                // Set when inside TableBeginRow()/TableEndRow().
+    bool                        IsInitializing;
+    bool                        IsSortSpecsDirty;
+    bool                        IsUsingHeaders;             // Set when the first row had the ImGuiTableRowFlags_Headers flag.
+    bool                        IsContextPopupOpen;         // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
+    bool                        DisableDefaultContextMenu;  // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup()
+    bool                        IsSettingsRequestLoad;
+    bool                        IsSettingsDirty;            // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
+    bool                        IsDefaultDisplayOrder;      // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
+    bool                        IsResetAllRequest;
+    bool                        IsResetDisplayOrderRequest;
+    bool                        IsUnfrozenRows;             // Set when we got past the frozen row.
+    bool                        IsDefaultSizingPolicy;      // Set if user didn't explicitly set a sizing policy in BeginTable()
+    bool                        IsActiveIdAliveBeforeTable;
+    bool                        IsActiveIdInTable;
+    bool                        HasScrollbarYCurr;          // Whether ANY instance of this table had a vertical scrollbar during the current frame.
+    bool                        HasScrollbarYPrev;          // Whether ANY instance of this table had a vertical scrollbar during the previous.
+    bool                        MemoryCompacted;
+    bool                        HostSkipItems;              // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
+
+    ImGuiTable()                { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }
+    ~ImGuiTable()               { IM_FREE(RawData); }
+};
+
+// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
+// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
+// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
+// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs.
+// sizeof() ~ 136 bytes.
+struct IMGUI_API ImGuiTableTempData
+{
+    int                         TableIndex;                 // Index in g.Tables.Buf[] pool
+    float                       LastTimeActive;             // Last timestamp this structure was used
+    float                       AngledHeadersExtraWidth;    // Used in EndTable()
+    ImVector<ImGuiTableHeaderData> AngledHeadersRequests;   // Used in TableAngledHeadersRow()
+
+    ImVec2                      UserOuterSize;              // outer_size.x passed to BeginTable()
+    ImDrawListSplitter          DrawSplitter;
+
+    ImRect                      HostBackupWorkRect;         // Backup of InnerWindow->WorkRect at the end of BeginTable()
+    ImRect                      HostBackupParentWorkRect;   // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
+    ImVec2                      HostBackupPrevLineSize;     // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()
+    ImVec2                      HostBackupCurrLineSize;     // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()
+    ImVec2                      HostBackupCursorMaxPos;     // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
+    ImVec1                      HostBackupColumnsOffset;    // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()
+    float                       HostBackupItemWidth;        // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()
+    int                         HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()
+
+    ImGuiTableTempData()        { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
+};
+
+// sizeof() ~ 12
+struct ImGuiTableColumnSettings
+{
+    float                   WidthOrWeight;
+    ImGuiID                 UserID;
+    ImGuiTableColumnIdx     Index;
+    ImGuiTableColumnIdx     DisplayOrder;
+    ImGuiTableColumnIdx     SortOrder;
+    ImU8                    SortDirection : 2;
+    ImU8                    IsEnabled : 1; // "Visible" in ini file
+    ImU8                    IsStretch : 1;
+
+    ImGuiTableColumnSettings()
+    {
+        WidthOrWeight = 0.0f;
+        UserID = 0;
+        Index = -1;
+        DisplayOrder = SortOrder = -1;
+        SortDirection = ImGuiSortDirection_None;
+        IsEnabled = 1;
+        IsStretch = 0;
+    }
+};
+
+// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)
+struct ImGuiTableSettings
+{
+    ImGuiID                     ID;                     // Set to 0 to invalidate/delete the setting
+    ImGuiTableFlags             SaveFlags;              // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)
+    float                       RefScale;               // Reference scale to be able to rescale columns on font/dpi changes.
+    ImGuiTableColumnIdx         ColumnsCount;
+    ImGuiTableColumnIdx         ColumnsCountMax;        // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher
+    bool                        WantApply;              // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
+
+    ImGuiTableSettings()        { memset(this, 0, sizeof(*this)); }
+    ImGuiTableColumnSettings*   GetColumnSettings()     { return (ImGuiTableColumnSettings*)(this + 1); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGui internal API
+// No guarantee of forward compatibility here!
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+    // Windows
+    // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
+    // If this ever crashes because g.CurrentWindow is NULL, it means that either:
+    // - ImGui::NewFrame() has never been called, which is illegal.
+    // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
+    inline    ImGuiWindow*  GetCurrentWindowRead()      { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
+    inline    ImGuiWindow*  GetCurrentWindow()          { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
+    IMGUI_API ImGuiWindow*  FindWindowByID(ImGuiID id);
+    IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);
+    IMGUI_API void          UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
+    IMGUI_API void          UpdateWindowSkipRefresh(ImGuiWindow* window);
+    IMGUI_API ImVec2        CalcWindowNextAutoFitSize(ImGuiWindow* window);
+    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
+    IMGUI_API bool          IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
+    IMGUI_API bool          IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
+    IMGUI_API bool          IsWindowNavFocusable(ImGuiWindow* window);
+    IMGUI_API void          SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
+    IMGUI_API void          SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
+    IMGUI_API void          SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
+    IMGUI_API void          SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
+    IMGUI_API void          SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window);
+    inline void             SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; }
+    inline ImRect           WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
+    inline ImRect           WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
+    inline ImVec2           WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p)  { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); }
+    inline ImVec2           WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p)  { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); }
+
+    // Windows: Display Order and Focus Order
+    IMGUI_API void          FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0);
+    IMGUI_API void          FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags);
+    IMGUI_API void          BringWindowToFocusFront(ImGuiWindow* window);
+    IMGUI_API void          BringWindowToDisplayFront(ImGuiWindow* window);
+    IMGUI_API void          BringWindowToDisplayBack(ImGuiWindow* window);
+    IMGUI_API void          BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window);
+    IMGUI_API int           FindWindowDisplayIndex(ImGuiWindow* window);
+    IMGUI_API ImGuiWindow*  FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);
+
+    // Windows: Idle, Refresh Policies [EXPERIMENTAL]
+    IMGUI_API void          SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);
+
+    // Fonts, drawing
+    IMGUI_API void          SetCurrentFont(ImFont* font);
+    inline ImFont*          GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
+    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
+    IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport);                     // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
+    IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport);                     // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
+    IMGUI_API void          AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
+
+    // Init
+    IMGUI_API void          Initialize();
+    IMGUI_API void          Shutdown();    // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
+
+    // NewFrame
+    IMGUI_API void          UpdateInputEvents(bool trickle_fast_inputs);
+    IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();
+    IMGUI_API void          FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
+    IMGUI_API void          StartMouseMovingWindow(ImGuiWindow* window);
+    IMGUI_API void          UpdateMouseMovingWindowNewFrame();
+    IMGUI_API void          UpdateMouseMovingWindowEndFrame();
+
+    // Generic context hooks
+    IMGUI_API ImGuiID       AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);
+    IMGUI_API void          RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);
+    IMGUI_API void          CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
+
+    // Viewports
+    IMGUI_API void          SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
+
+    // Settings
+    IMGUI_API void                  MarkIniSettingsDirty();
+    IMGUI_API void                  MarkIniSettingsDirty(ImGuiWindow* window);
+    IMGUI_API void                  ClearIniSettings();
+    IMGUI_API void                  AddSettingsHandler(const ImGuiSettingsHandler* handler);
+    IMGUI_API void                  RemoveSettingsHandler(const char* type_name);
+    IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
+
+    // Settings - Windows
+    IMGUI_API ImGuiWindowSettings*  CreateNewWindowSettings(const char* name);
+    IMGUI_API ImGuiWindowSettings*  FindWindowSettingsByID(ImGuiID id);
+    IMGUI_API ImGuiWindowSettings*  FindWindowSettingsByWindow(ImGuiWindow* window);
+    IMGUI_API void                  ClearWindowSettings(const char* name);
+
+    // Localization
+    IMGUI_API void          LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count);
+    inline const char*      LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; }
+
+    // Scrolling
+    IMGUI_API void          SetScrollX(ImGuiWindow* window, float scroll_x);
+    IMGUI_API void          SetScrollY(ImGuiWindow* window, float scroll_y);
+    IMGUI_API void          SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);
+    IMGUI_API void          SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);
+
+    // Early work-in-progress API (ScrollToItem() will become public)
+    IMGUI_API void          ScrollToItem(ImGuiScrollFlags flags = 0);
+    IMGUI_API void          ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
+    IMGUI_API ImVec2        ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
+//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    inline void             ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }
+//#endif
+
+    // Basic Accessors
+    inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
+    inline ImGuiItemFlags   GetItemFlags()  { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
+    inline ImGuiID          GetActiveID()   { ImGuiContext& g = *GImGui; return g.ActiveId; }
+    inline ImGuiID          GetFocusID()    { ImGuiContext& g = *GImGui; return g.NavId; }
+    IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);
+    IMGUI_API void          SetFocusID(ImGuiID id, ImGuiWindow* window);
+    IMGUI_API void          ClearActiveID();
+    IMGUI_API ImGuiID       GetHoveredID();
+    IMGUI_API void          SetHoveredID(ImGuiID id);
+    IMGUI_API void          KeepAliveID(ImGuiID id);
+    IMGUI_API void          MarkItemEdited(ImGuiID id);     // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
+    IMGUI_API void          PushOverrideID(ImGuiID id);     // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
+    IMGUI_API ImGuiID       GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);
+    IMGUI_API ImGuiID       GetIDWithSeed(int n, ImGuiID seed);
+
+    // Basic Helpers for widget code
+    IMGUI_API void          ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
+    inline void             ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
+    IMGUI_API bool          ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
+    IMGUI_API bool          ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags);
+    IMGUI_API bool          IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0);
+    IMGUI_API bool          IsClippedEx(const ImRect& bb, ImGuiID id);
+    IMGUI_API void          SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
+    IMGUI_API ImVec2        CalcItemSize(ImVec2 size, float default_w, float default_h);
+    IMGUI_API float         CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
+    IMGUI_API void          PushMultiItemsWidths(int components, float width_full);
+    IMGUI_API void          ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
+
+    // Parameter stacks (shared)
+    IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);
+    IMGUI_API void          BeginDisabledOverrideReenable();
+    IMGUI_API void          EndDisabledOverrideReenable();
+
+    // Logging/Capture
+    IMGUI_API void          LogBegin(ImGuiLogType type, int auto_open_depth);           // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
+    IMGUI_API void          LogToBuffer(int auto_open_depth = -1);                      // Start logging/capturing to internal buffer
+    IMGUI_API void          LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
+    IMGUI_API void          LogSetNextTextDecoration(const char* prefix, const char* suffix);
+
+    // Childs
+    IMGUI_API bool          BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags);
+
+    // Popups, Modals
+    IMGUI_API bool          BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags);
+    IMGUI_API void          OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
+    IMGUI_API void          ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
+    IMGUI_API void          ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
+    IMGUI_API void          ClosePopupsExceptModals();
+    IMGUI_API bool          IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
+    IMGUI_API ImRect        GetPopupAllowedExtentRect(ImGuiWindow* window);
+    IMGUI_API ImGuiWindow*  GetTopMostPopupModal();
+    IMGUI_API ImGuiWindow*  GetTopMostAndVisiblePopupModal();
+    IMGUI_API ImGuiWindow*  FindBlockingModal(ImGuiWindow* window);
+    IMGUI_API ImVec2        FindBestWindowPosForPopup(ImGuiWindow* window);
+    IMGUI_API ImVec2        FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
+
+    // Tooltips
+    IMGUI_API bool          BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
+    IMGUI_API bool          BeginTooltipHidden();
+
+    // Menus
+    IMGUI_API bool          BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
+    IMGUI_API bool          BeginMenuEx(const char* label, const char* icon, bool enabled = true);
+    IMGUI_API bool          MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);
+
+    // Combos
+    IMGUI_API bool          BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);
+    IMGUI_API bool          BeginComboPreview();
+    IMGUI_API void          EndComboPreview();
+
+    // Gamepad/Keyboard Navigation
+    IMGUI_API void          NavInitWindow(ImGuiWindow* window, bool force_reinit);
+    IMGUI_API void          NavInitRequestApplyResult();
+    IMGUI_API bool          NavMoveRequestButNoResultYet();
+    IMGUI_API void          NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
+    IMGUI_API void          NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
+    IMGUI_API void          NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
+    IMGUI_API void          NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data);
+    IMGUI_API void          NavMoveRequestCancel();
+    IMGUI_API void          NavMoveRequestApplyResult();
+    IMGUI_API void          NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
+    IMGUI_API void          NavHighlightActivated(ImGuiID id);
+    IMGUI_API void          NavClearPreferredPosForAxis(ImGuiAxis axis);
+    IMGUI_API void          NavRestoreHighlightAfterMove();
+    IMGUI_API void          NavUpdateCurrentWindowIsScrollPushableX();
+    IMGUI_API void          SetNavWindow(ImGuiWindow* window);
+    IMGUI_API void          SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
+    IMGUI_API void          SetNavFocusScope(ImGuiID focus_scope_id);
+
+    // Focus/Activation
+    // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
+    // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.
+    IMGUI_API void          FocusItem();                    // Focus last item (no selection/activation).
+    IMGUI_API void          ActivateItemByID(ImGuiID id);   // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.
+
+    // Inputs
+    // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
+    inline bool             IsNamedKey(ImGuiKey key)                    { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
+    inline bool             IsNamedKeyOrMod(ImGuiKey key)               { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; }
+    inline bool             IsLegacyKey(ImGuiKey key)                   { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
+    inline bool             IsKeyboardKey(ImGuiKey key)                 { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
+    inline bool             IsGamepadKey(ImGuiKey key)                  { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
+    inline bool             IsMouseKey(ImGuiKey key)                    { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
+    inline bool             IsAliasKey(ImGuiKey key)                    { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
+    inline bool             IsLRModKey(ImGuiKey key)                    { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }
+    ImGuiKeyChord           FixupKeyChord(ImGuiKeyChord key_chord);
+    inline ImGuiKey         ConvertSingleModFlagToKey(ImGuiKey key)
+    {
+        if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;
+        if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;
+        if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;
+        if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;
+        return key;
+    }
+
+    IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key);
+    inline ImGuiKeyData*    GetKeyData(ImGuiKey key)                                    { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); }
+    IMGUI_API const char*   GetKeyChordName(ImGuiKeyChord key_chord);
+    inline ImGuiKey         MouseButtonToKey(ImGuiMouseButton button)                   { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
+    IMGUI_API bool          IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
+    IMGUI_API ImVec2        GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
+    IMGUI_API float         GetNavTweakPressedAmount(ImGuiAxis axis);
+    IMGUI_API int           CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
+    IMGUI_API void          GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
+    IMGUI_API void          TeleportMousePos(const ImVec2& pos);
+    IMGUI_API void          SetActiveIdUsingAllKeyboardKeys();
+    inline bool             IsActiveIdUsingNavDir(ImGuiDir dir)                         { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
+
+    // [EXPERIMENTAL] Low-Level: Key/Input Ownership
+    // - The idea is that instead of "eating" a given input, we can link to an owner id.
+    // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).
+    // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.
+    // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).
+    // - Input ownership is automatically released on the frame after a key is released. Therefore:
+    //   - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).
+    //   - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).
+    // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
+    // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
+    //   Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
+    IMGUI_API ImGuiID       GetKeyOwner(ImGuiKey key);
+    IMGUI_API void          SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+    IMGUI_API void          SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+    IMGUI_API void          SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags);       // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
+    IMGUI_API bool          TestKeyOwner(ImGuiKey key, ImGuiID owner_id);               // Test that key is either not owned, either owned by 'owner_id'
+    inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key)          { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
+
+    // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
+    // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
+    // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)
+    // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
+    //   Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
+    // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
+    IMGUI_API bool          IsKeyDown(ImGuiKey key, ImGuiID owner_id);
+    IMGUI_API bool          IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);    // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
+    IMGUI_API bool          IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
+    IMGUI_API bool          IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0);
+    IMGUI_API bool          IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
+    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
+    IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
+    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
+
+    // Shortcut Testing & Routing
+    // - Set Shortcut() and SetNextItemShortcut() in imgui.h
+    // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
+    //   allowing the system to decide where to route the input among other route-aware calls.
+    //   (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check)
+    // - When using one of the routing option:
+    //   - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.)
+    //   - Routes are requested given a chord (key + modifiers) and a routing policy.
+    //   - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
+    //   - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window).
+    //   - Multiple read sites may use the same owner id can all access the granted route.
+    //   - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location.
+    // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute()
+    //   e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused.
+    IMGUI_API bool          Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id);
+    IMGUI_API bool          SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0
+    IMGUI_API bool          TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
+    IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
+
+    // [EXPERIMENTAL] Focus Scope
+    // This is generally used to identify a unique input location (for e.g. a selection set)
+    // There is one per window (automatically set in Begin), but:
+    // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.
+    //   So in order to identify a set multiple lists in same window may each need a focus scope.
+    //   If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()
+    // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.
+    // We don't use the ID Stack for this as it is common to want them separate.
+    IMGUI_API void          PushFocusScope(ImGuiID id);
+    IMGUI_API void          PopFocusScope();
+    inline ImGuiID          GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; }   // Focus scope we are outputting into, set by PushFocusScope()
+
+    // Drag and Drop
+    IMGUI_API bool          IsDragDropActive();
+    IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
+    IMGUI_API void          ClearDragDrop();
+    IMGUI_API bool          IsDragDropPayloadBeingAccepted();
+    IMGUI_API void          RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
+
+    // Typing-Select API
+    IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None);
+    IMGUI_API int           TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
+    IMGUI_API int           TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
+    IMGUI_API int           TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);
+
+    // Box-Select API
+    IMGUI_API bool          BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags);
+    IMGUI_API void          EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags);
+
+    // Multi-Select API
+    IMGUI_API void          MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags);
+    IMGUI_API void          MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed);
+    IMGUI_API void          MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected);
+    IMGUI_API void          MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item);
+    inline ImGuiBoxSelectState*     GetBoxSelectState(ImGuiID id)   { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; }
+    inline ImGuiMultiSelectState*   GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); }
+
+    // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
+    IMGUI_API void          SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
+    IMGUI_API void          BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
+    IMGUI_API void          EndColumns();                                                               // close columns
+    IMGUI_API void          PushColumnClipRect(int column_index);
+    IMGUI_API void          PushColumnsBackground();
+    IMGUI_API void          PopColumnsBackground();
+    IMGUI_API ImGuiID       GetColumnsID(const char* str_id, int count);
+    IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
+    IMGUI_API float         GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);
+    IMGUI_API float         GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);
+
+    // Tables: Candidates for public API
+    IMGUI_API void          TableOpenContextMenu(int column_n = -1);
+    IMGUI_API void          TableSetColumnWidth(int column_n, float width);
+    IMGUI_API void          TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
+    IMGUI_API int           TableGetHoveredRow();       // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
+    IMGUI_API float         TableGetHeaderRowHeight();
+    IMGUI_API float         TableGetHeaderAngledMaxLabelWidth();
+    IMGUI_API void          TablePushBackgroundChannel();
+    IMGUI_API void          TablePopBackgroundChannel();
+    IMGUI_API void          TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count);
+
+    // Tables: Internals
+    inline    ImGuiTable*   GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
+    IMGUI_API ImGuiTable*   TableFindByID(ImGuiID id);
+    IMGUI_API bool          BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
+    IMGUI_API void          TableBeginInitMemory(ImGuiTable* table, int columns_count);
+    IMGUI_API void          TableBeginApplyRequests(ImGuiTable* table);
+    IMGUI_API void          TableSetupDrawChannels(ImGuiTable* table);
+    IMGUI_API void          TableUpdateLayout(ImGuiTable* table);
+    IMGUI_API void          TableUpdateBorders(ImGuiTable* table);
+    IMGUI_API void          TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
+    IMGUI_API void          TableDrawBorders(ImGuiTable* table);
+    IMGUI_API void          TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display);
+    IMGUI_API bool          TableBeginContextMenuPopup(ImGuiTable* table);
+    IMGUI_API void          TableMergeDrawChannels(ImGuiTable* table);
+    inline ImGuiTableInstanceData*  TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }
+    inline ImGuiID                  TableGetInstanceID(ImGuiTable* table, int instance_no)   { return TableGetInstanceData(table, instance_no)->TableInstanceID; }
+    IMGUI_API void          TableSortSpecsSanitize(ImGuiTable* table);
+    IMGUI_API void          TableSortSpecsBuild(ImGuiTable* table);
+    IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);
+    IMGUI_API void          TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column);
+    IMGUI_API float         TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column);
+    IMGUI_API void          TableBeginRow(ImGuiTable* table);
+    IMGUI_API void          TableEndRow(ImGuiTable* table);
+    IMGUI_API void          TableBeginCell(ImGuiTable* table, int column_n);
+    IMGUI_API void          TableEndCell(ImGuiTable* table);
+    IMGUI_API ImRect        TableGetCellBgRect(const ImGuiTable* table, int column_n);
+    IMGUI_API const char*   TableGetColumnName(const ImGuiTable* table, int column_n);
+    IMGUI_API ImGuiID       TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0);
+    IMGUI_API float         TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n);
+    IMGUI_API void          TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);
+    IMGUI_API void          TableSetColumnWidthAutoAll(ImGuiTable* table);
+    IMGUI_API void          TableRemove(ImGuiTable* table);
+    IMGUI_API void          TableGcCompactTransientBuffers(ImGuiTable* table);
+    IMGUI_API void          TableGcCompactTransientBuffers(ImGuiTableTempData* table);
+    IMGUI_API void          TableGcCompactSettings();
+
+    // Tables: Settings
+    IMGUI_API void                  TableLoadSettings(ImGuiTable* table);
+    IMGUI_API void                  TableSaveSettings(ImGuiTable* table);
+    IMGUI_API void                  TableResetSettings(ImGuiTable* table);
+    IMGUI_API ImGuiTableSettings*   TableGetBoundSettings(ImGuiTable* table);
+    IMGUI_API void                  TableSettingsAddSettingsHandler();
+    IMGUI_API ImGuiTableSettings*   TableSettingsCreate(ImGuiID id, int columns_count);
+    IMGUI_API ImGuiTableSettings*   TableSettingsFindByID(ImGuiID id);
+
+    // Tab Bars
+    inline    ImGuiTabBar*  GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; }
+    IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
+    IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
+    IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);
+    IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar);
+    inline int              TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); }
+    IMGUI_API const char*   TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+    IMGUI_API void          TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
+    IMGUI_API void          TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+    IMGUI_API void          TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+    IMGUI_API void          TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset);
+    IMGUI_API void          TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);
+    IMGUI_API bool          TabBarProcessReorder(ImGuiTabBar* tab_bar);
+    IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
+    IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
+    IMGUI_API ImVec2        TabItemCalcSize(ImGuiWindow* window);
+    IMGUI_API void          TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
+    IMGUI_API void          TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
+
+    // Render helpers
+    // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
+    // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)
+    IMGUI_API void          RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
+    IMGUI_API void          RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
+    IMGUI_API void          RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
+    IMGUI_API void          RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
+    IMGUI_API void          RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);
+    IMGUI_API void          RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f);
+    IMGUI_API void          RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
+    IMGUI_API void          RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
+    IMGUI_API void          RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_None); // Navigation highlight
+    IMGUI_API const char*   FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
+    IMGUI_API void          RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
+
+    // Render helpers (those functions don't access any ImGui state!)
+    IMGUI_API void          RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
+    IMGUI_API void          RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
+    IMGUI_API void          RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
+    IMGUI_API void          RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
+    IMGUI_API void          RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
+    IMGUI_API void          RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
+
+    // Widgets
+    IMGUI_API void          TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
+    IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
+    IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
+    IMGUI_API bool          ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
+    IMGUI_API void          SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f);
+    IMGUI_API void          SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);
+    IMGUI_API bool          CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
+    IMGUI_API bool          CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);
+
+    // Widgets: Window Decorations
+    IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos);
+    IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos);
+    IMGUI_API void          Scrollbar(ImGuiAxis axis);
+    IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
+    IMGUI_API ImRect        GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
+    IMGUI_API ImGuiID       GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
+    IMGUI_API ImGuiID       GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
+    IMGUI_API ImGuiID       GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);
+
+    // Widgets low-level behaviors
+    IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
+    IMGUI_API bool          DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
+    IMGUI_API bool          SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
+    IMGUI_API bool          SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
+
+    // Widgets: Tree Nodes
+    IMGUI_API bool          TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
+    IMGUI_API void          TreePushOverrideID(ImGuiID id);
+    IMGUI_API bool          TreeNodeGetOpen(ImGuiID storage_id);
+    IMGUI_API void          TreeNodeSetOpen(ImGuiID storage_id, bool open);
+    IMGUI_API bool          TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags);   // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
+
+    // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
+    // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
+    // e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
+    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
+    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API T     ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
+    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API bool  DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);
+    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API bool  SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
+    template<typename T>                                        IMGUI_API T     RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
+    template<typename T>                                        IMGUI_API bool  CheckboxFlagsT(const char* label, T* flags, T flags_value);
+
+    // Data type helpers
+    IMGUI_API const ImGuiDataTypeInfo*  DataTypeGetInfo(ImGuiDataType data_type);
+    IMGUI_API int           DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
+    IMGUI_API void          DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);
+    IMGUI_API bool          DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL);
+    IMGUI_API int           DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);
+    IMGUI_API bool          DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);
+
+    // InputText
+    IMGUI_API bool          InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API void          InputTextDeactivateHook(ImGuiID id);
+    IMGUI_API bool          TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
+    IMGUI_API bool          TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
+    inline bool             TempInputIsActive(ImGuiID id)       { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
+    inline ImGuiInputTextState* GetInputTextState(ImGuiID id)   { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
+    IMGUI_API void          SetNextItemRefVal(ImGuiDataType data_type, void* p_data);
+
+    // Color
+    IMGUI_API void          ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
+    IMGUI_API void          ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
+    IMGUI_API void          ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);
+
+    // Plot
+    IMGUI_API int           PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg);
+
+    // Shade functions (write over already created vertices)
+    IMGUI_API void          ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
+    IMGUI_API void          ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
+    IMGUI_API void          ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out);
+
+    // Garbage collection
+    IMGUI_API void          GcCompactTransientMiscBuffers();
+    IMGUI_API void          GcCompactTransientWindowBuffers(ImGuiWindow* window);
+    IMGUI_API void          GcAwakeTransientWindowBuffers(ImGuiWindow* window);
+
+    // Debug Tools
+    IMGUI_API void          DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free
+    IMGUI_API void          ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
+    IMGUI_API void          ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
+    IMGUI_API void          ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
+    IMGUI_API void          DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255));
+    IMGUI_API void          DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255));
+    IMGUI_API void          DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255));
+    IMGUI_API void          DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end);
+    IMGUI_API void          DebugLocateItem(ImGuiID target_id);                     // Call sparingly: only 1 at the same time!
+    IMGUI_API void          DebugLocateItemOnHover(ImGuiID target_id);              // Only call on reaction to a mouse Hover: because only 1 at the same time!
+    IMGUI_API void          DebugLocateItemResolveWithLastItem();
+    IMGUI_API void          DebugBreakClearData();
+    IMGUI_API bool          DebugBreakButton(const char* label, const char* description_of_location);
+    IMGUI_API void          DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location);
+    IMGUI_API void          ShowFontAtlas(ImFontAtlas* atlas);
+    IMGUI_API void          DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
+    IMGUI_API void          DebugNodeColumns(ImGuiOldColumns* columns);
+    IMGUI_API void          DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
+    IMGUI_API void          DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
+    IMGUI_API void          DebugNodeFont(ImFont* font);
+    IMGUI_API void          DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
+    IMGUI_API void          DebugNodeStorage(ImGuiStorage* storage, const char* label);
+    IMGUI_API void          DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
+    IMGUI_API void          DebugNodeTable(ImGuiTable* table);
+    IMGUI_API void          DebugNodeTableSettings(ImGuiTableSettings* settings);
+    IMGUI_API void          DebugNodeInputTextState(ImGuiInputTextState* state);
+    IMGUI_API void          DebugNodeTypingSelectState(ImGuiTypingSelectState* state);
+    IMGUI_API void          DebugNodeMultiSelectState(ImGuiMultiSelectState* state);
+    IMGUI_API void          DebugNodeWindow(ImGuiWindow* window, const char* label);
+    IMGUI_API void          DebugNodeWindowSettings(ImGuiWindowSettings* settings);
+    IMGUI_API void          DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
+    IMGUI_API void          DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);
+    IMGUI_API void          DebugNodeViewport(ImGuiViewportP* viewport);
+    IMGUI_API void          DebugRenderKeyboardPreview(ImDrawList* draw_list);
+    IMGUI_API void          DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
+
+    // Obsolete functions
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    inline void     SetItemUsingMouseWheel()                                            { SetItemKeyOwner(ImGuiKey_MouseWheelY); }      // Changed in 1.89
+    inline bool     TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0)    { return TreeNodeUpdateNextOpen(id, flags); }   // Renamed in 1.89
+
+    //inline bool   IsKeyPressedMap(ImGuiKey key, bool repeat = true)                   { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
+
+    // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():
+    //  (Old) IMGUI_VERSION_NUM  < 18209: using 'ItemAdd(....)'                              and 'bool tab_focused = FocusableItemRegister(...)'
+    //  (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)'  and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0'
+    //  (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)'     and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))'
+    //inline bool   FocusableItemRegister(ImGuiWindow* window, ImGuiID id)              // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
+    //inline void   FocusableItemUnregister(ImGuiWindow* window)                        // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
+#endif
+
+} // namespace ImGui
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontAtlas internal API
+//-----------------------------------------------------------------------------
+
+// This structure is likely to evolve as we add support for incremental atlas updates
+struct ImFontBuilderIO
+{
+    bool    (*FontBuilder_Build)(ImFontAtlas* atlas);
+};
+
+// Helper for font builder
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
+IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
+#endif
+IMGUI_API void      ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas);
+IMGUI_API void      ImFontAtlasBuildInit(ImFontAtlas* atlas);
+IMGUI_API void      ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
+IMGUI_API void      ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
+IMGUI_API void      ImFontAtlasBuildFinish(ImFontAtlas* atlas);
+IMGUI_API void      ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);
+IMGUI_API void      ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value);
+IMGUI_API void      ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
+IMGUI_API void      ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
+
+//-----------------------------------------------------------------------------
+// [SECTION] Test Engine specific hooks (imgui_test_engine)
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+extern void         ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data);           // item_data may be NULL
+extern void         ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
+extern void         ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
+extern const char*  ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id);
+
+// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data);
+#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA)    // Register item bounding box
+#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS)    // Register item label and status flags (optional)
+#define IMGUI_TEST_ENGINE_LOG(_FMT,...)                     if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__)           // Custom log entry from user land into test log
+#else
+#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 ((void)0)
+#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      ((void)g)
+#endif
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#elif defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/imgui_tables.cpp b/third_party/imgui/imgui_tables.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..c3fb531ef1f4c607ebb18d097de0242e79f2ccd8
--- /dev/null
+++ b/third_party/imgui/imgui_tables.cpp
@@ -0,0 +1,4464 @@
+// dear imgui, v1.91.2 WIP
+// (tables and columns code)
+
+/*
+
+Index of this file:
+
+// [SECTION] Commentary
+// [SECTION] Header mess
+// [SECTION] Tables: Main code
+// [SECTION] Tables: Simple accessors
+// [SECTION] Tables: Row changes
+// [SECTION] Tables: Columns changes
+// [SECTION] Tables: Columns width management
+// [SECTION] Tables: Drawing
+// [SECTION] Tables: Sorting
+// [SECTION] Tables: Headers
+// [SECTION] Tables: Context Menu
+// [SECTION] Tables: Settings (.ini data)
+// [SECTION] Tables: Garbage Collection
+// [SECTION] Tables: Debugging
+// [SECTION] Columns, BeginColumns, EndColumns, etc.
+
+*/
+
+// Navigating this file:
+// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
+// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+
+//-----------------------------------------------------------------------------
+// [SECTION] Commentary
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Typical tables call flow: (root level is generally public API):
+//-----------------------------------------------------------------------------
+// - BeginTable()                               user begin into a table
+//    | BeginChild()                            - (if ScrollX/ScrollY is set)
+//    | TableBeginInitMemory()                  - first time table is used
+//    | TableResetSettings()                    - on settings reset
+//    | TableLoadSettings()                     - on settings load
+//    | TableBeginApplyRequests()               - apply queued resizing/reordering/hiding requests
+//    | - TableSetColumnWidth()                 - apply resizing width (for mouse resize, often requested by previous frame)
+//    |    - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
+// - TableSetupColumn()                         user submit columns details (optional)
+// - TableSetupScrollFreeze()                   user submit scroll freeze information (optional)
+//-----------------------------------------------------------------------------
+// - TableUpdateLayout() [Internal]             followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().
+//    | TableSetupDrawChannels()                - setup ImDrawList channels
+//    | TableUpdateBorders()                    - detect hovering columns for resize, ahead of contents submission
+//    | TableBeginContextMenuPopup()
+//    | - TableDrawDefaultContextMenu()         - draw right-click context menu contents
+//-----------------------------------------------------------------------------
+// - TableHeadersRow() or TableHeader()         user submit a headers row (optional)
+//    | TableSortSpecsClickColumn()             - when left-clicked: alter sort order and sort direction
+//    | TableOpenContextMenu()                  - when right-clicked: trigger opening of the default context menu
+// - TableGetSortSpecs()                        user queries updated sort specs (optional, generally after submitting headers)
+// - TableNextRow()                             user begin into a new row (also automatically called by TableHeadersRow())
+//    | TableEndRow()                           - finish existing row
+//    | TableBeginRow()                         - add a new row
+// - TableSetColumnIndex() / TableNextColumn()  user begin into a cell
+//    | TableEndCell()                          - close existing column/cell
+//    | TableBeginCell()                        - enter into current column/cell
+// - [...]                                      user emit contents
+//-----------------------------------------------------------------------------
+// - EndTable()                                 user ends the table
+//    | TableDrawBorders()                      - draw outer borders, inner vertical borders
+//    | TableMergeDrawChannels()                - merge draw channels if clipping isn't required
+//    | EndChild()                              - (if ScrollX/ScrollY is set)
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// TABLE SIZING
+//-----------------------------------------------------------------------------
+// (Read carefully because this is subtle but it does make sense!)
+//-----------------------------------------------------------------------------
+// About 'outer_size':
+// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags.
+// Default value is ImVec2(0.0f, 0.0f).
+//   X
+//   - outer_size.x <= 0.0f  ->  Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge.
+//   - outer_size.x  > 0.0f  ->  Set Fixed width.
+//   Y with ScrollX/ScrollY disabled: we output table directly in current window
+//   - outer_size.y  < 0.0f  ->  Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll.
+//   - outer_size.y  = 0.0f  ->  No minimum height (but will auto extend, unless _NoHostExtendY is set)
+//   - outer_size.y  > 0.0f  ->  Set Minimum height (but will auto extend, unless _NoHostExtendY is set)
+//   Y with ScrollX/ScrollY enabled: using a child window for scrolling
+//   - outer_size.y  < 0.0f  ->  Bottom-align. Not meaningful if parent window can vertically scroll.
+//   - outer_size.y  = 0.0f  ->  Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window.
+//   - outer_size.y  > 0.0f  ->  Set Exact height. Recommended when using Scrolling on any axis.
+//-----------------------------------------------------------------------------
+// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags.
+// Important to note how the two flags have slightly different behaviors!
+//   - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
+//   - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible.
+// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height.
+// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable).
+//-----------------------------------------------------------------------------
+// About 'inner_width':
+//   With ScrollX disabled:
+//   - inner_width          ->  *ignored*
+//   With ScrollX enabled:
+//   - inner_width  < 0.0f  ->  *illegal* fit in known width (right align from outer_size.x) <-- weird
+//   - inner_width  = 0.0f  ->  fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.
+//   - inner_width  > 0.0f  ->  override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!
+//-----------------------------------------------------------------------------
+// Details:
+// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept
+//   of "available space" doesn't make sense.
+// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding
+//   of what the value does.
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// COLUMNS SIZING POLICIES
+// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags)
+//-----------------------------------------------------------------------------
+// About overriding column sizing policy and width/weight with TableSetupColumn():
+// We use a default parameter of -1 for 'init_width'/'init_weight'.
+//   - with ImGuiTableColumnFlags_WidthFixed,    init_width  <= 0 (default)  --> width is automatic
+//   - with ImGuiTableColumnFlags_WidthFixed,    init_width  >  0 (explicit) --> width is custom
+//   - with ImGuiTableColumnFlags_WidthStretch,  init_weight <= 0 (default)  --> weight is 1.0f
+//   - with ImGuiTableColumnFlags_WidthStretch,  init_weight >  0 (explicit) --> weight is custom
+// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f)
+// and you can fit a 100.0f wide item in it without clipping and with padding honored.
+//-----------------------------------------------------------------------------
+// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag)
+//   - with Table policy ImGuiTableFlags_SizingFixedFit      --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width
+//   - with Table policy ImGuiTableFlags_SizingFixedSame     --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width
+//   - with Table policy ImGuiTableFlags_SizingStretchSame   --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f
+//   - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents
+// Default Width and default Weight can be overridden when calling TableSetupColumn().
+//-----------------------------------------------------------------------------
+// About mixing Fixed/Auto and Stretch columns together:
+//   - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
+//   - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place!
+//     that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in.
+//   - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents.
+//   - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths.
+//-----------------------------------------------------------------------------
+// About using column width:
+// If a column is manually resizable or has a width specified with TableSetupColumn():
+//   - you may use GetContentRegionAvail().x to query the width available in a given column.
+//   - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width.
+// If the column is not resizable and has no width specified with TableSetupColumn():
+//   - its width will be automatic and be set to the max of items submitted.
+//   - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN).
+//   - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN).
+//-----------------------------------------------------------------------------
+
+
+//-----------------------------------------------------------------------------
+// TABLES CLIPPING/CULLING
+//-----------------------------------------------------------------------------
+// About clipping/culling of Rows in Tables:
+// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows.
+//   ImGuiListClipper is reliant on the fact that rows are of equal height.
+//   See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper.
+// - Note that auto-resizing columns don't play well with using the clipper.
+//   By default a table with _ScrollX but without _Resizable will have column auto-resize.
+//   So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed.
+//-----------------------------------------------------------------------------
+// About clipping/culling of Columns in Tables:
+// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing
+//   width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know
+//   it is not going to contribute to row height.
+//   In many situations, you may skip submitting contents for every column but one (e.g. the first one).
+// - Case A: column is not hidden by user, and at least partially in sight (most common case).
+// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.
+// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).
+//
+//                        [A]         [B]          [C]
+//  TableNextColumn():    true        false        false       -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height.
+//          SkipItems:    false       false        true        -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.
+//           ClipRect:    normal      zero-width   zero-width  -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.
+//  ImDrawList output:    normal      dummy        dummy       -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).
+//
+// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row.
+//   However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer.
+//-----------------------------------------------------------------------------
+// About clipping/culling of whole Tables:
+// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false.
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// [SECTION] Header mess
+//-----------------------------------------------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_internal.h"
+
+// System includes
+#include <stdint.h>     // intptr_t
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127)     // condition expression is constant
+#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types
+#endif
+#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wenum-enum-conversion"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
+#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wformat-nonliteral"                // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Tables: Main code
+//-----------------------------------------------------------------------------
+// - TableFixFlags() [Internal]
+// - TableFindByID() [Internal]
+// - BeginTable()
+// - BeginTableEx() [Internal]
+// - TableBeginInitMemory() [Internal]
+// - TableBeginApplyRequests() [Internal]
+// - TableSetupColumnFlags() [Internal]
+// - TableUpdateLayout() [Internal]
+// - TableUpdateBorders() [Internal]
+// - EndTable()
+// - TableSetupColumn()
+// - TableSetupScrollFreeze()
+//-----------------------------------------------------------------------------
+
+// Configuration
+static const int TABLE_DRAW_CHANNEL_BG0 = 0;
+static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1;
+static const int TABLE_DRAW_CHANNEL_NOCLIP = 2;                     // When using ImGuiTableFlags_NoClip (this becomes the last visible channel)
+static const float TABLE_BORDER_SIZE                     = 1.0f;    // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering.
+static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f;    // Extend outside inner borders.
+static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f;   // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.
+
+// Helper
+inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window)
+{
+    // Adjust flags: set default sizing policy
+    if ((flags & ImGuiTableFlags_SizingMask_) == 0)
+        flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame;
+
+    // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame
+    if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
+        flags |= ImGuiTableFlags_NoKeepColumnsVisible;
+
+    // Adjust flags: enforce borders when resizable
+    if (flags & ImGuiTableFlags_Resizable)
+        flags |= ImGuiTableFlags_BordersInnerV;
+
+    // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on
+    if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY))
+        flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY);
+
+    // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody
+    if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize)
+        flags &= ~ImGuiTableFlags_NoBordersInBody;
+
+    // Adjust flags: disable saved settings if there's nothing to save
+    if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)
+        flags |= ImGuiTableFlags_NoSavedSettings;
+
+    // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)
+    if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings)
+        flags |= ImGuiTableFlags_NoSavedSettings;
+
+    return flags;
+}
+
+ImGuiTable* ImGui::TableFindByID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    return g.Tables.GetByKey(id);
+}
+
+// Read about "TABLE SIZING" at the top of this file.
+bool    ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
+{
+    ImGuiID id = GetID(str_id);
+    return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
+}
+
+bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* outer_window = GetCurrentWindow();
+    if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.
+        return false;
+
+    // Sanity checks
+    IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS);
+    if (flags & ImGuiTableFlags_ScrollX)
+        IM_ASSERT(inner_width >= 0.0f);
+
+    // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
+    // FIXME: coarse clipping because access to table data causes two issues:
+    // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
+    // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
+    // The side-effects of accessing table data on coarse clip would be:
+    // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
+    // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
+    const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
+    const ImVec2 avail_size = GetContentRegionAvail();
+    const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f));
+    const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
+    const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
+    if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
+    {
+        ItemSize(outer_rect);
+        ItemAdd(outer_rect, id);
+        return false;
+    }
+
+    // [DEBUG] Debug break requested by user
+    if (g.DebugBreakInTable == id)
+        IM_DEBUG_BREAK();
+
+    // Acquire storage for the table
+    ImGuiTable* table = g.Tables.GetOrAddByKey(id);
+
+    // Acquire temporary buffers
+    const int table_idx = g.Tables.GetIndex(table);
+    if (++g.TablesTempDataStacked > g.TablesTempData.Size)
+        g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());
+    ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];
+    temp_data->TableIndex = table_idx;
+    table->DrawSplitter = &table->TempData->DrawSplitter;
+    table->DrawSplitter->Clear();
+
+    // Fix flags
+    table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0;
+    flags = TableFixFlags(flags, outer_window);
+
+    // Initialize
+    const int previous_frame_active = table->LastFrameActive;
+    const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
+    const ImGuiTableFlags previous_flags = table->Flags;
+    table->ID = id;
+    table->Flags = flags;
+    table->LastFrameActive = g.FrameCount;
+    table->OuterWindow = table->InnerWindow = outer_window;
+    table->ColumnsCount = columns_count;
+    table->IsLayoutLocked = false;
+    table->InnerWidth = inner_width;
+    temp_data->UserOuterSize = outer_size;
+
+    // Instance data (for instance 0, TableID == TableInstanceID)
+    ImGuiID instance_id;
+    table->InstanceCurrent = (ImS16)instance_no;
+    if (instance_no > 0)
+    {
+        IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
+        if (table->InstanceDataExtra.Size < instance_no)
+            table->InstanceDataExtra.push_back(ImGuiTableInstanceData());
+        instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack.
+    }
+    else
+    {
+        instance_id = id;
+    }
+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+    table_instance->TableInstanceID = instance_id;
+
+    // When not using a child window, WorkRect.Max will grow as we append contents.
+    if (use_child_window)
+    {
+        // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent
+        // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)
+        ImVec2 override_content_size(FLT_MAX, FLT_MAX);
+        if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))
+            override_content_size.y = FLT_MIN;
+
+        // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and
+        // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align
+        // based on the right side of the child window work rect, which would require knowing ahead if we are going to
+        // have decoration taking horizontal spaces (typically a vertical scrollbar).
+        if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)
+            override_content_size.x = inner_width;
+
+        if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
+            SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
+
+        // Reset scroll if we are reactivating it
+        if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
+            SetNextWindowScroll(ImVec2(0.0f, 0.0f));
+
+        // Create scrolling region (without border and zero window padding)
+        ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
+        BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags);
+        table->InnerWindow = g.CurrentWindow;
+        table->WorkRect = table->InnerWindow->WorkRect;
+        table->OuterRect = table->InnerWindow->Rect();
+        table->InnerRect = table->InnerWindow->InnerRect;
+        IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
+
+        // Allow submitting when host is measuring
+        if (table->InnerWindow->SkipItems && outer_window_is_measuring_size)
+            table->InnerWindow->SkipItems = false;
+
+        // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)
+        if (instance_no == 0)
+        {
+            table->HasScrollbarYPrev = table->HasScrollbarYCurr;
+            table->HasScrollbarYCurr = false;
+        }
+        table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY;
+    }
+    else
+    {
+        // For non-scrolling tables, WorkRect == OuterRect == InnerRect.
+        // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
+        table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
+        table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
+    }
+
+    // Push a standardized ID for both child-using and not-child-using tables
+    PushOverrideID(id);
+    if (instance_no > 0)
+        PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol.
+
+    // Backup a copy of host window members we will modify
+    ImGuiWindow* inner_window = table->InnerWindow;
+    table->HostIndentX = inner_window->DC.Indent.x;
+    table->HostClipRect = inner_window->ClipRect;
+    table->HostSkipItems = inner_window->SkipItems;
+    temp_data->HostBackupWorkRect = inner_window->WorkRect;
+    temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;
+    temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
+    temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;
+    temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;
+    temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;
+    temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth;
+    temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
+    inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+
+    // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752)
+    // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
+    // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
+    // problem only affect scrolling tables in this case we can get away with doing it without extra cost).
+    if (inner_window != outer_window)
+    {
+        // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize,
+        // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with
+        // different x/y values to BeginChild().
+        if (flags & ImGuiTableFlags_BordersOuterV)
+        {
+            table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
+            if (inner_window->DecoOuterSizeX2 == 0.0f)
+                table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x);
+        }
+        if (flags & ImGuiTableFlags_BordersOuterH)
+        {
+            table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
+            if (inner_window->DecoOuterSizeY2 == 0.0f)
+                table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y);
+        }
+    }
+
+    // Padding and Spacing
+    // - None               ........Content..... Pad .....Content........
+    // - PadOuter           | Pad ..Content..... Pad .....Content.. Pad |
+    // - PadInner           ........Content.. Pad | Pad ..Content........
+    // - PadOuter+PadInner  | Pad ..Content.. Pad | Pad ..Content.. Pad |
+    const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;
+    const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;
+    const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;
+    const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;
+    const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;
+    table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;
+    table->CellSpacingX2 = inner_spacing_explicit;
+    table->CellPaddingX = inner_padding_explicit;
+
+    const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
+    const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;
+    table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;
+
+    table->CurrentColumn = -1;
+    table->CurrentRow = -1;
+    table->RowBgColorCounter = 0;
+    table->LastRowFlags = ImGuiTableRowFlags_None;
+    table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
+    table->InnerClipRect.ClipWith(table->WorkRect);     // We need this to honor inner_width
+    table->InnerClipRect.ClipWithFull(table->HostClipRect);
+    table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y;
+
+    table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
+    table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
+    table->RowCellPaddingY = 0.0f;
+    table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
+    table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
+    table->IsUnfrozenRows = true;
+    table->DeclColumnsCount = table->AngledHeadersCount = 0;
+    if (previous_frame_active + 1 < g.FrameCount)
+        table->IsActiveIdInTable = false;
+    table->AngledHeadersHeight = 0.0f;
+    temp_data->AngledHeadersExtraWidth = 0.0f;
+
+    // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
+    table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
+    table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
+
+    // Make table current
+    g.CurrentTable = table;
+    outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
+    outer_window->DC.CurrentTableIdx = table_idx;
+    if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
+        inner_window->DC.CurrentTableIdx = table_idx;
+
+    if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
+        table->IsResetDisplayOrderRequest = true;
+
+    // Mark as used to avoid GC
+    if (table_idx >= g.TablesLastTimeActive.Size)
+        g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);
+    g.TablesLastTimeActive[table_idx] = (float)g.Time;
+    temp_data->LastTimeActive = (float)g.Time;
+    table->MemoryCompacted = false;
+
+    // Setup memory buffer (clear data if columns count changed)
+    ImGuiTableColumn* old_columns_to_preserve = NULL;
+    void* old_columns_raw_data = NULL;
+    const int old_columns_count = table->Columns.size();
+    if (old_columns_count != 0 && old_columns_count != columns_count)
+    {
+        // Attempt to preserve width on column count change (#4046)
+        old_columns_to_preserve = table->Columns.Data;
+        old_columns_raw_data = table->RawData;
+        table->RawData = NULL;
+    }
+    if (table->RawData == NULL)
+    {
+        TableBeginInitMemory(table, columns_count);
+        table->IsInitializing = table->IsSettingsRequestLoad = true;
+    }
+    if (table->IsResetAllRequest)
+        TableResetSettings(table);
+    if (table->IsInitializing)
+    {
+        // Initialize
+        table->SettingsOffset = -1;
+        table->IsSortSpecsDirty = true;
+        table->InstanceInteracted = -1;
+        table->ContextPopupColumn = -1;
+        table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;
+        table->AutoFitSingleColumn = -1;
+        table->HoveredColumnBody = table->HoveredColumnBorder = -1;
+        for (int n = 0; n < columns_count; n++)
+        {
+            ImGuiTableColumn* column = &table->Columns[n];
+            if (old_columns_to_preserve && n < old_columns_count)
+            {
+                // FIXME: We don't attempt to preserve column order in this path.
+                *column = old_columns_to_preserve[n];
+            }
+            else
+            {
+                float width_auto = column->WidthAuto;
+                *column = ImGuiTableColumn();
+                column->WidthAuto = width_auto;
+                column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker
+                column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true;
+            }
+            column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;
+        }
+    }
+    if (old_columns_raw_data)
+        IM_FREE(old_columns_raw_data);
+
+    // Load settings
+    if (table->IsSettingsRequestLoad)
+        TableLoadSettings(table);
+
+    // Handle DPI/font resize
+    // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well.
+    // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.
+    // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.
+    // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.
+    const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?
+    if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
+    {
+        const float scale_factor = new_ref_scale_unit / table->RefScale;
+        //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
+        for (int n = 0; n < columns_count; n++)
+            table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
+    }
+    table->RefScale = new_ref_scale_unit;
+
+    // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call..
+    // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user.
+    // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.
+    inner_window->SkipItems = true;
+
+    // Clear names
+    // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn()
+    if (table->ColumnsNames.Buf.Size > 0)
+        table->ColumnsNames.Buf.resize(0);
+
+    // Apply queued resizing/reordering/hiding requests
+    TableBeginApplyRequests(table);
+
+    return true;
+}
+
+// For reference, the average total _allocation count_ for a table is:
+// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[])
+// + 1 (for table->RawData allocated below)
+// + 1 (for table->ColumnsNames, if names are used)
+// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number)
+// + 1 (for table->Splitter._Channels)
+// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
+// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details.
+// Unused channels don't perform their +2 allocations.
+void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)
+{
+    // Allocate single buffer for our arrays
+    const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count);
+    ImSpanAllocator<6> span_allocator;
+    span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));
+    span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));
+    span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);
+    for (int n = 3; n < 6; n++)
+        span_allocator.Reserve(n, columns_bit_array_size);
+    table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
+    memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());
+    span_allocator.SetArenaBasePtr(table->RawData);
+    span_allocator.GetSpan(0, &table->Columns);
+    span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
+    span_allocator.GetSpan(2, &table->RowCellData);
+    table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3);
+    table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4);
+    table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5);
+}
+
+// Apply queued resizing/reordering/hiding requests
+void ImGui::TableBeginApplyRequests(ImGuiTable* table)
+{
+    // Handle resizing request
+    // (We process this in the TableBegin() of the first instance of each table)
+    // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?
+    if (table->InstanceCurrent == 0)
+    {
+        if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
+            TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);
+        table->LastResizedColumn = table->ResizedColumn;
+        table->ResizedColumnNextWidth = FLT_MAX;
+        table->ResizedColumn = -1;
+
+        // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy.
+        // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings.
+        if (table->AutoFitSingleColumn != -1)
+        {
+            TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto);
+            table->AutoFitSingleColumn = -1;
+        }
+    }
+
+    // Handle reordering request
+    // Note: we don't clear ReorderColumn after handling the request.
+    if (table->InstanceCurrent == 0)
+    {
+        if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)
+            table->ReorderColumn = -1;
+        table->HeldHeaderColumn = -1;
+        if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
+        {
+            // We need to handle reordering across hidden columns.
+            // In the configuration below, moving C to the right of E will lead to:
+            //    ... C [D] E  --->  ... [D] E  C   (Column name/index)
+            //    ... 2  3  4        ...  2  3  4   (Display order)
+            const int reorder_dir = table->ReorderColumnDir;
+            IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);
+            IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
+            ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
+            ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];
+            IM_UNUSED(dst_column);
+            const int src_order = src_column->DisplayOrder;
+            const int dst_order = dst_column->DisplayOrder;
+            src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order;
+            for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
+                table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;
+            IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);
+
+            // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former.
+            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+                table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
+            table->ReorderColumnDir = 0;
+            table->IsSettingsDirty = true;
+        }
+    }
+
+    // Handle display order reset request
+    if (table->IsResetDisplayOrderRequest)
+    {
+        for (int n = 0; n < table->ColumnsCount; n++)
+            table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n;
+        table->IsResetDisplayOrderRequest = false;
+        table->IsSettingsDirty = true;
+    }
+}
+
+// Adjust flags: default width mode + stretch columns are not allowed when auto extending
+static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)
+{
+    ImGuiTableColumnFlags flags = flags_in;
+
+    // Sizing Policy
+    if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
+    {
+        const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
+        if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame)
+            flags |= ImGuiTableColumnFlags_WidthFixed;
+        else
+            flags |= ImGuiTableColumnFlags_WidthStretch;
+    }
+    else
+    {
+        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
+    }
+
+    // Resize
+    if ((table->Flags & ImGuiTableFlags_Resizable) == 0)
+        flags |= ImGuiTableColumnFlags_NoResize;
+
+    // Sorting
+    if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
+        flags |= ImGuiTableColumnFlags_NoSort;
+
+    // Indentation
+    if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0)
+        flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;
+
+    // Alignment
+    //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
+    //    flags |= ImGuiTableColumnFlags_AlignCenter;
+    //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
+
+    // Preserve status flags
+    column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_);
+
+    // Build an ordered list of available sort directions
+    column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0;
+    if (table->Flags & ImGuiTableFlags_Sortable)
+    {
+        int count = 0, mask = 0, list = 0;
+        if ((flags & ImGuiTableColumnFlags_PreferSortAscending)  != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending)  == 0) { mask |= 1 << ImGuiSortDirection_Ascending;  list |= ImGuiSortDirection_Ascending  << (count << 1); count++; }
+        if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
+        if ((flags & ImGuiTableColumnFlags_PreferSortAscending)  == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending)  == 0) { mask |= 1 << ImGuiSortDirection_Ascending;  list |= ImGuiSortDirection_Ascending  << (count << 1); count++; }
+        if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
+        if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; }
+        column->SortDirectionsAvailList = (ImU8)list;
+        column->SortDirectionsAvailMask = (ImU8)mask;
+        column->SortDirectionsAvailCount = (ImU8)count;
+        ImGui::TableFixColumnSortDirection(table, column);
+    }
+}
+
+// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function.
+// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first.
+// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns.
+// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns?
+void ImGui::TableUpdateLayout(ImGuiTable* table)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(table->IsLayoutLocked == false);
+
+    const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
+    table->IsDefaultDisplayOrder = true;
+    table->ColumnsEnabledCount = 0;
+    ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount);
+    ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount);
+    table->LeftMostEnabledColumn = -1;
+    table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE
+
+    // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.
+    // Process columns in their visible orders as we are building the Prev/Next indices.
+    int count_fixed = 0;                // Number of columns that have fixed sizing policies
+    int count_stretch = 0;              // Number of columns that have stretch sizing policies
+    int prev_visible_column_idx = -1;
+    bool has_auto_fit_request = false;
+    bool has_resizable = false;
+    float stretch_sum_width_auto = 0.0f;
+    float fixed_max_width_auto = 0.0f;
+    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+    {
+        const int column_n = table->DisplayOrderToIndex[order_n];
+        if (column_n != order_n)
+            table->IsDefaultDisplayOrder = false;
+        ImGuiTableColumn* column = &table->Columns[column_n];
+
+        // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame.
+        // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway.
+        // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect.
+        if (table->DeclColumnsCount <= column_n)
+        {
+            TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None);
+            column->NameOffset = -1;
+            column->UserID = 0;
+            column->InitStretchWeightOrWidth = -1.0f;
+        }
+
+        // Update Enabled state, mark settings and sort specs dirty
+        if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
+            column->IsUserEnabledNextFrame = true;
+        if (column->IsUserEnabled != column->IsUserEnabledNextFrame)
+        {
+            column->IsUserEnabled = column->IsUserEnabledNextFrame;
+            table->IsSettingsDirty = true;
+        }
+        column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0;
+
+        if (column->SortOrder != -1 && !column->IsEnabled)
+            table->IsSortSpecsDirty = true;
+        if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti))
+            table->IsSortSpecsDirty = true;
+
+        // Auto-fit unsized columns
+        const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f);
+        if (start_auto_fit)
+            column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
+
+        if (!column->IsEnabled)
+        {
+            column->IndexWithinEnabledSet = -1;
+            continue;
+        }
+
+        // Mark as enabled and link to previous/next enabled column
+        column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
+        column->NextEnabledColumn = -1;
+        if (prev_visible_column_idx != -1)
+            table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;
+        else
+            table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;
+        column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;
+        ImBitArraySetBit(table->EnabledMaskByIndex, column_n);
+        ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder);
+        prev_visible_column_idx = column_n;
+        IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
+
+        // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
+        // Combine width from regular rows + width from headers unless requested not to.
+        if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0)
+            column->WidthAuto = TableGetColumnWidthAuto(table, column);
+
+        // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
+        const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
+        if (column_is_resizable)
+            has_resizable = true;
+        if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable)
+            column->WidthAuto = column->InitStretchWeightOrWidth;
+
+        if (column->AutoFitQueue != 0x00)
+            has_auto_fit_request = true;
+        if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
+        {
+            stretch_sum_width_auto += column->WidthAuto;
+            count_stretch++;
+        }
+        else
+        {
+            fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto);
+            count_fixed++;
+        }
+    }
+    if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
+        table->IsSortSpecsDirty = true;
+    table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
+    IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
+
+    // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
+    // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510.
+    // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.
+    if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)
+        table->InnerWindow->SkipItems = false;
+    if (has_auto_fit_request)
+        table->IsSettingsDirty = true;
+
+    // [Part 3] Fix column flags and record a few extra information.
+    float sum_width_requests = 0.0f;    // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.
+    float stretch_sum_weights = 0.0f;   // Sum of all weights for stretch columns.
+    table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1;
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+            continue;
+        ImGuiTableColumn* column = &table->Columns[column_n];
+
+        const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
+        if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
+        {
+            // Apply same widths policy
+            float width_auto = column->WidthAuto;
+            if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable))
+                width_auto = fixed_max_width_auto;
+
+            // Apply automatic width
+            // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)
+            if (column->AutoFitQueue != 0x00)
+                column->WidthRequest = width_auto;
+            else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput)
+                column->WidthRequest = width_auto;
+
+            // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets
+            // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very
+            // large height (= first frame scrollbar display very off + clipper would skip lots of items).
+            // This is merely making the side-effect less extreme, but doesn't properly fixes it.
+            // FIXME: Move this to ->WidthGiven to avoid temporary lossyless?
+            // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.
+            if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)
+                column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?
+            sum_width_requests += column->WidthRequest;
+        }
+        else
+        {
+            // Initialize stretch weight
+            if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable)
+            {
+                if (column->InitStretchWeightOrWidth > 0.0f)
+                    column->StretchWeight = column->InitStretchWeightOrWidth;
+                else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp)
+                    column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch;
+                else
+                    column->StretchWeight = 1.0f;
+            }
+
+            stretch_sum_weights += column->StretchWeight;
+            if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder)
+                table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
+            if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder)
+                table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
+        }
+        column->IsPreserveWidthAuto = false;
+        sum_width_requests += table->CellPaddingX * 2.0f;
+    }
+    table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
+    table->ColumnsStretchSumWeights = stretch_sum_weights;
+
+    // [Part 4] Apply final widths based on requested widths
+    const ImRect work_rect = table->WorkRect;
+    const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
+    const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)
+    const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
+    const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
+    float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
+    table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+            continue;
+        ImGuiTableColumn* column = &table->Columns[column_n];
+
+        // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest)
+        if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
+        {
+            float weight_ratio = column->StretchWeight / stretch_sum_weights;
+            column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
+            width_remaining_for_stretched_columns -= column->WidthRequest;
+        }
+
+        // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column
+        // See additional comments in TableSetColumnWidth().
+        if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1)
+            column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
+
+        // Assign final width, record width in case we will need to shrink
+        column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth));
+        table->ColumnsGivenWidth += column->WidthGiven;
+    }
+
+    // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).
+    // Using right-to-left distribution (more likely to match resizing cursor).
+    if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))
+        for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
+        {
+            if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+                continue;
+            ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
+            if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+                continue;
+            column->WidthRequest += 1.0f;
+            column->WidthGiven += 1.0f;
+            width_remaining_for_stretched_columns -= 1.0f;
+        }
+
+    // Determine if table is hovered which will be used to flag columns as hovered.
+    // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+    //   but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily
+    //   clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).
+    // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.
+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+    table_instance->HoveredRowLast = table_instance->HoveredRowNext;
+    table_instance->HoveredRowNext = -1;
+    table->HoveredColumnBody = table->HoveredColumnBorder = -1;
+    const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
+    const ImGuiID backup_active_id = g.ActiveId;
+    g.ActiveId = 0;
+    const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None);
+    g.ActiveId = backup_active_id;
+
+    // Determine skewed MousePos.x to support angled headers.
+    float mouse_skewed_x = g.IO.MousePos.x;
+    if (table->AngledHeadersHeight > 0.0f)
+        if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight)
+            mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope);
+
+    // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
+    // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
+    int visible_n = 0;
+    bool has_at_least_one_column_requesting_output = false;
+    bool offset_x_frozen = (table->FreezeColumnsCount > 0);
+    float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;
+    ImRect host_clip_rect = table->InnerClipRect;
+    //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;
+    ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount);
+    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+    {
+        const int column_n = table->DisplayOrderToIndex[order_n];
+        ImGuiTableColumn* column = &table->Columns[column_n];
+
+        column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
+
+        if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
+        {
+            offset_x += work_rect.Min.x - table->OuterRect.Min.x;
+            offset_x_frozen = false;
+        }
+
+        // Clear status flags
+        column->Flags &= ~ImGuiTableColumnFlags_StatusMask_;
+
+        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+        {
+            // Hidden column: clear a few fields and we are done with it for the remainder of the function.
+            // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.
+            column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;
+            column->WidthGiven = 0.0f;
+            column->ClipRect.Min.y = work_rect.Min.y;
+            column->ClipRect.Max.y = FLT_MAX;
+            column->ClipRect.ClipWithFull(host_clip_rect);
+            column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false;
+            column->IsSkipItems = true;
+            column->ItemWidth = 1.0f;
+            continue;
+        }
+
+        // Lock start position
+        column->MinX = offset_x;
+
+        // Lock width based on start position and minimum/maximum width for this position
+        column->WidthMax = TableCalcMaxColumnWidth(table, column_n);
+        column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax);
+        column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
+        column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
+
+        // Lock other positions
+        // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.
+        // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
+        // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
+        // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
+        const float previous_instance_work_min_x = column->WorkMinX;
+        column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
+        column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
+        column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
+        column->ClipRect.Min.x = column->MinX;
+        column->ClipRect.Min.y = work_rect.Min.y;
+        column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
+        column->ClipRect.Max.y = FLT_MAX;
+        column->ClipRect.ClipWithFull(host_clip_rect);
+
+        // Mark column as Clipped (not in sight)
+        // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.
+        // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.
+        // Taking advantage of LastOuterHeight would yield good results there...
+        // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x,
+        // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).
+        // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.
+        column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);
+        column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);
+        const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;
+        if (is_visible)
+            ImBitArraySetBit(table->VisibleMaskByIndex, column_n);
+
+        // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.
+        column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;
+
+        // Mark column as SkipItems (ignoring all items/layout)
+        // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2)
+        column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;
+        if (column->IsSkipItems)
+            IM_ASSERT(!is_visible);
+        if (column->IsRequestOutput && !column->IsSkipItems)
+            has_at_least_one_column_requesting_output = true;
+
+        // Update status flags
+        column->Flags |= ImGuiTableColumnFlags_IsEnabled;
+        if (is_visible)
+            column->Flags |= ImGuiTableColumnFlags_IsVisible;
+        if (column->SortOrder != -1)
+            column->Flags |= ImGuiTableColumnFlags_IsSorted;
+
+        // Detect hovered column
+        if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
+        {
+            column->Flags |= ImGuiTableColumnFlags_IsHovered;
+            table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
+        }
+
+        // Alignment
+        // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
+        // many cases (to be able to honor this we might be able to store a log of cells width, per row, for
+        // visible rows, but nav/programmatic scroll would have visible artifacts.)
+        //if (column->Flags & ImGuiTableColumnFlags_AlignRight)
+        //    column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen);
+        //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
+        //    column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
+
+        // Reset content width variables
+        if (table->InstanceCurrent == 0)
+        {
+            column->ContentMaxXFrozen = column->WorkMinX;
+            column->ContentMaxXUnfrozen = column->WorkMinX;
+            column->ContentMaxXHeadersUsed = column->WorkMinX;
+            column->ContentMaxXHeadersIdeal = column->WorkMinX;
+        }
+        else
+        {
+            // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
+            const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
+            column->ContentMaxXFrozen += offset_from_previous_instance;
+            column->ContentMaxXUnfrozen += offset_from_previous_instance;
+            column->ContentMaxXHeadersUsed += offset_from_previous_instance;
+            column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
+        }
+
+        // Don't decrement auto-fit counters until container window got a chance to submit its items
+        if (table->HostSkipItems == false)
+        {
+            column->AutoFitQueue >>= 1;
+            column->CannotSkipItemsQueue >>= 1;
+        }
+
+        if (visible_n < table->FreezeColumnsCount)
+            host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);
+
+        offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
+        visible_n++;
+    }
+
+    // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
+    // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar.
+    if (has_at_least_one_column_requesting_output == false)
+    {
+        table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true;
+        table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false;
+    }
+
+    // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)
+    // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either
+    // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.
+    const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
+    if (is_hovering_table && table->HoveredColumnBody == -1)
+        if (mouse_skewed_x >= unused_x1)
+            table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
+    if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))
+        table->Flags &= ~ImGuiTableFlags_Resizable;
+
+    table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0);
+
+    // [Part 8] Lock actual OuterRect/WorkRect right-most position.
+    // This is done late to handle the case of fixed-columns tables not claiming more widths that they need.
+    // Because of this we are careful with uses of WorkRect and InnerClipRect before this point.
+    if (table->RightMostStretchedColumn != -1)
+        table->Flags &= ~ImGuiTableFlags_NoHostExtendX;
+    if (table->Flags & ImGuiTableFlags_NoHostExtendX)
+    {
+        table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1;
+        table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);
+    }
+    table->InnerWindow->ParentWorkRect = table->WorkRect;
+    table->BorderX1 = table->InnerClipRect.Min.x;
+    table->BorderX2 = table->InnerClipRect.Max.x;
+
+    // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.
+    float window_content_max_y;
+    if (table->Flags & ImGuiTableFlags_NoHostExtendY)
+        window_content_max_y = table->OuterRect.Max.y;
+    else
+        window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y);
+    table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y);
+
+    // [Part 9] Allocate draw channels and setup background cliprect
+    TableSetupDrawChannels(table);
+
+    // [Part 10] Hit testing on borders
+    if (table->Flags & ImGuiTableFlags_Resizable)
+        TableUpdateBorders(table);
+    table_instance->LastTopHeadersRowHeight = 0.0f;
+    table->IsLayoutLocked = true;
+    table->IsUsingHeaders = false;
+
+    // Highlight header
+    table->HighlightColumnHeader = -1;
+    if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent)
+        table->HighlightColumnHeader = table->ContextPopupColumn;
+    else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1)
+        if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive))
+            table->HighlightColumnHeader = table->HoveredColumnBody;
+
+    // [Part 11] Default context menu
+    // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup().
+    // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup().
+    // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu,
+    //   e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options.
+    if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table))
+    {
+        TableDrawDefaultContextMenu(table, table->Flags);
+        EndPopup();
+    }
+
+    // [Part 12] Sanitize and build sort specs before we have a chance to use them for display.
+    // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)
+    if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))
+        TableSortSpecsBuild(table);
+
+    // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)
+    if (table->FreezeColumnsRequest > 0)
+        table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;
+    if (table->FreezeRowsRequest > 0)
+        table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;
+    table_instance->LastFrozenHeight = 0.0f;
+
+    // Initial state
+    ImGuiWindow* inner_window = table->InnerWindow;
+    if (table->Flags & ImGuiTableFlags_NoClip)
+        table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
+    else
+        inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect?
+}
+
+// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
+// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise.
+void ImGui::TableUpdateBorders(ImGuiTable* table)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
+
+    // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and
+    // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
+    // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
+    // Actual columns highlight/render will be performed in EndTable() and not be affected.
+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+    const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
+    const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
+    const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
+    const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
+
+    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+    {
+        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+            continue;
+
+        const int column_n = table->DisplayOrderToIndex[order_n];
+        ImGuiTableColumn* column = &table->Columns[column_n];
+        if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
+            continue;
+
+        // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders()
+        const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body;
+        if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false)
+            continue;
+
+        if (!column->IsVisibleX && table->LastResizedColumn != column_n)
+            continue;
+
+        ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
+        ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
+        ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);
+        //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
+
+        bool hovered = false, held = false;
+        bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
+        if (pressed && IsMouseDoubleClicked(0))
+        {
+            TableSetColumnWidthAutoSingle(table, column_n);
+            ClearActiveID();
+            held = false;
+        }
+        if (held)
+        {
+            if (table->LastResizedColumn == -1)
+                table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX;
+            table->ResizedColumn = (ImGuiTableColumnIdx)column_n;
+            table->InstanceInteracted = table->InstanceCurrent;
+        }
+        if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
+        {
+            table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n;
+            SetMouseCursor(ImGuiMouseCursor_ResizeEW);
+        }
+    }
+}
+
+void    ImGui::EndTable()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
+
+    // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
+    // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
+    //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?");
+
+    // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our
+    // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.
+    if (!table->IsLayoutLocked)
+        TableUpdateLayout(table);
+
+    const ImGuiTableFlags flags = table->Flags;
+    ImGuiWindow* inner_window = table->InnerWindow;
+    ImGuiWindow* outer_window = table->OuterWindow;
+    ImGuiTableTempData* temp_data = table->TempData;
+    IM_ASSERT(inner_window == g.CurrentWindow);
+    IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
+
+    if (table->IsInsideRow)
+        TableEndRow(table);
+
+    // Context menu in columns body
+    if (flags & ImGuiTableFlags_ContextMenuInBody)
+        if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
+            TableOpenContextMenu((int)table->HoveredColumnBody);
+
+    // Finalize table height
+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+    inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
+    inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
+    inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
+    const float inner_content_max_y = table->RowPosY2;
+    IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);
+    if (inner_window != outer_window)
+        inner_window->DC.CursorMaxPos.y = inner_content_max_y;
+    else if (!(flags & ImGuiTableFlags_NoHostExtendY))
+        table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
+    table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
+    table_instance->LastOuterHeight = table->OuterRect.GetHeight();
+
+    // Setup inner scrolling range
+    // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
+    // but since the later is likely to be impossible to do we'd rather update both axises together.
+    if (table->Flags & ImGuiTableFlags_ScrollX)
+    {
+        const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
+        float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x;
+        if (table->RightMostEnabledColumn != -1)
+            max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
+        if (table->ResizedColumn != -1)
+            max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
+        table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
+    }
+
+    // Pop clipping rect
+    if (!(flags & ImGuiTableFlags_NoClip))
+        inner_window->DrawList->PopClipRect();
+    inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
+
+    // Draw borders
+    if ((flags & ImGuiTableFlags_Borders) != 0)
+        TableDrawBorders(table);
+
+#if 0
+    // Strip out dummy channel draw calls
+    // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)
+    // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway.
+    // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices.
+    if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)
+    {
+        ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];
+        dummy_channel->_CmdBuffer.resize(0);
+        dummy_channel->_IdxBuffer.resize(0);
+    }
+#endif
+
+    // Flatten channels and merge draw calls
+    ImDrawListSplitter* splitter = table->DrawSplitter;
+    splitter->SetCurrentChannel(inner_window->DrawList, 0);
+    if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
+        TableMergeDrawChannels(table);
+    splitter->Merge(inner_window->DrawList);
+
+    // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
+    float auto_fit_width_for_fixed = 0.0f;
+    float auto_fit_width_for_stretched = 0.0f;
+    float auto_fit_width_for_stretched_min = 0.0f;
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+        if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+        {
+            ImGuiTableColumn* column = &table->Columns[column_n];
+            float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);
+            if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
+                auto_fit_width_for_fixed += column_width_request;
+            else
+                auto_fit_width_for_stretched += column_width_request;
+            if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)
+                auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));
+        }
+    const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
+    table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);
+
+    // Update scroll
+    if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
+    {
+        inner_window->Scroll.x = 0.0f;
+    }
+    else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)
+    {
+        // When releasing a column being resized, scroll to keep the resulting column in sight
+        const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f;
+        ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
+        if (column->MaxX < table->InnerClipRect.Min.x)
+            SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);
+        else if (column->MaxX > table->InnerClipRect.Max.x)
+            SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);
+    }
+
+    // Apply resizing/dragging at the end of the frame
+    if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
+    {
+        ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
+        const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
+        const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
+        table->ResizedColumnNextWidth = new_width;
+    }
+
+    table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false);
+
+    // Pop from id stack
+    IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!");
+    IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
+    if (table->InstanceCurrent > 0)
+        PopID();
+    PopID();
+
+    // Restore window data that we modified
+    const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos;
+    inner_window->WorkRect = temp_data->HostBackupWorkRect;
+    inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect;
+    inner_window->SkipItems = table->HostSkipItems;
+    outer_window->DC.CursorPos = table->OuterRect.Min;
+    outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth;
+    outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize;
+    outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset;
+
+    // Layout in outer window
+    // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding
+    // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
+    if (inner_window != outer_window)
+    {
+        short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
+        inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
+        EndChild();
+        inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
+    }
+    else
+    {
+        ItemSize(table->OuterRect.GetSize());
+        ItemAdd(table->OuterRect, 0);
+    }
+
+    // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar
+    if (table->Flags & ImGuiTableFlags_NoHostExtendX)
+    {
+        // FIXME-TABLE: Could we remove this section?
+        // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents
+        IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0);
+        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth);
+    }
+    else if (temp_data->UserOuterSize.x <= 0.0f)
+    {
+        // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
+        // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
+        // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
+        const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
+        const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
+        outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
+        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
+    }
+    else
+    {
+        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x);
+    }
+    if (temp_data->UserOuterSize.y <= 0.0f)
+    {
+        const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
+        outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
+        outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
+    }
+    else
+    {
+        // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set)
+        outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y);
+    }
+
+    // Save settings
+    if (table->IsSettingsDirty)
+        TableSaveSettings(table);
+    table->IsInitializing = false;
+
+    // Clear or restore current table, if any
+    IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
+    IM_ASSERT(g.TablesTempDataStacked > 0);
+    temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
+    g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
+    if (g.CurrentTable)
+    {
+        g.CurrentTable->TempData = temp_data;
+        g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;
+    }
+    outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;
+    NavUpdateCurrentWindowIsScrollPushableX();
+}
+
+// See "COLUMNS SIZING POLICIES" comments at the top of this file
+// If (init_width_or_weight <= 0.0f) it is ignored
+void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
+    IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
+    IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
+    if (table->DeclColumnsCount >= table->ColumnsCount)
+    {
+        IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!");
+        return;
+    }
+
+    ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
+    table->DeclColumnsCount++;
+
+    // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa.
+    // Give a grace to users of ImGuiTableFlags_ScrollX.
+    if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0)
+        IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column.");
+
+    // When passing a width automatically enforce WidthFixed policy
+    // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable)
+    if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
+        if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
+            flags |= ImGuiTableColumnFlags_WidthFixed;
+    if (flags & ImGuiTableColumnFlags_AngledHeader)
+    {
+        flags |= ImGuiTableColumnFlags_NoHeaderLabel;
+        table->AngledHeadersCount++;
+    }
+
+    TableSetupColumnFlags(table, column, flags);
+    column->UserID = user_id;
+    flags = column->Flags;
+
+    // Initialize defaults
+    column->InitStretchWeightOrWidth = init_width_or_weight;
+    if (table->IsInitializing)
+    {
+        // Init width or weight
+        if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)
+        {
+            if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
+                column->WidthRequest = init_width_or_weight;
+            if (flags & ImGuiTableColumnFlags_WidthStretch)
+                column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
+
+            // Disable auto-fit if an explicit width/weight has been specified
+            if (init_width_or_weight > 0.0f)
+                column->AutoFitQueue = 0x00;
+        }
+
+        // Init default visibility/sort state
+        if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
+            column->IsUserEnabled = column->IsUserEnabledNextFrame = false;
+        if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
+        {
+            column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
+            column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
+        }
+    }
+
+    // Store name (append with zero-terminator in contiguous buffer)
+    // FIXME: If we recorded the number of \n in names we could compute header row height
+    column->NameOffset = -1;
+    if (label != NULL && label[0] != 0)
+    {
+        column->NameOffset = (ImS16)table->ColumnsNames.size();
+        table->ColumnsNames.append(label, label + strlen(label) + 1);
+    }
+}
+
+// [Public]
+void ImGui::TableSetupScrollFreeze(int columns, int rows)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
+    IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
+    IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
+    IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
+
+    table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0;
+    table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
+    table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;
+    table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
+    table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
+
+    // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
+    // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
+    for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
+    {
+        int order_n = table->DisplayOrderToIndex[column_n];
+        if (order_n != column_n && order_n >= table->FreezeColumnsRequest)
+        {
+            ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);
+            ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);
+        }
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Tables: Simple accessors
+//-----------------------------------------------------------------------------
+// - TableGetColumnCount()
+// - TableGetColumnName()
+// - TableGetColumnName() [Internal]
+// - TableSetColumnEnabled()
+// - TableGetColumnFlags()
+// - TableGetCellBgRect() [Internal]
+// - TableGetColumnResizeID() [Internal]
+// - TableGetHoveredColumn() [Internal]
+// - TableGetHoveredRow() [Internal]
+// - TableSetBgColor()
+//-----------------------------------------------------------------------------
+
+int ImGui::TableGetColumnCount()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    return table ? table->ColumnsCount : 0;
+}
+
+const char* ImGui::TableGetColumnName(int column_n)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (!table)
+        return NULL;
+    if (column_n < 0)
+        column_n = table->CurrentColumn;
+    return TableGetColumnName(table, column_n);
+}
+
+const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
+{
+    if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount)
+        return ""; // NameOffset is invalid at this point
+    const ImGuiTableColumn* column = &table->Columns[column_n];
+    if (column->NameOffset == -1)
+        return "";
+    return &table->ColumnsNames.Buf[column->NameOffset];
+}
+
+// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view)
+// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
+// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state.
+// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable().
+// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0.
+// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu.
+void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(table != NULL);
+    if (!table)
+        return;
+    IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
+    if (column_n < 0)
+        column_n = table->CurrentColumn;
+    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
+    ImGuiTableColumn* column = &table->Columns[column_n];
+    column->IsUserEnabledNextFrame = enabled;
+}
+
+// We allow querying for an extra column in order to poll the IsHovered state of the right-most section
+ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (!table)
+        return ImGuiTableColumnFlags_None;
+    if (column_n < 0)
+        column_n = table->CurrentColumn;
+    if (column_n == table->ColumnsCount)
+        return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None;
+    return table->Columns[column_n].Flags;
+}
+
+// Return the cell rectangle based on currently known height.
+// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
+//   The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
+// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
+//   columns report a small offset so their CellBgRect can extend up to the outer border.
+//   FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
+ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
+{
+    const ImGuiTableColumn* column = &table->Columns[column_n];
+    float x1 = column->MinX;
+    float x2 = column->MaxX;
+    //if (column->PrevEnabledColumn == -1)
+    //    x1 -= table->OuterPaddingX;
+    //if (column->NextEnabledColumn == -1)
+    //    x2 += table->OuterPaddingX;
+    x1 = ImMax(x1, table->WorkRect.Min.x);
+    x2 = ImMin(x2, table->WorkRect.Max.x);
+    return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
+}
+
+// Return the resizing ID for the right-side of the given column.
+ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no)
+{
+    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
+    ImGuiID instance_id = TableGetInstanceID(table, instance_no);
+    return instance_id + 1 + column_n; // FIXME: #6140: still not ideal
+}
+
+// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column.
+int ImGui::TableGetHoveredColumn()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (!table)
+        return -1;
+    return (int)table->HoveredColumnBody;
+}
+
+// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row.
+// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value.
+// This difference with is the reason why this is not public yet.
+int ImGui::TableGetHoveredRow()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (!table)
+        return -1;
+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+    return (int)table_instance->HoveredRowLast;
+}
+
+void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(target != ImGuiTableBgTarget_None);
+
+    if (color == IM_COL32_DISABLE)
+        color = 0;
+
+    // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.
+    switch (target)
+    {
+    case ImGuiTableBgTarget_CellBg:
+    {
+        if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
+            return;
+        if (column_n == -1)
+            column_n = table->CurrentColumn;
+        if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))
+            return;
+        if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)
+            table->RowCellDataCurrent++;
+        ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent];
+        cell_data->BgColor = color;
+        cell_data->Column = (ImGuiTableColumnIdx)column_n;
+        break;
+    }
+    case ImGuiTableBgTarget_RowBg0:
+    case ImGuiTableBgTarget_RowBg1:
+    {
+        if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
+            return;
+        IM_ASSERT(column_n == -1);
+        int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;
+        table->RowBgColor[bg_idx] = color;
+        break;
+    }
+    default:
+        IM_ASSERT(0);
+    }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Row changes
+//-------------------------------------------------------------------------
+// - TableGetRowIndex()
+// - TableNextRow()
+// - TableBeginRow() [Internal]
+// - TableEndRow() [Internal]
+//-------------------------------------------------------------------------
+
+// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
+int ImGui::TableGetRowIndex()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (!table)
+        return 0;
+    return table->CurrentRow;
+}
+
+// [Public] Starts into the first cell of a new row
+void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+
+    if (!table->IsLayoutLocked)
+        TableUpdateLayout(table);
+    if (table->IsInsideRow)
+        TableEndRow(table);
+
+    table->LastRowFlags = table->RowFlags;
+    table->RowFlags = row_flags;
+    table->RowCellPaddingY = g.Style.CellPadding.y;
+    table->RowMinHeight = row_min_height;
+    TableBeginRow(table);
+
+    // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,
+    // because that would essentially require a unique clipping rectangle per-cell.
+    table->RowPosY2 += table->RowCellPaddingY * 2.0f;
+    table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);
+
+    // Disable output until user calls TableNextColumn()
+    table->InnerWindow->SkipItems = true;
+}
+
+// [Internal] Only called by TableNextRow()
+void ImGui::TableBeginRow(ImGuiTable* table)
+{
+    ImGuiWindow* window = table->InnerWindow;
+    IM_ASSERT(!table->IsInsideRow);
+
+    // New row
+    table->CurrentRow++;
+    table->CurrentColumn = -1;
+    table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE;
+    table->RowCellDataCurrent = -1;
+    table->IsInsideRow = true;
+
+    // Begin frozen rows
+    float next_y1 = table->RowPosY2;
+    if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)
+        next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;
+
+    table->RowPosY1 = table->RowPosY2 = next_y1;
+    table->RowTextBaseline = 0.0f;
+    table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
+
+    window->DC.PrevLineTextBaseOffset = 0.0f;
+    window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns.
+    window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.
+    window->DC.IsSameLine = window->DC.IsSetPos = false;
+    window->DC.CursorMaxPos.y = next_y1;
+
+    // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
+    if (table->RowFlags & ImGuiTableRowFlags_Headers)
+    {
+        TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg));
+        if (table->CurrentRow == 0)
+            table->IsUsingHeaders = true;
+    }
+}
+
+// [Internal] Called by TableNextRow()
+void ImGui::TableEndRow(ImGuiTable* table)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(window == table->InnerWindow);
+    IM_ASSERT(table->IsInsideRow);
+
+    if (table->CurrentColumn != -1)
+        TableEndCell(table);
+
+    // Logging
+    if (g.LogEnabled)
+        LogRenderedText(NULL, "|");
+
+    // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is
+    // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
+    window->DC.CursorPos.y = table->RowPosY2;
+
+    // Row background fill
+    const float bg_y1 = table->RowPosY1;
+    const float bg_y2 = table->RowPosY2;
+    const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
+    const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+    if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers)))
+        table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1;
+
+    const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
+    if (is_visible)
+    {
+        // Update data for TableGetHoveredRow()
+        if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
+            table_instance->HoveredRowNext = table->CurrentRow;
+
+        // Decide of background color for the row
+        ImU32 bg_col0 = 0;
+        ImU32 bg_col1 = 0;
+        if (table->RowBgColor[0] != IM_COL32_DISABLE)
+            bg_col0 = table->RowBgColor[0];
+        else if (table->Flags & ImGuiTableFlags_RowBg)
+            bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
+        if (table->RowBgColor[1] != IM_COL32_DISABLE)
+            bg_col1 = table->RowBgColor[1];
+
+        // Decide of top border color
+        ImU32 top_border_col = 0;
+        const float border_size = TABLE_BORDER_SIZE;
+        if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH))
+            top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
+
+        const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
+        const bool draw_strong_bottom_border = unfreeze_rows_actual;
+        if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
+        {
+            // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
+            // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
+            if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
+                window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();
+            table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
+        }
+
+        // Draw row background
+        // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
+        if (bg_col0 || bg_col1)
+        {
+            ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
+            row_rect.ClipWith(table->BgClipRect);
+            if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y)
+                window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0);
+            if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y)
+                window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1);
+        }
+
+        // Draw cell background color
+        if (draw_cell_bg_color)
+        {
+            ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
+            for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
+            {
+                // As we render the BG here we need to clip things (for layout we would not)
+                // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
+                const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
+                ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
+                cell_bg_rect.ClipWith(table->BgClipRect);
+                cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x);     // So that first column after frozen one gets clipped when scrolling
+                cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
+                if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
+                    window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
+            }
+        }
+
+        // Draw top border
+        if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
+            window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
+
+        // Draw bottom border at the row unfreezing mark (always strong)
+        if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
+            window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);
+    }
+
+    // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
+    // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
+    // get the new cursor position.
+    if (unfreeze_rows_request)
+    {
+        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+            table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
+        const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
+        table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
+
+        if (unfreeze_rows_actual)
+        {
+            IM_ASSERT(table->IsUnfrozenRows == false);
+            table->IsUnfrozenRows = true;
+
+            // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
+            table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y);
+            table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y;
+            table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
+            IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
+
+            float row_height = table->RowPosY2 - table->RowPosY1;
+            table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
+            table->RowPosY1 = table->RowPosY2 - row_height;
+            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+            {
+                ImGuiTableColumn* column = &table->Columns[column_n];
+                column->DrawChannelCurrent = column->DrawChannelUnfrozen;
+                column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
+            }
+
+            // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
+            SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
+            table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
+        }
+    }
+
+    if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
+        table->RowBgColorCounter++;
+    table->IsInsideRow = false;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Columns changes
+//-------------------------------------------------------------------------
+// - TableGetColumnIndex()
+// - TableSetColumnIndex()
+// - TableNextColumn()
+// - TableBeginCell() [Internal]
+// - TableEndCell() [Internal]
+//-------------------------------------------------------------------------
+
+int ImGui::TableGetColumnIndex()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (!table)
+        return 0;
+    return table->CurrentColumn;
+}
+
+// [Public] Append into a specific column
+bool ImGui::TableSetColumnIndex(int column_n)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (!table)
+        return false;
+
+    if (table->CurrentColumn != column_n)
+    {
+        if (table->CurrentColumn != -1)
+            TableEndCell(table);
+        IM_ASSERT(column_n >= 0 && table->ColumnsCount);
+        TableBeginCell(table, column_n);
+    }
+
+    // Return whether the column is visible. User may choose to skip submitting items based on this return value,
+    // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
+    return table->Columns[column_n].IsRequestOutput;
+}
+
+// [Public] Append into the next column, wrap and create a new row when already on last column
+bool ImGui::TableNextColumn()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (!table)
+        return false;
+
+    if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount)
+    {
+        if (table->CurrentColumn != -1)
+            TableEndCell(table);
+        TableBeginCell(table, table->CurrentColumn + 1);
+    }
+    else
+    {
+        TableNextRow();
+        TableBeginCell(table, 0);
+    }
+
+    // Return whether the column is visible. User may choose to skip submitting items based on this return value,
+    // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
+    return table->Columns[table->CurrentColumn].IsRequestOutput;
+}
+
+
+// [Internal] Called by TableSetColumnIndex()/TableNextColumn()
+// This is called very frequently, so we need to be mindful of unnecessary overhead.
+// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.
+void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTableColumn* column = &table->Columns[column_n];
+    ImGuiWindow* window = table->InnerWindow;
+    table->CurrentColumn = column_n;
+
+    // Start position is roughly ~~ CellRect.Min + CellPadding + Indent
+    float start_x = column->WorkMinX;
+    if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
+        start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
+
+    window->DC.CursorPos.x = start_x;
+    window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY;
+    window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
+    window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
+    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns.
+    window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
+    window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
+
+    // Note how WorkRect.Max.y is only set once during layout
+    window->WorkRect.Min.y = window->DC.CursorPos.y;
+    window->WorkRect.Min.x = column->WorkMinX;
+    window->WorkRect.Max.x = column->WorkMaxX;
+    window->DC.ItemWidth = column->ItemWidth;
+
+    window->SkipItems = column->IsSkipItems;
+    if (column->IsSkipItems)
+    {
+        g.LastItemData.ID = 0;
+        g.LastItemData.StatusFlags = 0;
+    }
+
+    if (table->Flags & ImGuiTableFlags_NoClip)
+    {
+        // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
+        table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
+        //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP);
+    }
+    else
+    {
+        // FIXME-TABLE: Could avoid this if draw channel is dummy channel?
+        SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+        table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
+    }
+
+    // Logging
+    if (g.LogEnabled && !column->IsSkipItems)
+    {
+        LogRenderedText(&window->DC.CursorPos, "|");
+        g.LogLinePosY = FLT_MAX;
+    }
+}
+
+// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn()
+void ImGui::TableEndCell(ImGuiTable* table)
+{
+    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
+    ImGuiWindow* window = table->InnerWindow;
+
+    if (window->DC.IsSetPos)
+        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
+
+    // Report maximum position so we can infer content size per column.
+    float* p_max_pos_x;
+    if (table->RowFlags & ImGuiTableRowFlags_Headers)
+        p_max_pos_x = &column->ContentMaxXHeadersUsed;  // Useful in case user submit contents in header row that is not a TableHeader() call
+    else
+        p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;
+    *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
+    if (column->IsEnabled)
+        table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY);
+    column->ItemWidth = window->DC.ItemWidth;
+
+    // Propagate text baseline for the entire row
+    // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
+    table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Columns width management
+//-------------------------------------------------------------------------
+// - TableGetMaxColumnWidth() [Internal]
+// - TableGetColumnWidthAuto() [Internal]
+// - TableSetColumnWidth()
+// - TableSetColumnWidthAutoSingle() [Internal]
+// - TableSetColumnWidthAutoAll() [Internal]
+// - TableUpdateColumnsWeightFromWidth() [Internal]
+//-------------------------------------------------------------------------
+// Note that actual columns widths are computed in TableUpdateLayout().
+//-------------------------------------------------------------------------
+
+// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis.
+float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n)
+{
+    const ImGuiTableColumn* column = &table->Columns[column_n];
+    float max_width = FLT_MAX;
+    const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2;
+    if (table->Flags & ImGuiTableFlags_ScrollX)
+    {
+        // Frozen columns can't reach beyond visible width else scrolling will naturally break.
+        // (we use DisplayOrder as within a set of multiple frozen column reordering is possible)
+        if (column->DisplayOrder < table->FreezeColumnsRequest)
+        {
+            max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX;
+            max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2;
+        }
+    }
+    else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)
+    {
+        // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make
+        // sure they are all visible. Because of this we also know that all of the columns will always fit in
+        // table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
+        // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match.
+        // See "table_width_distrib" and "table_width_keep_visible" tests
+        max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX;
+        //max_width -= table->CellSpacingX1;
+        max_width -= table->CellSpacingX2;
+        max_width -= table->CellPaddingX * 2.0f;
+        max_width -= table->OuterPaddingX;
+    }
+    return max_width;
+}
+
+// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field
+float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column)
+{
+    const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX;
+    const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX;
+    float width_auto = content_width_body;
+    if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
+        width_auto = ImMax(width_auto, content_width_headers);
+
+    // Non-resizable fixed columns preserve their requested width
+    if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)
+        if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize))
+            width_auto = column->InitStretchWeightOrWidth;
+
+    return ImMax(width_auto, table->MinColumnWidth);
+}
+
+// 'width' = inner column width, without padding
+void ImGui::TableSetColumnWidth(int column_n, float width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(table != NULL && table->IsLayoutLocked == false);
+    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
+    ImGuiTableColumn* column_0 = &table->Columns[column_n];
+    float column_0_width = width;
+
+    // Apply constraints early
+    // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
+    IM_ASSERT(table->MinColumnWidth > 0.0f);
+    const float min_width = table->MinColumnWidth;
+    const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933)
+    column_0_width = ImClamp(column_0_width, min_width, max_width);
+    if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
+        return;
+
+    //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
+    ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
+
+    // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
+    // - All fixed: easy.
+    // - All stretch: easy.
+    // - One or more fixed + one stretch: easy.
+    // - One or more fixed + more than one stretch: tricky.
+    // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here.
+
+    // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
+    // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
+    // Scenarios:
+    // - F1 F2 F3  resize from F1| or F2|   --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.
+    // - F1 F2 F3  resize from F3|          --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.
+    // - F1 F2 W3  resize from F1| or F2|   --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size.
+    // - F1 F2 W3  resize from W3|          --> ok: no-op (disabled by Resize Rule 1)
+    // - W1 W2 W3  resize from W1| or W2|   --> ok
+    // - W1 W2 W3  resize from W3|          --> ok: no-op (disabled by Resize Rule 1)
+    // - W1 F2 F3  resize from F3|          --> ok: no-op (disabled by Resize Rule 1)
+    // - W1 F2     resize from F2|          --> ok: no-op (disabled by Resize Rule 1)
+    // - W1 W2 F3  resize from W1| or W2|   --> ok
+    // - W1 F2 W3  resize from W1| or F2|   --> ok
+    // - F1 W2 F3  resize from W2|          --> ok
+    // - F1 W3 F2  resize from W3|          --> ok
+    // - W1 F2 F3  resize from W1|          --> ok: equivalent to resizing |F2. F3 will not move.
+    // - W1 F2 F3  resize from F2|          --> ok
+    // All resizes from a Wx columns are locking other columns.
+
+    // Possible improvements:
+    // - W1 W2 W3  resize W1|               --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns.
+    // - W3 F1 F2  resize W3|               --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix.
+
+    // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
+
+    // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize.
+    // This is the preferred resize path
+    if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
+        if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder)
+        {
+            column_0->WidthRequest = column_0_width;
+            table->IsSettingsDirty = true;
+            return;
+        }
+
+    // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column)
+    if (column_1 == NULL)
+        column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL;
+    if (column_1 == NULL)
+        return;
+
+    // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column.
+    // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
+    float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);
+    column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;
+    IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f);
+    column_0->WidthRequest = column_0_width;
+    column_1->WidthRequest = column_1_width;
+    if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch)
+        TableUpdateColumnsWeightFromWidth(table);
+    table->IsSettingsDirty = true;
+}
+
+// Disable clipping then auto-fit, will take 2 frames
+// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
+void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
+{
+    // Single auto width uses auto-fit
+    ImGuiTableColumn* column = &table->Columns[column_n];
+    if (!column->IsEnabled)
+        return;
+    column->CannotSkipItemsQueue = (1 << 0);
+    table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n;
+}
+
+void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
+{
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        ImGuiTableColumn* column = &table->Columns[column_n];
+        if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column
+            continue;
+        column->CannotSkipItemsQueue = (1 << 0);
+        column->AutoFitQueue = (1 << 1);
+    }
+}
+
+void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
+{
+    IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1);
+
+    // Measure existing quantities
+    float visible_weight = 0.0f;
+    float visible_width = 0.0f;
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        ImGuiTableColumn* column = &table->Columns[column_n];
+        if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+            continue;
+        IM_ASSERT(column->StretchWeight > 0.0f);
+        visible_weight += column->StretchWeight;
+        visible_width += column->WidthRequest;
+    }
+    IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);
+
+    // Apply new weights
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        ImGuiTableColumn* column = &table->Columns[column_n];
+        if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+            continue;
+        column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight;
+        IM_ASSERT(column->StretchWeight > 0.0f);
+    }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Drawing
+//-------------------------------------------------------------------------
+// - TablePushBackgroundChannel() [Internal]
+// - TablePopBackgroundChannel() [Internal]
+// - TableSetupDrawChannels() [Internal]
+// - TableMergeDrawChannels() [Internal]
+// - TableGetColumnBorderCol() [Internal]
+// - TableDrawBorders() [Internal]
+//-------------------------------------------------------------------------
+
+// Bg2 is used by Selectable (and possibly other widgets) to render to the background.
+// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.
+void ImGui::TablePushBackgroundChannel()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiTable* table = g.CurrentTable;
+
+    // Optimization: avoid SetCurrentChannel() + PushClipRect()
+    table->HostBackupInnerClipRect = window->ClipRect;
+    SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);
+    table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);
+}
+
+void ImGui::TablePopBackgroundChannel()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiTable* table = g.CurrentTable;
+    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
+
+    // Optimization: avoid PopClipRect() + SetCurrentChannel()
+    SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);
+    table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
+}
+
+// Allocate draw channels. Called by TableUpdateLayout()
+// - We allocate them following storage order instead of display order so reordering columns won't needlessly
+//   increase overall dormant memory cost.
+// - We isolate headers draw commands in their own channels instead of just altering clip rects.
+//   This is in order to facilitate merging of draw commands.
+// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
+// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
+//   channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
+// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for
+//   horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
+// Draw channel allocation (before merging):
+// - NoClip                       --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)
+// - Clip                         --> 2+D+N channels
+// - FreezeRows                   --> 2+D+N*2 (unless scrolling value is zero)
+// - FreezeRows || FreezeColunns  --> 3+D+N*2 (unless scrolling value is zero)
+// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
+void ImGui::TableSetupDrawChannels(ImGuiTable* table)
+{
+    const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
+    const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;
+    const int channels_for_bg = 1 + 1 * freeze_row_multiplier;
+    const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0;
+    const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
+    table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);
+    table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);
+    table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN;
+    table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN);
+
+    int draw_channel_current = 2;
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        ImGuiTableColumn* column = &table->Columns[column_n];
+        if (column->IsVisibleX && column->IsVisibleY)
+        {
+            column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current);
+            column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));
+            if (!(table->Flags & ImGuiTableFlags_NoClip))
+                draw_channel_current++;
+        }
+        else
+        {
+            column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel;
+        }
+        column->DrawChannelCurrent = column->DrawChannelFrozen;
+    }
+
+    // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default.
+    // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect.
+    // (This technically isn't part of setting up draw channels, but is reasonably related to be done here)
+    table->BgClipRect = table->InnerClipRect;
+    table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;
+    table->Bg2ClipRectForDrawCmd = table->HostClipRect;
+    IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);
+}
+
+// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().
+// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect,
+// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels().
+//
+// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve
+// this we merge their clip rect and make them contiguous in the channel list, so they can be merged
+// by the call to DrawSplitter.Merge() following to the call to this function.
+// We reorder draw commands by arranging them into a maximum of 4 distinct groups:
+//
+//   1 group:               2 groups:              2 groups:              4 groups:
+//   [ 0. ] no freeze       [ 0. ] row freeze      [ 01 ] col freeze      [ 01 ] row+col freeze
+//   [ .. ]  or no scroll   [ 2. ]  and v-scroll   [ .. ]  and h-scroll   [ 23 ]  and v+h-scroll
+//
+// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
+// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
+// based on its position (within frozen rows/columns groups or not).
+// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.
+// This function assume that each column are pointing to a distinct draw channel,
+// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.
+//
+// Column channels will not be merged into one of the 1-4 groups in the following cases:
+// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
+//   Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds
+//   matches, by e.g. calling SetCursorScreenPos().
+// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here..
+//   we could do better but it's going to be rare and probably not worth the hassle.
+// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.
+//
+// This function is particularly tricky to understand.. take a breath.
+void ImGui::TableMergeDrawChannels(ImGuiTable* table)
+{
+    ImGuiContext& g = *GImGui;
+    ImDrawListSplitter* splitter = table->DrawSplitter;
+    const bool has_freeze_v = (table->FreezeRowsCount > 0);
+    const bool has_freeze_h = (table->FreezeColumnsCount > 0);
+    IM_ASSERT(splitter->_Current == 0);
+
+    // Track which groups we are going to attempt to merge, and which channels goes into each group.
+    struct MergeGroup
+    {
+        ImRect          ClipRect;
+        int             ChannelsCount = 0;
+        ImBitArrayPtr   ChannelsMask = NULL;
+    };
+    int merge_group_mask = 0x00;
+    MergeGroup merge_groups[4];
+
+    // Use a reusable temp buffer for the merge masks as they are dynamically sized.
+    const int max_draw_channels = (4 + table->ColumnsCount * 2);
+    const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels);
+    g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5);
+    memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5);
+    for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++)
+        merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n));
+    ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4));
+
+    // 1. Scan channels and take note of those which can be merged
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))
+            continue;
+        ImGuiTableColumn* column = &table->Columns[column_n];
+
+        const int merge_group_sub_count = has_freeze_v ? 2 : 1;
+        for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)
+        {
+            const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen;
+
+            // Don't attempt to merge if there are multiple draw calls within the column
+            ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
+            if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
+                src_channel->_CmdBuffer.pop_back();
+            if (src_channel->_CmdBuffer.Size != 1)
+                continue;
+
+            // Find out the width of this merge group and check if it will fit in our column
+            // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it)
+            if (!(column->Flags & ImGuiTableColumnFlags_NoClip))
+            {
+                float content_max_x;
+                if (!has_freeze_v)
+                    content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze
+                else if (merge_group_sub_n == 0)
+                    content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed);   // Row freeze: use width before freeze
+                else
+                    content_max_x = column->ContentMaxXUnfrozen;                                        // Row freeze: use width after freeze
+                if (content_max_x > column->ClipRect.Max.x)
+                    continue;
+            }
+
+            const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);
+            IM_ASSERT(channel_no < max_draw_channels);
+            MergeGroup* merge_group = &merge_groups[merge_group_n];
+            if (merge_group->ChannelsCount == 0)
+                merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
+            ImBitArraySetBit(merge_group->ChannelsMask, channel_no);
+            merge_group->ChannelsCount++;
+            merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);
+            merge_group_mask |= (1 << merge_group_n);
+        }
+
+        // Invalidate current draw channel
+        // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data)
+        column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1;
+    }
+
+    // [DEBUG] Display merge groups
+#if 0
+    if (g.IO.KeyShift)
+        for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
+        {
+            MergeGroup* merge_group = &merge_groups[merge_group_n];
+            if (merge_group->ChannelsCount == 0)
+                continue;
+            char buf[32];
+            ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount);
+            ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4);
+            ImVec2 text_size = CalcTextSize(buf, NULL);
+            GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255));
+            GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL);
+            GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255));
+        }
+#endif
+
+    // 2. Rewrite channel list in our preferred order
+    if (merge_group_mask != 0)
+    {
+        // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().
+        const int LEADING_DRAW_CHANNELS = 2;
+        g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
+        ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
+        ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count);
+        ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen);
+        IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);
+        int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);
+        //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;
+        ImRect host_rect = table->HostClipRect;
+        for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
+        {
+            if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
+            {
+                MergeGroup* merge_group = &merge_groups[merge_group_n];
+                ImRect merge_clip_rect = merge_group->ClipRect;
+
+                // Extend outer-most clip limits to match those of host, so draw calls can be merged even if
+                // outer-most columns have some outer padding offsetting them from their parent ClipRect.
+                // The principal cases this is dealing with are:
+                // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge
+                // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge
+                // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit
+                // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect.
+                if ((merge_group_n & 1) == 0 || !has_freeze_h)
+                    merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);
+                if ((merge_group_n & 2) == 0 || !has_freeze_v)
+                    merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);
+                if ((merge_group_n & 1) != 0)
+                    merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);
+                if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)
+                    merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);
+                //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG]
+                //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));
+                //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));
+                remaining_count -= merge_group->ChannelsCount;
+                for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++)
+                    remaining_mask[n] &= ~merge_group->ChannelsMask[n];
+                for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)
+                {
+                    // Copy + overwrite new clip rect
+                    if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n))
+                        continue;
+                    IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n);
+                    merge_channels_count--;
+
+                    ImDrawChannel* channel = &splitter->_Channels[n];
+                    IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));
+                    channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();
+                    memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
+                }
+            }
+
+            // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1)
+            if (merge_group_n == 1 && has_freeze_v)
+                memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel));
+        }
+
+        // Append unmergeable channels that we didn't reorder at the end of the list
+        for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
+        {
+            if (!IM_BITARRAY_TESTBIT(remaining_mask, n))
+                continue;
+            ImDrawChannel* channel = &splitter->_Channels[n];
+            memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
+            remaining_count--;
+        }
+        IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
+        memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));
+    }
+}
+
+static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n)
+{
+    const bool is_hovered = (table->HoveredColumnBorder == column_n);
+    const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
+    const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
+    if (is_resized || is_hovered)
+        return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
+    if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)))
+        return table->BorderColorStrong;
+    return table->BorderColorLight;
+}
+
+// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)
+void ImGui::TableDrawBorders(ImGuiTable* table)
+{
+    ImGuiWindow* inner_window = table->InnerWindow;
+    if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect))
+        return;
+
+    ImDrawList* inner_drawlist = inner_window->DrawList;
+    table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);
+    inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
+
+    // Draw inner border and resizing feedback
+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+    const float border_size = TABLE_BORDER_SIZE;
+    const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f);
+    const float draw_y2_body = table->InnerRect.Max.y;
+    const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
+    if (table->Flags & ImGuiTableFlags_BordersInnerV)
+    {
+        for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+        {
+            if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+                continue;
+
+            const int column_n = table->DisplayOrderToIndex[order_n];
+            ImGuiTableColumn* column = &table->Columns[column_n];
+            const bool is_hovered = (table->HoveredColumnBorder == column_n);
+            const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
+            const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
+            const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
+            if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)
+                continue;
+
+            // Decide whether right-most column is visible
+            if (column->NextEnabledColumn == -1 && !is_resizable)
+                if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX))
+                    continue;
+            if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
+                continue;
+
+            // Draw in outer window so right-most column won't be clipped
+            // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
+            float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head;
+            if (draw_y2 > draw_y1)
+                inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
+        }
+    }
+
+    // Draw outer border
+    // FIXME: could use AddRect or explicit VLine/HLine helper?
+    if (table->Flags & ImGuiTableFlags_BordersOuter)
+    {
+        // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
+        // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
+        // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
+        // of it in inner window, and the part that's over scrollbars in the outer window..)
+        // Either solution currently won't allow us to use a larger border size: the border would clipped.
+        const ImRect outer_border = table->OuterRect;
+        const ImU32 outer_col = table->BorderColorStrong;
+        if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
+        {
+            inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
+        }
+        else if (table->Flags & ImGuiTableFlags_BordersOuterV)
+        {
+            inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
+            inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
+        }
+        else if (table->Flags & ImGuiTableFlags_BordersOuterH)
+        {
+            inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
+            inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
+        }
+    }
+    if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
+    {
+        // Draw bottom-most row border between it is above outer border.
+        const float border_y = table->RowPosY2;
+        if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
+            inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
+    }
+
+    inner_drawlist->PopClipRect();
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Sorting
+//-------------------------------------------------------------------------
+// - TableGetSortSpecs()
+// - TableFixColumnSortDirection() [Internal]
+// - TableGetColumnNextSortDirection() [Internal]
+// - TableSetColumnSortDirection() [Internal]
+// - TableSortSpecsSanitize() [Internal]
+// - TableSortSpecsBuild() [Internal]
+//-------------------------------------------------------------------------
+
+// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
+// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
+// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
+// else you may wastefully sort your data every frame!
+// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
+ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(table != NULL);
+
+    if (!(table->Flags & ImGuiTableFlags_Sortable))
+        return NULL;
+
+    // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.
+    if (!table->IsLayoutLocked)
+        TableUpdateLayout(table);
+
+    TableSortSpecsBuild(table);
+    return &table->SortSpecs;
+}
+
+static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
+{
+    IM_ASSERT(n < column->SortDirectionsAvailCount);
+    return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03);
+}
+
+// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
+void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column)
+{
+    if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0)
+        return;
+    column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
+    table->IsSortSpecsDirty = true;
+}
+
+// Calculate next sort direction that would be set after clicking the column
+// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
+// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
+IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2);
+ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column)
+{
+    IM_ASSERT(column->SortDirectionsAvailCount > 0);
+    if (column->SortOrder == -1)
+        return TableGetColumnAvailSortDirection(column, 0);
+    for (int n = 0; n < 3; n++)
+        if (column->SortDirection == TableGetColumnAvailSortDirection(column, n))
+            return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount);
+    IM_ASSERT(0);
+    return ImGuiSortDirection_None;
+}
+
+// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
+// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
+void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+
+    if (!(table->Flags & ImGuiTableFlags_SortMulti))
+        append_to_sort_specs = false;
+    if (!(table->Flags & ImGuiTableFlags_SortTristate))
+        IM_ASSERT(sort_direction != ImGuiSortDirection_None);
+
+    ImGuiTableColumnIdx sort_order_max = 0;
+    if (append_to_sort_specs)
+        for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
+            sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);
+
+    ImGuiTableColumn* column = &table->Columns[column_n];
+    column->SortDirection = (ImU8)sort_direction;
+    if (column->SortDirection == ImGuiSortDirection_None)
+        column->SortOrder = -1;
+    else if (column->SortOrder == -1 || !append_to_sort_specs)
+        column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;
+
+    for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
+    {
+        ImGuiTableColumn* other_column = &table->Columns[other_column_n];
+        if (other_column != column && !append_to_sort_specs)
+            other_column->SortOrder = -1;
+        TableFixColumnSortDirection(table, other_column);
+    }
+    table->IsSettingsDirty = true;
+    table->IsSortSpecsDirty = true;
+}
+
+void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
+{
+    IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);
+
+    // Clear SortOrder from hidden column and verify that there's no gap or duplicate.
+    int sort_order_count = 0;
+    ImU64 sort_order_mask = 0x00;
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+    {
+        ImGuiTableColumn* column = &table->Columns[column_n];
+        if (column->SortOrder != -1 && !column->IsEnabled)
+            column->SortOrder = -1;
+        if (column->SortOrder == -1)
+            continue;
+        sort_order_count++;
+        sort_order_mask |= ((ImU64)1 << column->SortOrder);
+        IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);
+    }
+
+    const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
+    const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti);
+    if (need_fix_linearize || need_fix_single_sort_order)
+    {
+        ImU64 fixed_mask = 0x00;
+        for (int sort_n = 0; sort_n < sort_order_count; sort_n++)
+        {
+            // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.
+            // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)
+            int column_with_smallest_sort_order = -1;
+            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+                if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)
+                    if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)
+                        column_with_smallest_sort_order = column_n;
+            IM_ASSERT(column_with_smallest_sort_order != -1);
+            fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);
+            table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n;
+
+            // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.
+            if (need_fix_single_sort_order)
+            {
+                sort_order_count = 1;
+                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+                    if (column_n != column_with_smallest_sort_order)
+                        table->Columns[column_n].SortOrder = -1;
+                break;
+            }
+        }
+    }
+
+    // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag)
+    if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
+        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+        {
+            ImGuiTableColumn* column = &table->Columns[column_n];
+            if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort))
+            {
+                sort_order_count = 1;
+                column->SortOrder = 0;
+                column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
+                break;
+            }
+        }
+
+    table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count;
+}
+
+void ImGui::TableSortSpecsBuild(ImGuiTable* table)
+{
+    bool dirty = table->IsSortSpecsDirty;
+    if (dirty)
+    {
+        TableSortSpecsSanitize(table);
+        table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);
+        table->SortSpecs.SpecsDirty = true; // Mark as dirty for user
+        table->IsSortSpecsDirty = false; // Mark as not dirty for us
+    }
+
+    // Write output
+    // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
+    ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
+    if (dirty && sort_specs != NULL)
+        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+        {
+            ImGuiTableColumn* column = &table->Columns[column_n];
+            if (column->SortOrder == -1)
+                continue;
+            IM_ASSERT(column->SortOrder < table->SortSpecsCount);
+            ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder];
+            sort_spec->ColumnUserID = column->UserID;
+            sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
+            sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
+            sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection;
+        }
+
+    table->SortSpecs.Specs = sort_specs;
+    table->SortSpecs.SpecsCount = table->SortSpecsCount;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Headers
+//-------------------------------------------------------------------------
+// - TableGetHeaderRowHeight() [Internal]
+// - TableGetHeaderAngledMaxLabelWidth() [Internal]
+// - TableHeadersRow()
+// - TableHeader()
+// - TableAngledHeadersRow()
+// - TableAngledHeadersRowEx() [Internal]
+//-------------------------------------------------------------------------
+
+float ImGui::TableGetHeaderRowHeight()
+{
+    // Caring for a minor edge case:
+    // Calculate row height, for the unlikely case that some labels may be taller than others.
+    // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.
+    // In your custom header row you may omit this all together and just call TableNextRow() without a height...
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    float row_height = g.FontSize;
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+        if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+            if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0)
+                row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y);
+    return row_height + g.Style.CellPadding.y * 2.0f;
+}
+
+float ImGui::TableGetHeaderAngledMaxLabelWidth()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    float width = 0.0f;
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+        if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+            if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
+                width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
+    return width + g.Style.CellPadding.y * 2.0f; // Swap padding
+}
+
+// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
+// The intent is that advanced users willing to create customized headers would not need to use this helper
+// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
+// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
+// This code is intentionally written to not make much use of internal functions, to give you better direction
+// if you need to write your own.
+// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
+void ImGui::TableHeadersRow()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
+
+    // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make
+    // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this.
+    if (!table->IsLayoutLocked)
+        TableUpdateLayout(table);
+
+    // Open row
+    const float row_height = TableGetHeaderRowHeight();
+    TableNextRow(ImGuiTableRowFlags_Headers, row_height);
+    const float row_y1 = GetCursorScreenPos().y;
+    if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.
+        return;
+
+    const int columns_count = TableGetColumnCount();
+    for (int column_n = 0; column_n < columns_count; column_n++)
+    {
+        if (!TableSetColumnIndex(column_n))
+            continue;
+
+        // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation)
+        const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
+        PushID(column_n);
+        TableHeader(name);
+        PopID();
+    }
+
+    // Allow opening popup from the right-most section after the last column.
+    ImVec2 mouse_pos = ImGui::GetMousePos();
+    if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
+        if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)
+            TableOpenContextMenu(columns_count); // Will open a non-column-specific popup.
+}
+
+// Emit a column header (text + optional sort order)
+// We cpu-clip text here so that all columns headers can be merged into a same draw call.
+// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()
+void ImGui::TableHeader(const char* label)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    ImGuiTable* table = g.CurrentTable;
+    IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
+    IM_ASSERT(table->CurrentColumn != -1);
+    const int column_n = table->CurrentColumn;
+    ImGuiTableColumn* column = &table->Columns[column_n];
+
+    // Label
+    if (label == NULL)
+        label = "";
+    const char* label_end = FindRenderedTextEnd(label);
+    ImVec2 label_size = CalcTextSize(label, label_end, true);
+    ImVec2 label_pos = window->DC.CursorPos;
+
+    // If we already got a row height, there's use that.
+    // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?
+    ImRect cell_r = TableGetCellBgRect(table, column_n);
+    float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f);
+
+    // Calculate ideal size for sort order arrow
+    float w_arrow = 0.0f;
+    float w_sort_text = 0.0f;
+    bool sort_arrow = false;
+    char sort_order_suf[4] = "";
+    const float ARROW_SCALE = 0.65f;
+    if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
+    {
+        w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
+        if (column->SortOrder != -1)
+            sort_arrow = true;
+        if (column->SortOrder > 0)
+        {
+            ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
+            w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
+        }
+    }
+
+    // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging.
+    float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
+    column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x));
+    column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
+
+    // Keep header highlighted when context menu is open.
+    ImGuiID id = window->GetID(label);
+    ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));
+    ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal
+    if (!ItemAdd(bb, id))
+        return;
+
+    //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
+    //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
+
+    // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.
+    const bool highlight = (table->HighlightColumnHeader == column_n);
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap);
+    if (held || hovered || highlight)
+    {
+        const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+        //RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
+        TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);
+    }
+    else
+    {
+        // Submit single cell bg color in the case we didn't submit a full header row
+        if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
+            TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
+    }
+    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
+    if (held)
+        table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
+    window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
+
+    // Drag and drop to re-order columns.
+    // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
+    if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
+    {
+        // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
+        table->ReorderColumn = (ImGuiTableColumnIdx)column_n;
+        table->InstanceInteracted = table->InstanceCurrent;
+
+        // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
+        if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
+            if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)
+                if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
+                    if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
+                        table->ReorderColumnDir = -1;
+        if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
+            if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)
+                if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
+                    if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
+                        table->ReorderColumnDir = +1;
+    }
+
+    // Sort order arrow
+    const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x);
+    if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
+    {
+        if (column->SortOrder != -1)
+        {
+            float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);
+            float y = label_pos.y;
+            if (column->SortOrder > 0)
+            {
+                PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
+                RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);
+                PopStyleColor();
+                x += w_sort_text;
+            }
+            RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
+        }
+
+        // Handle clicking on column header to adjust Sort Order
+        if (pressed && table->ReorderColumn != column_n)
+        {
+            ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column);
+            TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);
+        }
+    }
+
+    // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will
+    // be merged into a single draw call.
+    //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
+    RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
+
+    const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
+    if (text_clipped && hovered && g.ActiveId == 0)
+        SetItemTooltip("%.*s", (int)(label_end - label), label);
+
+    // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
+    if (IsMouseReleased(1) && IsItemHovered())
+        TableOpenContextMenu(column_n);
+}
+
+// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
+// FIXME: No hit-testing/button on the angled header.
+void ImGui::TableAngledHeadersRow()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    ImGuiTableTempData* temp_data = table->TempData;
+    temp_data->AngledHeadersRequests.resize(0);
+    temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
+
+    // Which column needs highlight?
+    const ImGuiID row_id = GetID("##AngledHeaders");
+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+    int highlight_column_n = table->HighlightColumnHeader;
+    if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
+        if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
+            highlight_column_n = table->HoveredColumnBody;
+
+    // Build up request
+    ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
+    ImU32 col_text = GetColorU32(ImGuiCol_Text);
+    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+        if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+        {
+            const int column_n = table->DisplayOrderToIndex[order_n];
+            ImGuiTableColumn* column = &table->Columns[column_n];
+            if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
+                continue;
+            ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
+            temp_data->AngledHeadersRequests.push_back(request);
+        }
+
+    // Render row
+    TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
+}
+
+// Important: data must be fed left to right
+void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImDrawList* draw_list = window->DrawList;
+    IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
+    IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
+
+    if (max_label_width == 0.0f)
+        max_label_width = TableGetHeaderAngledMaxLabelWidth();
+
+    // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user.
+    const bool flip_label = (angle < 0.0f);
+    angle -= IM_PI * 0.5f;
+    const float cos_a = ImCos(angle);
+    const float sin_a = ImSin(angle);
+    const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a;
+    const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a;
+    const ImVec2 unit_right = ImVec2(cos_a, sin_a);
+
+    // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
+    // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
+    const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
+    const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
+    table->AngledHeadersHeight = row_height;
+    table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
+    const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
+
+    // Declare row, override and draw our own background
+    TableNextRow(ImGuiTableRowFlags_Headers, row_height);
+    TableNextColumn();
+    const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2);
+    table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
+    float clip_rect_min_x = table->BgClipRect.Min.x;
+    if (table->FreezeColumnsCount > 0)
+        clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
+    TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
+    PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
+    draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
+    PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
+
+    ButtonBehavior(row_r, row_id, NULL, NULL);
+    KeepAliveID(row_id);
+
+    const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better
+    const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
+    const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
+    const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
+
+    // Draw background and labels in first pass, then all borders.
+    float max_x = 0.0f;
+    for (int pass = 0; pass < 2; pass++)
+        for (int order_n = 0; order_n < data_count; order_n++)
+        {
+            const ImGuiTableHeaderData* request = &data[order_n];
+            const int column_n = request->Index;
+            ImGuiTableColumn* column = &table->Columns[column_n];
+
+            ImVec2 bg_shape[4];
+            bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
+            bg_shape[1] = ImVec2(column->MinX, row_r.Max.y);
+            bg_shape[2] = bg_shape[1] + header_angled_vector;
+            bg_shape[3] = bg_shape[0] + header_angled_vector;
+            if (pass == 0)
+            {
+                // Draw shape
+                draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
+                draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
+                max_x = ImMax(max_x, bg_shape[3].x);
+
+                // Draw label
+                // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset.
+                // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
+                const char* label_name = TableGetColumnName(table, column_n);
+                const char* label_name_end = FindRenderedTextEnd(label_name);
+                const float line_off_step_x = (g.FontSize / -sin_a);
+                const int label_lines = ImTextCountLines(label_name, label_name_end);
+
+                // Left<>Right alignment
+                float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
+                float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
+                line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
+
+                // Register header width
+                column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
+
+                while (label_name < label_name_end)
+                {
+                    const char* label_name_eol = strchr(label_name, '\n');
+                    if (label_name_eol == NULL)
+                        label_name_eol = label_name_end;
+
+                    // FIXME: Individual line clipping for right-most column is broken for negative angles.
+                    ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
+                    float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
+                    float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
+                    ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
+                    int vtx_idx_begin = draw_list->_VtxCurrentIdx;
+                    PushStyleColor(ImGuiCol_Text, request->TextColor);
+                    RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
+                    PopStyleColor();
+                    int vtx_idx_end = draw_list->_VtxCurrentIdx;
+
+                    // Up<>Down alignment
+                    const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
+                    const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
+
+                    // Rotate and offset label
+                    ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
+                    ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
+                    line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
+                    pivot_out += unit_right * padding.y;
+                    if (flip_label)
+                        pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
+                    pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
+                    ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
+                    //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
+
+                    label_name = label_name_eol + 1;
+                }
+            }
+            if (pass == 1)
+            {
+                // Draw border
+                draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n));
+            }
+        }
+    PopClipRect();
+    PopClipRect();
+    table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Context Menu
+//-------------------------------------------------------------------------
+// - TableOpenContextMenu() [Internal]
+// - TableBeginContextMenuPopup() [Internal]
+// - TableDrawDefaultContextMenu() [Internal]
+//-------------------------------------------------------------------------
+
+// Use -1 to open menu not specific to a given column.
+void ImGui::TableOpenContextMenu(int column_n)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTable* table = g.CurrentTable;
+    if (column_n == -1 && table->CurrentColumn != -1)   // When called within a column automatically use this one (for consistency)
+        column_n = table->CurrentColumn;
+    if (column_n == table->ColumnsCount)                // To facilitate using with TableGetHoveredColumn()
+        column_n = -1;
+    IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);
+    if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+    {
+        table->IsContextPopupOpen = true;
+        table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n;
+        table->InstanceInteracted = table->InstanceCurrent;
+        const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
+        OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);
+    }
+}
+
+bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
+{
+    if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
+        return false;
+    const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
+    if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
+        return true;
+    table->IsContextPopupOpen = false;
+    return false;
+}
+
+// Output context menu into current window (generally a popup)
+// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
+// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags.
+// - ImGuiTableFlags_Resizable   -> display Sizing menu items
+// - ImGuiTableFlags_Reorderable -> display "Reset Order"
+////- ImGuiTableFlags_Sortable   -> display sorting options (disabled)
+// - ImGuiTableFlags_Hideable    -> display columns visibility menu items
+// It means if you have a custom context menus you can call this section and omit some sections, and add your own.
+void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    bool want_separator = false;
+    const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;
+    ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;
+
+    // Sizing
+    if (flags_for_section_to_display & ImGuiTableFlags_Resizable)
+    {
+        if (column != NULL)
+        {
+            const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
+            if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"
+                TableSetColumnWidthAutoSingle(table, column_n);
+        }
+
+        const char* size_all_desc;
+        if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)
+            size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit);        // "###SizeAll" All fixed
+        else
+            size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault);    // "###SizeAll" All stretch or mixed
+        if (MenuItem(size_all_desc, NULL))
+            TableSetColumnWidthAutoAll(table);
+        want_separator = true;
+    }
+
+    // Ordering
+    if (flags_for_section_to_display & ImGuiTableFlags_Reorderable)
+    {
+        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
+            table->IsResetDisplayOrderRequest = true;
+        want_separator = true;
+    }
+
+    // Reset all (should work but seems unnecessary/noisy to expose?)
+    //if (MenuItem("Reset all"))
+    //    table->IsResetAllRequest = true;
+
+    // Sorting
+    // (modify TableOpenContextMenu() to add _Sortable flag if enabling this)
+#if 0
+    if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
+    {
+        if (want_separator)
+            Separator();
+        want_separator = true;
+
+        bool append_to_sort_specs = g.IO.KeyShift;
+        if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0))
+            TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs);
+        if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0))
+            TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs);
+    }
+#endif
+
+    // Hiding / Visibility
+    if (flags_for_section_to_display & ImGuiTableFlags_Hideable)
+    {
+        if (want_separator)
+            Separator();
+        want_separator = true;
+
+        PushItemFlag(ImGuiItemFlags_AutoClosePopups, false);
+        for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
+        {
+            ImGuiTableColumn* other_column = &table->Columns[other_column_n];
+            if (other_column->Flags & ImGuiTableColumnFlags_Disabled)
+                continue;
+
+            const char* name = TableGetColumnName(table, other_column_n);
+            if (name == NULL || name[0] == 0)
+                name = "<Unknown>";
+
+            // Make sure we can't hide the last active column
+            bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
+            if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1)
+                menu_item_active = false;
+            if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active))
+                other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled;
+        }
+        PopItemFlag();
+    }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Settings (.ini data)
+//-------------------------------------------------------------------------
+// FIXME: The binding/finding/creating flow are too confusing.
+//-------------------------------------------------------------------------
+// - TableSettingsInit() [Internal]
+// - TableSettingsCalcChunkSize() [Internal]
+// - TableSettingsCreate() [Internal]
+// - TableSettingsFindByID() [Internal]
+// - TableGetBoundSettings() [Internal]
+// - TableResetSettings()
+// - TableSaveSettings() [Internal]
+// - TableLoadSettings() [Internal]
+// - TableSettingsHandler_ClearAll() [Internal]
+// - TableSettingsHandler_ApplyAll() [Internal]
+// - TableSettingsHandler_ReadOpen() [Internal]
+// - TableSettingsHandler_ReadLine() [Internal]
+// - TableSettingsHandler_WriteAll() [Internal]
+// - TableSettingsInstallHandler() [Internal]
+//-------------------------------------------------------------------------
+// [Init] 1: TableSettingsHandler_ReadXXXX()   Load and parse .ini file into TableSettings.
+// [Main] 2: TableLoadSettings()               When table is created, bind Table to TableSettings, serialize TableSettings data into Table.
+// [Main] 3: TableSaveSettings()               When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.
+// [Main] 4: TableSettingsHandler_WriteAll()   When .ini file is dirty (which can come from other source), save TableSettings into .ini file.
+//-------------------------------------------------------------------------
+
+// Clear and initialize empty settings instance
+static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)
+{
+    IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
+    ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
+    for (int n = 0; n < columns_count_max; n++, settings_column++)
+        IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
+    settings->ID = id;
+    settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count;
+    settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max;
+    settings->WantApply = true;
+}
+
+static size_t TableSettingsCalcChunkSize(int columns_count)
+{
+    return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings);
+}
+
+ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count));
+    TableSettingsInit(settings, id, columns_count, columns_count);
+    return settings;
+}
+
+// Find existing settings
+ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id)
+{
+    // FIXME-OPT: Might want to store a lookup map for this?
+    ImGuiContext& g = *GImGui;
+    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+        if (settings->ID == id)
+            return settings;
+    return NULL;
+}
+
+// Get settings for a given table, NULL if none
+ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table)
+{
+    if (table->SettingsOffset != -1)
+    {
+        ImGuiContext& g = *GImGui;
+        ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
+        IM_ASSERT(settings->ID == table->ID);
+        if (settings->ColumnsCountMax >= table->ColumnsCount)
+            return settings; // OK
+        settings->ID = 0; // Invalidate storage, we won't fit because of a count change
+    }
+    return NULL;
+}
+
+// Restore initial state of table (with or without saved settings)
+void ImGui::TableResetSettings(ImGuiTable* table)
+{
+    table->IsInitializing = table->IsSettingsDirty = true;
+    table->IsResetAllRequest = false;
+    table->IsSettingsRequestLoad = false;                   // Don't reload from ini
+    table->SettingsLoadedFlags = ImGuiTableFlags_None;      // Mark as nothing loaded so our initialized data becomes authoritative
+}
+
+void ImGui::TableSaveSettings(ImGuiTable* table)
+{
+    table->IsSettingsDirty = false;
+    if (table->Flags & ImGuiTableFlags_NoSavedSettings)
+        return;
+
+    // Bind or create settings data
+    ImGuiContext& g = *GImGui;
+    ImGuiTableSettings* settings = TableGetBoundSettings(table);
+    if (settings == NULL)
+    {
+        settings = TableSettingsCreate(table->ID, table->ColumnsCount);
+        table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
+    }
+    settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount;
+
+    // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings
+    IM_ASSERT(settings->ID == table->ID);
+    IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);
+    ImGuiTableColumn* column = table->Columns.Data;
+    ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
+
+    bool save_ref_scale = false;
+    settings->SaveFlags = ImGuiTableFlags_None;
+    for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
+    {
+        const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest;
+        column_settings->WidthOrWeight = width_or_weight;
+        column_settings->Index = (ImGuiTableColumnIdx)n;
+        column_settings->DisplayOrder = column->DisplayOrder;
+        column_settings->SortOrder = column->SortOrder;
+        column_settings->SortDirection = column->SortDirection;
+        column_settings->IsEnabled = column->IsUserEnabled;
+        column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;
+        if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0)
+            save_ref_scale = true;
+
+        // We skip saving some data in the .ini file when they are unnecessary to restore our state.
+        // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f.
+        // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.
+        if (width_or_weight != column->InitStretchWeightOrWidth)
+            settings->SaveFlags |= ImGuiTableFlags_Resizable;
+        if (column->DisplayOrder != n)
+            settings->SaveFlags |= ImGuiTableFlags_Reorderable;
+        if (column->SortOrder != -1)
+            settings->SaveFlags |= ImGuiTableFlags_Sortable;
+        if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
+            settings->SaveFlags |= ImGuiTableFlags_Hideable;
+    }
+    settings->SaveFlags &= table->Flags;
+    settings->RefScale = save_ref_scale ? table->RefScale : 0.0f;
+
+    MarkIniSettingsDirty();
+}
+
+void ImGui::TableLoadSettings(ImGuiTable* table)
+{
+    ImGuiContext& g = *GImGui;
+    table->IsSettingsRequestLoad = false;
+    if (table->Flags & ImGuiTableFlags_NoSavedSettings)
+        return;
+
+    // Bind settings
+    ImGuiTableSettings* settings;
+    if (table->SettingsOffset == -1)
+    {
+        settings = TableSettingsFindByID(table->ID);
+        if (settings == NULL)
+            return;
+        if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return...
+            table->IsSettingsDirty = true;
+        table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
+    }
+    else
+    {
+        settings = TableGetBoundSettings(table);
+    }
+
+    table->SettingsLoadedFlags = settings->SaveFlags;
+    table->RefScale = settings->RefScale;
+
+    // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
+    ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
+    ImU64 display_order_mask = 0;
+    for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)
+    {
+        int column_n = column_settings->Index;
+        if (column_n < 0 || column_n >= table->ColumnsCount)
+            continue;
+
+        ImGuiTableColumn* column = &table->Columns[column_n];
+        if (settings->SaveFlags & ImGuiTableFlags_Resizable)
+        {
+            if (column_settings->IsStretch)
+                column->StretchWeight = column_settings->WidthOrWeight;
+            else
+                column->WidthRequest = column_settings->WidthOrWeight;
+            column->AutoFitQueue = 0x00;
+        }
+        if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
+            column->DisplayOrder = column_settings->DisplayOrder;
+        else
+            column->DisplayOrder = (ImGuiTableColumnIdx)column_n;
+        display_order_mask |= (ImU64)1 << column->DisplayOrder;
+        column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled;
+        column->SortOrder = column_settings->SortOrder;
+        column->SortDirection = column_settings->SortDirection;
+    }
+
+    // Validate and fix invalid display order data
+    const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1;
+    if (display_order_mask != expected_display_order_mask)
+        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+            table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n;
+
+    // Rebuild index
+    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+        table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
+}
+
+static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    ImGuiContext& g = *ctx;
+    for (int i = 0; i != g.Tables.GetMapSize(); i++)
+        if (ImGuiTable* table = g.Tables.TryGetMapData(i))
+            table->SettingsOffset = -1;
+    g.SettingsTables.clear();
+}
+
+// Apply to existing windows (if any)
+static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    ImGuiContext& g = *ctx;
+    for (int i = 0; i != g.Tables.GetMapSize(); i++)
+        if (ImGuiTable* table = g.Tables.TryGetMapData(i))
+        {
+            table->IsSettingsRequestLoad = true;
+            table->SettingsOffset = -1;
+        }
+}
+
+static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+    ImGuiID id = 0;
+    int columns_count = 0;
+    if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2)
+        return NULL;
+
+    if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id))
+    {
+        if (settings->ColumnsCountMax >= columns_count)
+        {
+            TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle
+            return settings;
+        }
+        settings->ID = 0; // Invalidate storage, we won't fit because of a count change
+    }
+    return ImGui::TableSettingsCreate(id, columns_count);
+}
+
+static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
+{
+    // "Column 0  UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
+    ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;
+    float f = 0.0f;
+    int column_n = 0, r = 0, n = 0;
+
+    if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; }
+
+    if (sscanf(line, "Column %d%n", &column_n, &r) == 1)
+    {
+        if (column_n < 0 || column_n >= settings->ColumnsCount)
+            return;
+        line = ImStrSkipBlank(line + r);
+        char c = 0;
+        ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;
+        column->Index = (ImGuiTableColumnIdx)column_n;
+        if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }
+        if (sscanf(line, "Width=%d%n", &n, &r) == 1)            { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
+        if (sscanf(line, "Weight=%f%n", &f, &r) == 1)           { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
+        if (sscanf(line, "Visible=%d%n", &n, &r) == 1)          { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
+        if (sscanf(line, "Order=%d%n", &n, &r) == 1)            { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
+        if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2)       { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }
+    }
+}
+
+static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+    ImGuiContext& g = *ctx;
+    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+    {
+        if (settings->ID == 0) // Skip ditched settings
+            continue;
+
+        // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped
+        // (e.g. Order was unchanged)
+        const bool save_size    = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;
+        const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
+        const bool save_order   = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
+        const bool save_sort    = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
+        if (!save_size && !save_visible && !save_order && !save_sort)
+            continue;
+
+        buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
+        buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
+        if (settings->RefScale != 0.0f)
+            buf->appendf("RefScale=%g\n", settings->RefScale);
+        ImGuiTableColumnSettings* column = settings->GetColumnSettings();
+        for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
+        {
+            // "Column 0  UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
+            bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1);
+            if (!save_column)
+                continue;
+            buf->appendf("Column %-2d", column_n);
+            if (column->UserID != 0)                    { buf->appendf(" UserID=%08X", column->UserID); }
+            if (save_size && column->IsStretch)         { buf->appendf(" Weight=%.4f", column->WidthOrWeight); }
+            if (save_size && !column->IsStretch)        { buf->appendf(" Width=%d", (int)column->WidthOrWeight); }
+            if (save_visible)                           { buf->appendf(" Visible=%d", column->IsEnabled); }
+            if (save_order)                             { buf->appendf(" Order=%d", column->DisplayOrder); }
+            if (save_sort && column->SortOrder != -1)   { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); }
+            buf->append("\n");
+        }
+        buf->append("\n");
+    }
+}
+
+void ImGui::TableSettingsAddSettingsHandler()
+{
+    ImGuiSettingsHandler ini_handler;
+    ini_handler.TypeName = "Table";
+    ini_handler.TypeHash = ImHashStr("Table");
+    ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;
+    ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
+    ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
+    ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
+    ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
+    AddSettingsHandler(&ini_handler);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Garbage Collection
+//-------------------------------------------------------------------------
+// - TableRemove() [Internal]
+// - TableGcCompactTransientBuffers() [Internal]
+// - TableGcCompactSettings() [Internal]
+//-------------------------------------------------------------------------
+
+// Remove Table (currently only used by TestEngine)
+void ImGui::TableRemove(ImGuiTable* table)
+{
+    //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
+    ImGuiContext& g = *GImGui;
+    int table_idx = g.Tables.GetIndex(table);
+    //memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
+    //memset(table, 0, sizeof(ImGuiTable));
+    g.Tables.Remove(table->ID, table);
+    g.TablesLastTimeActive[table_idx] = -1.0f;
+}
+
+// Free up/compact internal Table buffers for when it gets unused
+void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
+{
+    //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(table->MemoryCompacted == false);
+    table->SortSpecs.Specs = NULL;
+    table->SortSpecsMulti.clear();
+    table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume.
+    table->ColumnsNames.clear();
+    table->MemoryCompacted = true;
+    for (int n = 0; n < table->ColumnsCount; n++)
+        table->Columns[n].NameOffset = -1;
+    g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;
+}
+
+void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data)
+{
+    temp_data->DrawSplitter.ClearFreeMemory();
+    temp_data->LastTimeActive = -1.0f;
+}
+
+// Compact and remove unused settings data (currently only used by TestEngine)
+void ImGui::TableGcCompactSettings()
+{
+    ImGuiContext& g = *GImGui;
+    int required_memory = 0;
+    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+        if (settings->ID != 0)
+            required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount);
+    if (required_memory == g.SettingsTables.Buf.Size)
+        return;
+    ImChunkStream<ImGuiTableSettings> new_chunk_stream;
+    new_chunk_stream.Buf.reserve(required_memory);
+    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+        if (settings->ID != 0)
+            memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount));
+    g.SettingsTables.swap(new_chunk_stream);
+}
+
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Debugging
+//-------------------------------------------------------------------------
+// - DebugNodeTable() [Internal]
+//-------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+
+static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
+{
+    sizing_policy &= ImGuiTableFlags_SizingMask_;
+    if (sizing_policy == ImGuiTableFlags_SizingFixedFit)    { return "FixedFit"; }
+    if (sizing_policy == ImGuiTableFlags_SizingFixedSame)   { return "FixedSame"; }
+    if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; }
+    if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; }
+    return "N/A";
+}
+
+void ImGui::DebugNodeTable(ImGuiTable* table)
+{
+    ImGuiContext& g = *GImGui;
+    const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
+    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+    bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");
+    if (!is_active) { PopStyleColor(); }
+    if (IsItemHovered())
+        GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
+    if (IsItemVisible() && table->HoveredColumnBody != -1)
+        GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
+    if (!open)
+        return;
+    if (table->InstanceCurrent > 0)
+        Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
+    if (g.IO.ConfigDebugIsDebuggerPresent)
+    {
+        if (DebugBreakButton("**DebugBreak**", "in BeginTable()"))
+            g.DebugBreakInTable = table->ID;
+        SameLine();
+    }
+
+    bool clear_settings = SmallButton("Clear settings");
+    BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
+    BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
+    BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
+    BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
+    BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
+    for (int n = 0; n < table->InstanceCurrent + 1; n++)
+    {
+        ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n);
+        BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight);
+    }
+    //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
+    float sum_weights = 0.0f;
+    for (int n = 0; n < table->ColumnsCount; n++)
+        if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch)
+            sum_weights += table->Columns[n].StretchWeight;
+    for (int n = 0; n < table->ColumnsCount; n++)
+    {
+        ImGuiTableColumn* column = &table->Columns[n];
+        const char* name = TableGetColumnName(table, n);
+        char buf[512];
+        ImFormatString(buf, IM_ARRAYSIZE(buf),
+            "Column %d order %d '%s': offset %+.2f to %+.2f%s\n"
+            "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n"
+            "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n"
+            "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n"
+            "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n"
+            "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..",
+            n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "",
+            column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen,
+            column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f,
+            column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,
+            column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,
+            column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags,
+            (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
+            (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
+            (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
+        Bullet();
+        Selectable(buf);
+        if (IsItemHovered())
+        {
+            ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);
+            GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
+        }
+    }
+    if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
+        DebugNodeTableSettings(settings);
+    if (clear_settings)
+        table->IsResetAllRequest = true;
+    TreePop();
+}
+
+void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
+{
+    if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount))
+        return;
+    BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
+    BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax);
+    for (int n = 0; n < settings->ColumnsCount; n++)
+    {
+        ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
+        ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;
+        BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X",
+            n, column_settings->DisplayOrder, column_settings->SortOrder,
+            (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---",
+            column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID);
+    }
+    TreePop();
+}
+
+#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
+
+void ImGui::DebugNodeTable(ImGuiTable*) {}
+void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
+
+#endif
+
+
+//-------------------------------------------------------------------------
+// [SECTION] Columns, BeginColumns, EndColumns, etc.
+// (This is a legacy API, prefer using BeginTable/EndTable!)
+//-------------------------------------------------------------------------
+// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.)
+//-------------------------------------------------------------------------
+// - SetWindowClipRectBeforeSetChannel() [Internal]
+// - GetColumnIndex()
+// - GetColumnsCount()
+// - GetColumnOffset()
+// - GetColumnWidth()
+// - SetColumnOffset()
+// - SetColumnWidth()
+// - PushColumnClipRect() [Internal]
+// - PushColumnsBackground() [Internal]
+// - PopColumnsBackground() [Internal]
+// - FindOrCreateColumns() [Internal]
+// - GetColumnsID() [Internal]
+// - BeginColumns()
+// - NextColumn()
+// - EndColumns()
+// - Columns()
+//-------------------------------------------------------------------------
+
+// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
+// they would meddle many times with the underlying ImDrawCmd.
+// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
+// the subsequent single call to SetCurrentChannel() does it things once.
+void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
+{
+    ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
+    window->ClipRect = clip_rect;
+    window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
+    window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
+}
+
+int ImGui::GetColumnIndex()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
+}
+
+int ImGui::GetColumnsCount()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
+}
+
+float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
+{
+    return offset_norm * (columns->OffMaxX - columns->OffMinX);
+}
+
+float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
+{
+    return offset / (columns->OffMaxX - columns->OffMinX);
+}
+
+static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
+
+static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
+{
+    // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
+    // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
+    IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
+
+    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
+    x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
+    if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
+        x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
+
+    return x;
+}
+
+float ImGui::GetColumnOffset(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns == NULL)
+        return 0.0f;
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    IM_ASSERT(column_index < columns->Columns.Size);
+
+    const float t = columns->Columns[column_index].OffsetNorm;
+    const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
+    return x_offset;
+}
+
+static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
+{
+    if (column_index < 0)
+        column_index = columns->Current;
+
+    float offset_norm;
+    if (before_resize)
+        offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
+    else
+        offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
+    return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
+}
+
+float ImGui::GetColumnWidth(int column_index)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns == NULL)
+        return GetContentRegionAvail().x;
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
+}
+
+void ImGui::SetColumnOffset(int column_index, float offset)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    IM_ASSERT(columns != NULL);
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    IM_ASSERT(column_index < columns->Columns.Size);
+
+    const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
+    const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
+
+    if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
+        offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
+    columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
+
+    if (preserve_width)
+        SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
+}
+
+void ImGui::SetColumnWidth(int column_index, float width)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    IM_ASSERT(columns != NULL);
+
+    if (column_index < 0)
+        column_index = columns->Current;
+    SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
+}
+
+void ImGui::PushColumnClipRect(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (column_index < 0)
+        column_index = columns->Current;
+
+    ImGuiOldColumnData* column = &columns->Columns[column_index];
+    PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
+}
+
+// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
+void ImGui::PushColumnsBackground()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns->Count == 1)
+        return;
+
+    // Optimization: avoid SetCurrentChannel() + PushClipRect()
+    columns->HostBackupClipRect = window->ClipRect;
+    SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
+    columns->Splitter.SetCurrentChannel(window->DrawList, 0);
+}
+
+void ImGui::PopColumnsBackground()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns->Count == 1)
+        return;
+
+    // Optimization: avoid PopClipRect() + SetCurrentChannel()
+    SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
+    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
+}
+
+ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
+{
+    // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
+    for (int n = 0; n < window->ColumnsStorage.Size; n++)
+        if (window->ColumnsStorage[n].ID == id)
+            return &window->ColumnsStorage[n];
+
+    window->ColumnsStorage.push_back(ImGuiOldColumns());
+    ImGuiOldColumns* columns = &window->ColumnsStorage.back();
+    columns->ID = id;
+    return columns;
+}
+
+ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
+    // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
+    PushID(0x11223347 + (str_id ? 0 : columns_count));
+    ImGuiID id = window->GetID(str_id ? str_id : "columns");
+    PopID();
+
+    return id;
+}
+
+void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    IM_ASSERT(columns_count >= 1);
+    IM_ASSERT(window->DC.CurrentColumns == NULL);   // Nested columns are currently not supported
+
+    // Acquire storage for the columns set
+    ImGuiID id = GetColumnsID(str_id, columns_count);
+    ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
+    IM_ASSERT(columns->ID == id);
+    columns->Current = 0;
+    columns->Count = columns_count;
+    columns->Flags = flags;
+    window->DC.CurrentColumns = columns;
+    window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
+
+    columns->HostCursorPosY = window->DC.CursorPos.y;
+    columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
+    columns->HostInitialClipRect = window->ClipRect;
+    columns->HostBackupParentWorkRect = window->ParentWorkRect;
+    window->ParentWorkRect = window->WorkRect;
+
+    // Set state for first column
+    // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
+    const float column_padding = g.Style.ItemSpacing.x;
+    const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
+    const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
+    const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
+    columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
+    columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
+    columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
+
+    // Clear data if columns count changed
+    if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
+        columns->Columns.resize(0);
+
+    // Initialize default widths
+    columns->IsFirstFrame = (columns->Columns.Size == 0);
+    if (columns->Columns.Size == 0)
+    {
+        columns->Columns.reserve(columns_count + 1);
+        for (int n = 0; n < columns_count + 1; n++)
+        {
+            ImGuiOldColumnData column;
+            column.OffsetNorm = n / (float)columns_count;
+            columns->Columns.push_back(column);
+        }
+    }
+
+    for (int n = 0; n < columns_count; n++)
+    {
+        // Compute clipping rectangle
+        ImGuiOldColumnData* column = &columns->Columns[n];
+        float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
+        float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
+        column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
+        column->ClipRect.ClipWithFull(window->ClipRect);
+    }
+
+    if (columns->Count > 1)
+    {
+        columns->Splitter.Split(window->DrawList, 1 + columns->Count);
+        columns->Splitter.SetCurrentChannel(window->DrawList, 1);
+        PushColumnClipRect(0);
+    }
+
+    // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
+    float offset_0 = GetColumnOffset(columns->Current);
+    float offset_1 = GetColumnOffset(columns->Current + 1);
+    float width = offset_1 - offset_0;
+    PushItemWidth(width * 0.65f);
+    window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
+    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
+    window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
+}
+
+void ImGui::NextColumn()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems || window->DC.CurrentColumns == NULL)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+
+    if (columns->Count == 1)
+    {
+        window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+        IM_ASSERT(columns->Current == 0);
+        return;
+    }
+
+    // Next column
+    if (++columns->Current == columns->Count)
+        columns->Current = 0;
+
+    PopItemWidth();
+
+    // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
+    // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
+    ImGuiOldColumnData* column = &columns->Columns[columns->Current];
+    SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
+
+    const float column_padding = g.Style.ItemSpacing.x;
+    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+    if (columns->Current > 0)
+    {
+        // Columns 1+ ignore IndentX (by canceling it out)
+        // FIXME-COLUMNS: Unnecessary, could be locked?
+        window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
+    }
+    else
+    {
+        // New row/line: column 0 honor IndentX.
+        window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
+        window->DC.IsSameLine = false;
+        columns->LineMinY = columns->LineMaxY;
+    }
+    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+    window->DC.CursorPos.y = columns->LineMinY;
+    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+    window->DC.CurrLineTextBaseOffset = 0.0f;
+
+    // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
+    float offset_0 = GetColumnOffset(columns->Current);
+    float offset_1 = GetColumnOffset(columns->Current + 1);
+    float width = offset_1 - offset_0;
+    PushItemWidth(width * 0.65f);
+    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
+}
+
+void ImGui::EndColumns()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    IM_ASSERT(columns != NULL);
+
+    PopItemWidth();
+    if (columns->Count > 1)
+    {
+        PopClipRect();
+        columns->Splitter.Merge(window->DrawList);
+    }
+
+    const ImGuiOldColumnFlags flags = columns->Flags;
+    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+    window->DC.CursorPos.y = columns->LineMaxY;
+    if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
+        window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX;  // Restore cursor max pos, as columns don't grow parent
+
+    // Draw columns borders and handle resize
+    // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
+    bool is_being_resized = false;
+    if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
+    {
+        // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
+        const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
+        const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
+        int dragging_column = -1;
+        for (int n = 1; n < columns->Count; n++)
+        {
+            ImGuiOldColumnData* column = &columns->Columns[n];
+            float x = window->Pos.x + GetColumnOffset(n);
+            const ImGuiID column_id = columns->ID + ImGuiID(n);
+            const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
+            const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
+            if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
+                continue;
+
+            bool hovered = false, held = false;
+            if (!(flags & ImGuiOldColumnFlags_NoResize))
+            {
+                ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
+                if (hovered || held)
+                    SetMouseCursor(ImGuiMouseCursor_ResizeEW);
+                if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
+                    dragging_column = n;
+            }
+
+            // Draw column
+            const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
+            const float xi = IM_TRUNC(x);
+            window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
+        }
+
+        // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
+        if (dragging_column != -1)
+        {
+            if (!columns->IsBeingResized)
+                for (int n = 0; n < columns->Count + 1; n++)
+                    columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
+            columns->IsBeingResized = is_being_resized = true;
+            float x = GetDraggedColumnOffset(columns, dragging_column);
+            SetColumnOffset(dragging_column, x);
+        }
+    }
+    columns->IsBeingResized = is_being_resized;
+
+    window->WorkRect = window->ParentWorkRect;
+    window->ParentWorkRect = columns->HostBackupParentWorkRect;
+    window->DC.CurrentColumns = NULL;
+    window->DC.ColumnsOffset.x = 0.0f;
+    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+    NavUpdateCurrentWindowIsScrollPushableX();
+}
+
+void ImGui::Columns(int columns_count, const char* id, bool borders)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    IM_ASSERT(columns_count >= 1);
+
+    ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder);
+    //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
+    ImGuiOldColumns* columns = window->DC.CurrentColumns;
+    if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
+        return;
+
+    if (columns != NULL)
+        EndColumns();
+
+    if (columns_count != 1)
+        BeginColumns(id, columns_count, flags);
+}
+
+//-------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/imgui_widgets.cpp b/third_party/imgui/imgui_widgets.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..27610228d24f4d9998b2dc65791e91e3ee6bad88
--- /dev/null
+++ b/third_party/imgui/imgui_widgets.cpp
@@ -0,0 +1,10244 @@
+// dear imgui, v1.91.2 WIP
+// (widgets code)
+
+/*
+
+Index of this file:
+
+// [SECTION] Forward Declarations
+// [SECTION] Widgets: Text, etc.
+// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
+// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
+// [SECTION] Widgets: ComboBox
+// [SECTION] Data Type and Data Formatting Helpers
+// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
+// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
+// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
+// [SECTION] Widgets: InputText, InputTextMultiline
+// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
+// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
+// [SECTION] Widgets: Selectable
+// [SECTION] Widgets: Typing-Select support
+// [SECTION] Widgets: Box-Select support
+// [SECTION] Widgets: Multi-Select support
+// [SECTION] Widgets: Multi-Select helpers
+// [SECTION] Widgets: ListBox
+// [SECTION] Widgets: PlotLines, PlotHistogram
+// [SECTION] Widgets: Value helpers
+// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
+// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
+// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
+// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
+
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_internal.h"
+
+// System includes
+#include <stdint.h>     // intptr_t
+
+//-------------------------------------------------------------------------
+// Warnings
+//-------------------------------------------------------------------------
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127)     // condition expression is constant
+#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types
+#endif
+#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wunused-macros"                  // warning: macro is not used                                // we define snprintf/vsnprintf on Windows so they are available, but not always used.
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wenum-enum-conversion"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
+#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wformat-nonliteral"                // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wclass-memaccess"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion"  // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#endif
+
+//-------------------------------------------------------------------------
+// Data
+//-------------------------------------------------------------------------
+
+// Widgets
+static const float          DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f;    // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.
+static const float          DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f;    // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.
+
+// Those MIN/MAX values are not define because we need to point to them
+static const signed char    IM_S8_MIN  = -128;
+static const signed char    IM_S8_MAX  = 127;
+static const unsigned char  IM_U8_MIN  = 0;
+static const unsigned char  IM_U8_MAX  = 0xFF;
+static const signed short   IM_S16_MIN = -32768;
+static const signed short   IM_S16_MAX = 32767;
+static const unsigned short IM_U16_MIN = 0;
+static const unsigned short IM_U16_MAX = 0xFFFF;
+static const ImS32          IM_S32_MIN = INT_MIN;    // (-2147483647 - 1), (0x80000000);
+static const ImS32          IM_S32_MAX = INT_MAX;    // (2147483647), (0x7FFFFFFF)
+static const ImU32          IM_U32_MIN = 0;
+static const ImU32          IM_U32_MAX = UINT_MAX;   // (0xFFFFFFFF)
+#ifdef LLONG_MIN
+static const ImS64          IM_S64_MIN = LLONG_MIN;  // (-9223372036854775807ll - 1ll);
+static const ImS64          IM_S64_MAX = LLONG_MAX;  // (9223372036854775807ll);
+#else
+static const ImS64          IM_S64_MIN = -9223372036854775807LL - 1;
+static const ImS64          IM_S64_MAX = 9223372036854775807LL;
+#endif
+static const ImU64          IM_U64_MIN = 0;
+#ifdef ULLONG_MAX
+static const ImU64          IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);
+#else
+static const ImU64          IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] Forward Declarations
+//-------------------------------------------------------------------------
+
+// For InputTextEx()
+static bool     InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false);
+static int      InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
+static ImVec2   InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Text, etc.
+//-------------------------------------------------------------------------
+// - TextEx() [Internal]
+// - TextUnformatted()
+// - Text()
+// - TextV()
+// - TextColored()
+// - TextColoredV()
+// - TextDisabled()
+// - TextDisabledV()
+// - TextWrapped()
+// - TextWrappedV()
+// - LabelText()
+// - LabelTextV()
+// - BulletText()
+// - BulletTextV()
+//-------------------------------------------------------------------------
+
+void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    ImGuiContext& g = *GImGui;
+
+    // Accept null ranges
+    if (text == text_end)
+        text = text_end = "";
+
+    // Calculate length
+    const char* text_begin = text;
+    if (text_end == NULL)
+        text_end = text + strlen(text); // FIXME-OPT
+
+    const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+    const float wrap_pos_x = window->DC.TextWrapPos;
+    const bool wrap_enabled = (wrap_pos_x >= 0.0f);
+    if (text_end - text <= 2000 || wrap_enabled)
+    {
+        // Common case
+        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
+        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
+
+        ImRect bb(text_pos, text_pos + text_size);
+        ItemSize(text_size, 0.0f);
+        if (!ItemAdd(bb, 0))
+            return;
+
+        // Render (we don't hide text after ## in this end-user function)
+        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
+    }
+    else
+    {
+        // Long text!
+        // Perform manual coarse clipping to optimize for long multi-line text
+        // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
+        // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
+        // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.
+        const char* line = text;
+        const float line_height = GetTextLineHeight();
+        ImVec2 text_size(0, 0);
+
+        // Lines to skip (can't skip when logging text)
+        ImVec2 pos = text_pos;
+        if (!g.LogEnabled)
+        {
+            int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);
+            if (lines_skippable > 0)
+            {
+                int lines_skipped = 0;
+                while (line < text_end && lines_skipped < lines_skippable)
+                {
+                    const char* line_end = (const char*)memchr(line, '\n', text_end - line);
+                    if (!line_end)
+                        line_end = text_end;
+                    if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
+                        text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
+                    line = line_end + 1;
+                    lines_skipped++;
+                }
+                pos.y += lines_skipped * line_height;
+            }
+        }
+
+        // Lines to render
+        if (line < text_end)
+        {
+            ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
+            while (line < text_end)
+            {
+                if (IsClippedEx(line_rect, 0))
+                    break;
+
+                const char* line_end = (const char*)memchr(line, '\n', text_end - line);
+                if (!line_end)
+                    line_end = text_end;
+                text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
+                RenderText(pos, line, line_end, false);
+                line = line_end + 1;
+                line_rect.Min.y += line_height;
+                line_rect.Max.y += line_height;
+                pos.y += line_height;
+            }
+
+            // Count remaining lines
+            int lines_skipped = 0;
+            while (line < text_end)
+            {
+                const char* line_end = (const char*)memchr(line, '\n', text_end - line);
+                if (!line_end)
+                    line_end = text_end;
+                if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
+                    text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
+                line = line_end + 1;
+                lines_skipped++;
+            }
+            pos.y += lines_skipped * line_height;
+        }
+        text_size.y = (pos - text_pos).y;
+
+        ImRect bb(text_pos, text_pos + text_size);
+        ItemSize(text_size, 0.0f);
+        ItemAdd(bb, 0);
+    }
+}
+
+void ImGui::TextUnformatted(const char* text, const char* text_end)
+{
+    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
+}
+
+void ImGui::Text(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextV(const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const char* text, *text_end;
+    ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
+    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
+}
+
+void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextColoredV(col, fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
+{
+    PushStyleColor(ImGuiCol_Text, col);
+    TextV(fmt, args);
+    PopStyleColor();
+}
+
+void ImGui::TextDisabled(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextDisabledV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextDisabledV(const char* fmt, va_list args)
+{
+    ImGuiContext& g = *GImGui;
+    PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+    TextV(fmt, args);
+    PopStyleColor();
+}
+
+void ImGui::TextWrapped(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextWrappedV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextWrappedV(const char* fmt, va_list args)
+{
+    ImGuiContext& g = *GImGui;
+    const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f);  // Keep existing wrap position if one is already set
+    if (need_backup)
+        PushTextWrapPos(0.0f);
+    TextV(fmt, args);
+    if (need_backup)
+        PopTextWrapPos();
+}
+
+void ImGui::LabelText(const char* label, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    LabelTextV(label, fmt, args);
+    va_end(args);
+}
+
+// Add a label+text combo aligned to other label+value widgets
+void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const float w = CalcItemWidth();
+
+    const char* value_text_begin, *value_text_end;
+    ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);
+    const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    const ImVec2 pos = window->DC.CursorPos;
+    const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));
+    const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, 0))
+        return;
+
+    // Render
+    RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f));
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
+}
+
+void ImGui::BulletText(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    BulletTextV(fmt, args);
+    va_end(args);
+}
+
+// Text with a little bullet aligned to the typical tree node.
+void ImGui::BulletTextV(const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    const char* text_begin, *text_end;
+    ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);
+    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
+    const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y);  // Empty text doesn't add padding
+    ImVec2 pos = window->DC.CursorPos;
+    pos.y += window->DC.CurrLineTextBaseOffset;
+    ItemSize(total_size, 0.0f);
+    const ImRect bb(pos, pos + total_size);
+    if (!ItemAdd(bb, 0))
+        return;
+
+    // Render
+    ImU32 text_col = GetColorU32(ImGuiCol_Text);
+    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col);
+    RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Main
+//-------------------------------------------------------------------------
+// - ButtonBehavior() [Internal]
+// - Button()
+// - SmallButton()
+// - InvisibleButton()
+// - ArrowButton()
+// - CloseButton() [Internal]
+// - CollapseButton() [Internal]
+// - GetWindowScrollbarID() [Internal]
+// - GetWindowScrollbarRect() [Internal]
+// - Scrollbar() [Internal]
+// - ScrollbarEx() [Internal]
+// - Image()
+// - ImageButton()
+// - Checkbox()
+// - CheckboxFlagsT() [Internal]
+// - CheckboxFlags()
+// - RadioButton()
+// - ProgressBar()
+// - Bullet()
+// - Hyperlink()
+//-------------------------------------------------------------------------
+
+// The ButtonBehavior() function is key to many interactions and used by many/most widgets.
+// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),
+// this code is a little complex.
+// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.
+// See the series of events below and the corresponding state reported by dear imgui:
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// with PressedOnClickRelease:             return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()
+//   Frame N+0 (mouse is outside bb)        -             -                -               -                  -                    -
+//   Frame N+1 (mouse moves inside bb)      -             true             -               -                  -                    -
+//   Frame N+2 (mouse button is down)       -             true             true            true               -                    true
+//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -
+//   Frame N+4 (mouse moves outside bb)     -             -                true            -                  -                    -
+//   Frame N+5 (mouse moves inside bb)      -             true             true            -                  -                    -
+//   Frame N+6 (mouse button is released)   true          true             -               -                  true                 -
+//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -
+//   Frame N+8 (mouse moves outside bb)     -             -                -               -                  -                    -
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// with PressedOnClick:                    return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()
+//   Frame N+2 (mouse button is down)       true          true             true            true               -                    true
+//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -
+//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -
+//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// with PressedOnRelease:                  return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()
+//   Frame N+2 (mouse button is down)       -             true             -               -                  -                    true
+//   Frame N+3 (mouse button is down)       -             true             -               -                  -                    -
+//   Frame N+6 (mouse button is released)   true          true             -               -                  -                    -
+//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// with PressedOnDoubleClick:              return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()
+//   Frame N+0 (mouse button is down)       -             true             -               -                  -                    true
+//   Frame N+1 (mouse button is down)       -             true             -               -                  -                    -
+//   Frame N+2 (mouse button is released)   -             true             -               -                  -                    -
+//   Frame N+3 (mouse button is released)   -             true             -               -                  -                    -
+//   Frame N+4 (mouse button is down)       true          true             true            true               -                    true
+//   Frame N+5 (mouse button is down)       -             true             true            -                  -                    -
+//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -
+//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// Note that some combinations are supported,
+// - PressedOnDragDropHold can generally be associated with any flag.
+// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:
+//                                         Repeat+                  Repeat+           Repeat+             Repeat+
+//                                         PressedOnClickRelease    PressedOnClick    PressedOnRelease    PressedOnDoubleClick
+//-------------------------------------------------------------------------------------------------------------------------------------------------
+//   Frame N+0 (mouse button is down)       -                        true              -                   true
+//   ...                                    -                        -                 -                   -
+//   Frame N + RepeatDelay                  true                     true              -                   true
+//   ...                                    -                        -                 -                   -
+//   Frame N + RepeatDelay + RepeatRate*N   true                     true              -                   true
+//-------------------------------------------------------------------------------------------------------------------------------------------------
+
+// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
+// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
+// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
+bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Default only reacts to left mouse button
+    if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
+        flags |= ImGuiButtonFlags_MouseButtonLeft;
+
+    // Default behavior requires click + release inside bounding box
+    if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
+        flags |= ImGuiButtonFlags_PressedOnDefault_;
+
+    // Default behavior inherited from item flags
+    // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that.
+    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
+    if (flags & ImGuiButtonFlags_AllowOverlap)
+        item_flags |= ImGuiItemFlags_AllowOverlap;
+    if (flags & ImGuiButtonFlags_Repeat)
+        item_flags |= ImGuiItemFlags_ButtonRepeat;
+
+    ImGuiWindow* backup_hovered_window = g.HoveredWindow;
+    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;
+    if (flatten_hovered_children)
+        g.HoveredWindow = window;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    // Alternate registration spot, for when caller didn't use ItemAdd()
+    if (g.LastItemData.ID != id)
+        IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);
+#endif
+
+    bool pressed = false;
+    bool hovered = ItemHoverable(bb, id, item_flags);
+
+    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
+    if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
+        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+        {
+            hovered = true;
+            SetHoveredID(id);
+            if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)
+            {
+                pressed = true;
+                g.DragDropHoldJustPressedId = id;
+                FocusWindow(window);
+            }
+        }
+
+    if (flatten_hovered_children)
+        g.HoveredWindow = backup_hovered_window;
+
+    // Mouse handling
+    const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
+    if (hovered)
+    {
+        IM_ASSERT(id != 0); // Lazily check inside rare path.
+
+        // Poll mouse buttons
+        // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
+        // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.
+        int mouse_button_clicked = -1;
+        int mouse_button_released = -1;
+        for (int button = 0; button < 3; button++)
+            if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.
+            {
+                if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
+                if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }
+            }
+
+        // Process initial action
+        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
+        {
+            if (mouse_button_clicked != -1 && g.ActiveId != id)
+            {
+                if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))
+                    SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id);
+                if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
+                {
+                    SetActiveID(id, window);
+                    g.ActiveIdMouseButton = mouse_button_clicked;
+                    if (!(flags & ImGuiButtonFlags_NoNavFocus))
+                    {
+                        SetFocusID(id, window);
+                        FocusWindow(window);
+                    }
+                    else
+                    {
+                        FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
+                    }
+                }
+                if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))
+                {
+                    pressed = true;
+                    if (flags & ImGuiButtonFlags_NoHoldingActiveId)
+                        ClearActiveID();
+                    else
+                        SetActiveID(id, window); // Hold on ID
+                    g.ActiveIdMouseButton = mouse_button_clicked;
+                    if (!(flags & ImGuiButtonFlags_NoNavFocus))
+                    {
+                        SetFocusID(id, window);
+                        FocusWindow(window);
+                    }
+                    else
+                    {
+                        FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
+                    }
+                }
+            }
+            if (flags & ImGuiButtonFlags_PressedOnRelease)
+            {
+                if (mouse_button_released != -1)
+                {
+                    const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
+                    if (!has_repeated_at_least_once)
+                        pressed = true;
+                    if (!(flags & ImGuiButtonFlags_NoNavFocus))
+                        SetFocusID(id, window);
+                    ClearActiveID();
+                }
+            }
+
+            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
+            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
+            if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat))
+                if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id))
+                    pressed = true;
+        }
+
+        if (pressed)
+            g.NavDisableHighlight = true;
+    }
+
+    // Gamepad/Keyboard handling
+    // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
+    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
+        if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
+            hovered = true;
+    if (g.NavActivateDownId == id)
+    {
+        bool nav_activated_by_code = (g.NavActivateId == id);
+        bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
+        if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
+        {
+            // Avoid pressing multiple keys from triggering excessive amount of repeat events
+            const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
+            const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
+            const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
+            const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
+            nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
+        }
+        if (nav_activated_by_code || nav_activated_by_inputs)
+        {
+            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
+            pressed = true;
+            SetActiveID(id, window);
+            g.ActiveIdSource = g.NavInputSource;
+            if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
+                SetFocusID(id, window);
+            if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
+                g.ActiveIdFromShortcut = true;
+        }
+    }
+
+    // Process while held
+    bool held = false;
+    if (g.ActiveId == id)
+    {
+        if (g.ActiveIdSource == ImGuiInputSource_Mouse)
+        {
+            if (g.ActiveIdIsJustActivated)
+                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
+
+            const int mouse_button = g.ActiveIdMouseButton;
+            if (mouse_button == -1)
+            {
+                // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304).
+                ClearActiveID();
+            }
+            else if (IsMouseDown(mouse_button, test_owner_id))
+            {
+                held = true;
+            }
+            else
+            {
+                bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
+                bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
+                if ((release_in || release_anywhere) && !g.DragDropActive)
+                {
+                    // Report as pressed when releasing the mouse (this is the most common path)
+                    bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;
+                    bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
+                    bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id);
+                    if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned)
+                        pressed = true;
+                }
+                ClearActiveID();
+            }
+            if (!(flags & ImGuiButtonFlags_NoNavFocus))
+                g.NavDisableHighlight = true;
+        }
+        else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
+        {
+            // When activated using Nav, we hold on the ActiveID until activation button is released
+            if (g.NavActivateDownId == id)
+                held = true; // hovered == true not true as we are already likely hovered on direct activation.
+            else
+                ClearActiveID();
+        }
+        if (pressed)
+            g.ActiveIdHasBeenPressedBefore = true;
+    }
+
+    // Activation highlight (this may be a remote activation)
+    if (g.NavHighlightActivatedId == id)
+        hovered = true;
+
+    if (out_hovered) *out_hovered = hovered;
+    if (out_held) *out_held = held;
+
+    return pressed;
+}
+
+bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    ImVec2 pos = window->DC.CursorPos;
+    if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
+        pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;
+    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
+
+    const ImRect bb(pos, pos + size);
+    ItemSize(size, style.FramePadding.y);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+    // Render
+    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderNavHighlight(bb, id);
+    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+
+    if (g.LogEnabled)
+        LogSetNextTextDecoration("[", "]");
+    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
+
+    // Automatically close popups
+    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
+    //    CloseCurrentPopup();
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+    return pressed;
+}
+
+bool ImGui::Button(const char* label, const ImVec2& size_arg)
+{
+    return ButtonEx(label, size_arg, ImGuiButtonFlags_None);
+}
+
+// Small buttons fits within text without additional vertical spacing.
+bool ImGui::SmallButton(const char* label)
+{
+    ImGuiContext& g = *GImGui;
+    float backup_padding_y = g.Style.FramePadding.y;
+    g.Style.FramePadding.y = 0.0f;
+    bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
+    g.Style.FramePadding.y = backup_padding_y;
+    return pressed;
+}
+
+// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
+// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
+bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
+    IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);
+
+    const ImGuiID id = window->GetID(str_id);
+    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    ItemSize(size);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
+    return pressed;
+}
+
+bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiID id = window->GetID(str_id);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    const float default_size = GetFrameHeight();
+    ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+    // Render
+    const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    const ImU32 text_col = GetColorU32(ImGuiCol_Text);
+    RenderNavHighlight(bb, id);
+    RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);
+    RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
+    return pressed;
+}
+
+bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
+{
+    float sz = GetFrameHeight();
+    return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);
+}
+
+// Button to close a window
+bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
+    // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
+    const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
+    ImRect bb_interact = bb;
+    const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
+    if (area_to_visible_ratio < 1.5f)
+        bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f));
+
+    // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
+    // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer).
+    bool is_clipped = !ItemAdd(bb_interact, id);
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);
+    if (is_clipped)
+        return pressed;
+
+    // Render
+    ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
+    if (hovered)
+        window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
+    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact);
+    ImU32 cross_col = GetColorU32(ImGuiCol_Text);
+    ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
+    float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
+    window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);
+    window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);
+
+    return pressed;
+}
+
+bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
+    bool is_clipped = !ItemAdd(bb, id);
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
+    if (is_clipped)
+        return pressed;
+
+    // Render
+    ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    ImU32 text_col = GetColorU32(ImGuiCol_Text);
+    if (hovered || held)
+        window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
+    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact);
+    RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
+
+    // Switch to moving the window after mouse is moved beyond the initial drag threshold
+    if (IsItemActive() && IsMouseDragging(0))
+        StartMouseMovingWindow(window);
+
+    return pressed;
+}
+
+ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
+{
+    return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
+}
+
+// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.
+ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)
+{
+    const ImRect outer_rect = window->Rect();
+    const ImRect inner_rect = window->InnerRect;
+    const float border_size = window->WindowBorderSize;
+    const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)
+    IM_ASSERT(scrollbar_size > 0.0f);
+    if (axis == ImGuiAxis_X)
+        return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size);
+    else
+        return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size);
+}
+
+void ImGui::Scrollbar(ImGuiAxis axis)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiID id = GetWindowScrollbarID(window, axis);
+
+    // Calculate scrollbar bounding box
+    ImRect bb = GetWindowScrollbarRect(window, axis);
+    ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;
+    if (axis == ImGuiAxis_X)
+    {
+        rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;
+        if (!window->ScrollbarY)
+            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
+    }
+    else
+    {
+        if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))
+            rounding_corners |= ImDrawFlags_RoundCornersTopRight;
+        if (!window->ScrollbarX)
+            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
+    }
+    float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
+    float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
+    ImS64 scroll = (ImS64)window->Scroll[axis];
+    ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners);
+    window->Scroll[axis] = (float)scroll;
+}
+
+// Vertical/Horizontal scrollbar
+// The entire piece of code below is rather confusing because:
+// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
+// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
+// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
+// Still, the code should probably be made simpler..
+bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+
+    const float bb_frame_width = bb_frame.GetWidth();
+    const float bb_frame_height = bb_frame.GetHeight();
+    if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
+        return false;
+
+    // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)
+    float alpha = 1.0f;
+    if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
+        alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
+    if (alpha <= 0.0f)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const bool allow_interaction = (alpha >= 1.0f);
+
+    ImRect bb = bb_frame;
+    bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
+
+    // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
+    const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();
+
+    // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
+    // But we maintain a minimum size in pixel to allow for the user to still aim inside.
+    IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
+    const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1);
+    const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);
+    const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
+
+    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
+    bool held = false;
+    bool hovered = false;
+    ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);
+    ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
+
+    const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v);
+    float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
+    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space
+    if (held && allow_interaction && grab_h_norm < 1.0f)
+    {
+        const float scrollbar_pos_v = bb.Min[axis];
+        const float mouse_pos_v = g.IO.MousePos[axis];
+
+        // Click position in scrollbar normalized space (0.0f->1.0f)
+        const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
+
+        const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0;
+        if (g.ActiveIdIsJustActivated)
+        {
+            // On initial click calculate the distance between mouse and the center of the grab
+            g.ScrollbarSeekMode = (short)held_dir;
+            g.ScrollbarClickDeltaToGrabCenter = (g.ScrollbarSeekMode == 0.0f) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f;
+        }
+
+        // Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
+        // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
+        if (g.ScrollbarSeekMode == 0)
+        {
+            // Absolute seeking
+            const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
+            *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);
+        }
+        else
+        {
+            // Page by page
+            if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode)
+            {
+                float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f;
+                *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max);
+            }
+        }
+
+        // Update values for rendering
+        scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
+        grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
+
+        // Update distance to grab now that we have seek'ed and saturated
+        //if (seek_absolute)
+        //    g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
+    }
+
+    // Render
+    const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);
+    const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
+    window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);
+    ImRect grab_rect;
+    if (axis == ImGuiAxis_X)
+        grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
+    else
+        grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);
+    window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
+
+    return held;
+}
+
+// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
+void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f;
+    const ImVec2 padding(border_size, border_size);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
+    ItemSize(bb);
+    if (!ItemAdd(bb, 0))
+        return;
+
+    // Render
+    if (border_size > 0.0f)
+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size);
+    window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
+}
+
+// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)
+// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.
+bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImVec2 padding = g.Style.FramePadding;
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
+    ItemSize(bb);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+    // Render
+    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderNavHighlight(bb, id);
+    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));
+    if (bg_col.w > 0.0f)
+        window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
+    window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
+
+    return pressed;
+}
+
+// Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
+bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+
+    return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col);
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// Legacy API obsoleted in 1.89. Two differences with new ImageButton()
+// - old ImageButton() used ImTextureId as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID)
+// - new ImageButton() requires an explicit 'const char* str_id'
+// - old ImageButton() had frame_padding' override argument.
+// - new ImageButton() always use style.FramePadding.
+/*
+bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
+{
+    // Default to using texture ID as ID. User can still push string/integer prefixes.
+    PushID((void*)(intptr_t)user_texture_id);
+    if (frame_padding >= 0)
+        PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding));
+    bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col);
+    if (frame_padding >= 0)
+        PopStyleVar();
+    PopID();
+    return ret;
+}
+*/
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+bool ImGui::Checkbox(const char* label, bool* v)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    const float square_sz = GetFrameHeight();
+    const ImVec2 pos = window->DC.CursorPos;
+    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
+    ItemSize(total_bb, style.FramePadding.y);
+    const bool is_visible = ItemAdd(total_bb, id);
+    const bool is_multi_select = (g.LastItemData.InFlags & ImGuiItemFlags_IsMultiSelect) != 0;
+    if (!is_visible)
+        if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support
+        {
+            IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
+            return false;
+        }
+
+    // Range-Selection/Multi-selection support (header)
+    bool checked = *v;
+    if (is_multi_select)
+        MultiSelectItemHeader(id, &checked, NULL);
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
+
+    // Range-Selection/Multi-selection support (footer)
+    if (is_multi_select)
+        MultiSelectItemFooter(id, &checked, &pressed);
+    else if (pressed)
+        checked = !checked;
+
+    if (*v != checked)
+    {
+        *v = checked;
+        pressed = true; // return value
+        MarkItemEdited(id);
+    }
+
+    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
+    const bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0;
+    if (is_visible)
+    {
+        RenderNavHighlight(total_bb, id);
+        RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
+        ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
+        if (mixed_value)
+        {
+            // Undocumented tristate/mixed/indeterminate checkbox (#2644)
+            // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)
+            ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)));
+            window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
+        }
+        else if (*v)
+        {
+            const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
+            RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);
+        }
+    }
+    const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
+    if (g.LogEnabled)
+        LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]");
+    if (is_visible && label_size.x > 0.0f)
+        RenderText(label_pos, label);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
+    return pressed;
+}
+
+template<typename T>
+bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)
+{
+    bool all_on = (*flags & flags_value) == flags_value;
+    bool any_on = (*flags & flags_value) != 0;
+    bool pressed;
+    if (!all_on && any_on)
+    {
+        ImGuiContext& g = *GImGui;
+        g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue;
+        pressed = Checkbox(label, &all_on);
+    }
+    else
+    {
+        pressed = Checkbox(label, &all_on);
+
+    }
+    if (pressed)
+    {
+        if (all_on)
+            *flags |= flags_value;
+        else
+            *flags &= ~flags_value;
+    }
+    return pressed;
+}
+
+bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)
+{
+    return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
+{
+    return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value)
+{
+    return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value)
+{
+    return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::RadioButton(const char* label, bool active)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    const float square_sz = GetFrameHeight();
+    const ImVec2 pos = window->DC.CursorPos;
+    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
+    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, id))
+        return false;
+
+    ImVec2 center = check_bb.GetCenter();
+    center.x = IM_ROUND(center.x);
+    center.y = IM_ROUND(center.y);
+    const float radius = (square_sz - 1.0f) * 0.5f;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
+    if (pressed)
+        MarkItemEdited(id);
+
+    RenderNavHighlight(total_bb, id);
+    const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius);
+    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment);
+    if (active)
+    {
+        const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
+        window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark));
+    }
+
+    if (style.FrameBorderSize > 0.0f)
+    {
+        window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize);
+        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize);
+    }
+
+    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
+    if (g.LogEnabled)
+        LogRenderedText(&label_pos, active ? "(x)" : "( )");
+    if (label_size.x > 0.0f)
+        RenderText(label_pos, label);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+    return pressed;
+}
+
+// FIXME: This would work nicely if it was a public template, e.g. 'template<T> RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..
+bool ImGui::RadioButton(const char* label, int* v, int v_button)
+{
+    const bool pressed = RadioButton(label, *v == v_button);
+    if (pressed)
+        *v = v_button;
+    return pressed;
+}
+
+// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
+void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    ImVec2 pos = window->DC.CursorPos;
+    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);
+    ImRect bb(pos, pos + size);
+    ItemSize(size, style.FramePadding.y);
+    if (!ItemAdd(bb, 0))
+        return;
+
+    // Fraction < 0.0f will display an indeterminate progress bar animation
+    // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works.
+    const bool is_indeterminate = (fraction < 0.0f);
+    if (!is_indeterminate)
+        fraction = ImSaturate(fraction);
+
+    // Out of courtesy we accept a NaN fraction without crashing
+    float fill_n0 = 0.0f;
+    float fill_n1 = (fraction == fraction) ? fraction : 0.0f;
+
+    if (is_indeterminate)
+    {
+        const float fill_width_n = 0.2f;
+        fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n;
+        fill_n1 = ImSaturate(fill_n0 + fill_width_n);
+        fill_n0 = ImSaturate(fill_n0);
+    }
+
+    // Render
+    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+    bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
+    RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding);
+
+    // Default displaying the fraction as percentage string, but user can override it
+    // Don't display text for indeterminate bars by default
+    char overlay_buf[32];
+    if (!is_indeterminate || overlay != NULL)
+    {
+        if (!overlay)
+        {
+            ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
+            overlay = overlay_buf;
+        }
+
+        ImVec2 overlay_size = CalcTextSize(overlay, NULL);
+        if (overlay_size.x > 0.0f)
+        {
+            float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x;
+            RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
+        }
+    }
+}
+
+void ImGui::Bullet()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
+    ItemSize(bb);
+    if (!ItemAdd(bb, 0))
+    {
+        SameLine(0, style.FramePadding.x * 2);
+        return;
+    }
+
+    // Render and stay on same line
+    ImU32 text_col = GetColorU32(ImGuiCol_Text);
+    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col);
+    SameLine(0, style.FramePadding.x * 2.0f);
+}
+
+// This is provided as a convenience for being an often requested feature.
+// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system.
+// Because of this we currently don't provide many styling options for this widget
+// (e.g. hovered/active colors are automatically inferred from a single color).
+bool ImGui::TextLink(const char* label)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiID id = window->GetID(label);
+    const char* label_end = FindRenderedTextEnd(label);
+
+    ImVec2 pos = window->DC.CursorPos;
+    ImVec2 size = CalcTextSize(label, label_end, true);
+    ImRect bb(pos, pos + size);
+    ItemSize(size, 0.0f);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_None);
+
+    if (hovered)
+        SetMouseCursor(ImGuiMouseCursor_Hand);
+
+    ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink];
+    ImVec4 line_colf = text_colf;
+    {
+        // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets,
+        // as we are currently experimenting/planning a different styling system.
+        float h, s, v;
+        ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v);
+        if (held || hovered)
+        {
+            v = ImSaturate(v + (held ? 0.4f : 0.3f));
+            h = ImFmod(h + 0.02f, 1.0f);
+        }
+        ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z);
+        v = ImSaturate(v - 0.20f);
+        ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z);
+    }
+
+    float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f);
+    window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode.
+
+    PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
+    RenderText(bb.Min, label, label_end);
+    PopStyleColor();
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+    return pressed;
+}
+
+void ImGui::TextLinkOpenURL(const char* label, const char* url)
+{
+    ImGuiContext& g = *GImGui;
+    if (url == NULL)
+        url = label;
+    if (TextLink(label))
+        if (g.PlatformIO.Platform_OpenInShellFn != NULL)
+            g.PlatformIO.Platform_OpenInShellFn(&g, url);
+    SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label
+    if (BeginPopupContextItem())
+    {
+        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink)))
+            SetClipboardText(url);
+        EndPopup();
+    }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Low-level Layout helpers
+//-------------------------------------------------------------------------
+// - Spacing()
+// - Dummy()
+// - NewLine()
+// - AlignTextToFramePadding()
+// - SeparatorEx() [Internal]
+// - Separator()
+// - SplitterBehavior() [Internal]
+// - ShrinkWidths() [Internal]
+//-------------------------------------------------------------------------
+
+void ImGui::Spacing()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    ItemSize(ImVec2(0, 0));
+}
+
+void ImGui::Dummy(const ImVec2& size)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    ItemSize(size);
+    ItemAdd(bb, 0);
+}
+
+void ImGui::NewLine()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
+    window->DC.LayoutType = ImGuiLayoutType_Vertical;
+    window->DC.IsSameLine = false;
+    if (window->DC.CurrLineSize.y > 0.0f)     // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
+        ItemSize(ImVec2(0, 0));
+    else
+        ItemSize(ImVec2(0.0f, g.FontSize));
+    window->DC.LayoutType = backup_layout_type;
+}
+
+void ImGui::AlignTextToFramePadding()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);
+    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);
+}
+
+// Horizontal/vertical separating line
+// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues.
+// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are.
+void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)));   // Check that only 1 option is selected
+    IM_ASSERT(thickness > 0.0f);
+
+    if (flags & ImGuiSeparatorFlags_Vertical)
+    {
+        // Vertical separator, for menu bars (use current line height).
+        float y1 = window->DC.CursorPos.y;
+        float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;
+        const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2));
+        ItemSize(ImVec2(thickness, 0.0f));
+        if (!ItemAdd(bb, 0))
+            return;
+
+        // Draw
+        window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));
+        if (g.LogEnabled)
+            LogText(" |");
+    }
+    else if (flags & ImGuiSeparatorFlags_Horizontal)
+    {
+        // Horizontal Separator
+        float x1 = window->DC.CursorPos.x;
+        float x2 = window->WorkRect.Max.x;
+
+        // Preserve legacy behavior inside Columns()
+        // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.
+        // We currently don't need to provide the same feature for tables because tables naturally have border features.
+        ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
+        if (columns)
+        {
+            x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03
+            x2 = window->Pos.x + window->Size.x;
+            PushColumnsBackground();
+        }
+
+        // We don't provide our width to the layout so that it doesn't get feed back into AutoFit
+        // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
+        const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change.
+        const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness));
+        ItemSize(ImVec2(0.0f, thickness_for_layout));
+
+        if (ItemAdd(bb, 0))
+        {
+            // Draw
+            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));
+            if (g.LogEnabled)
+                LogRenderedText(&bb.Min, "--------------------------------\n");
+
+        }
+        if (columns)
+        {
+            PopColumnsBackground();
+            columns->LineMinY = window->DC.CursorPos.y;
+        }
+    }
+}
+
+void ImGui::Separator()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    // Those flags should eventually be configurable by the user
+    // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f.
+    ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
+
+    // Only applies to legacy Columns() api as they relied on Separator() a lot.
+    if (window->DC.CurrentColumns)
+        flags |= ImGuiSeparatorFlags_SpanAllColumns;
+
+    SeparatorEx(flags, 1.0f);
+}
+
+void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiStyle& style = g.Style;
+
+    const ImVec2 label_size = CalcTextSize(label, label_end, false);
+    const ImVec2 pos = window->DC.CursorPos;
+    const ImVec2 padding = style.SeparatorTextPadding;
+
+    const float separator_thickness = style.SeparatorTextBorderSize;
+    const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));
+    const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));
+    const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));
+    ItemSize(min_size, text_baseline_y);
+    if (!ItemAdd(bb, id))
+        return;
+
+    const float sep1_x1 = pos.x;
+    const float sep2_x2 = bb.Max.x;
+    const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);
+
+    const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f);
+    const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN
+
+    // This allows using SameLine() to position something in the 'extra_w'
+    window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x;
+
+    const ImU32 separator_col = GetColorU32(ImGuiCol_Separator);
+    if (label_size.x > 0.0f)
+    {
+        const float sep1_x2 = label_pos.x - style.ItemSpacing.x;
+        const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x;
+        if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f)
+            window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness);
+        if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f)
+            window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
+        if (g.LogEnabled)
+            LogSetNextTextDecoration("---", NULL);
+        RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size);
+    }
+    else
+    {
+        if (g.LogEnabled)
+            LogText("---");
+        if (separator_thickness > 0.0f)
+            window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
+    }
+}
+
+void ImGui::SeparatorText(const char* label)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want:
+    // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight)
+    // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string)
+    // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...'
+    // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item,
+    // and then we can turn this into a format function.
+    SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f);
+}
+
+// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
+bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))
+        return false;
+
+    // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is
+    // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item.
+    // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item.
+    ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren;
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    button_flags |= ImGuiButtonFlags_AllowOverlap;
+#endif
+
+    bool hovered, held;
+    ImRect bb_interact = bb;
+    bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));
+    ButtonBehavior(bb_interact, id, &hovered, &held, button_flags);
+    if (hovered)
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb
+
+    if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
+        SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
+
+    ImRect bb_render = bb;
+    if (held)
+    {
+        float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis];
+
+        // Minimum pane size
+        float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);
+        float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);
+        if (mouse_delta < -size_1_maximum_delta)
+            mouse_delta = -size_1_maximum_delta;
+        if (mouse_delta > size_2_maximum_delta)
+            mouse_delta = size_2_maximum_delta;
+
+        // Apply resize
+        if (mouse_delta != 0.0f)
+        {
+            *size1 = ImMax(*size1 + mouse_delta, min_size1);
+            *size2 = ImMax(*size2 - mouse_delta, min_size2);
+            bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
+            MarkItemEdited(id);
+        }
+    }
+
+    // Render at new position
+    if (bg_col & IM_COL32_A_MASK)
+        window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);
+    const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
+    window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);
+
+    return held;
+}
+
+static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
+{
+    const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs;
+    const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;
+    if (int d = (int)(b->Width - a->Width))
+        return d;
+    return (b->Index - a->Index);
+}
+
+// Shrink excess width from a set of item, by removing width from the larger items first.
+// Set items Width to -1.0f to disable shrinking this item.
+void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
+{
+    if (count == 1)
+    {
+        if (items[0].Width >= 0.0f)
+            items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);
+        return;
+    }
+    ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
+    int count_same_width = 1;
+    while (width_excess > 0.0f && count_same_width < count)
+    {
+        while (count_same_width < count && items[0].Width <= items[count_same_width].Width)
+            count_same_width++;
+        float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
+        if (max_width_to_remove_per_item <= 0.0f)
+            break;
+        float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);
+        for (int item_n = 0; item_n < count_same_width; item_n++)
+            items[item_n].Width -= width_to_remove_per_item;
+        width_excess -= width_to_remove_per_item * count_same_width;
+    }
+
+    // Round width and redistribute remainder
+    // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.
+    width_excess = 0.0f;
+    for (int n = 0; n < count; n++)
+    {
+        float width_rounded = ImTrunc(items[n].Width);
+        width_excess += items[n].Width - width_rounded;
+        items[n].Width = width_rounded;
+    }
+    while (width_excess > 0.0f)
+        for (int n = 0; n < count && width_excess > 0.0f; n++)
+        {
+            float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f);
+            items[n].Width += width_to_add;
+            width_excess -= width_to_add;
+        }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: ComboBox
+//-------------------------------------------------------------------------
+// - CalcMaxPopupHeightFromItemCount() [Internal]
+// - BeginCombo()
+// - BeginComboPopup() [Internal]
+// - EndCombo()
+// - BeginComboPreview() [Internal]
+// - EndComboPreview() [Internal]
+// - Combo()
+//-------------------------------------------------------------------------
+
+static float CalcMaxPopupHeightFromItemCount(int items_count)
+{
+    ImGuiContext& g = *GImGui;
+    if (items_count <= 0)
+        return FLT_MAX;
+    return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
+}
+
+bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;
+    g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
+    if (flags & ImGuiComboFlags_WidthFitPreview)
+        IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0);
+
+    const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f;
+    const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth());
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
+    const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, id, &bb))
+        return false;
+
+    // Open on click
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+    const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
+    bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
+    if (pressed && !popup_open)
+    {
+        OpenPopupEx(popup_id, ImGuiPopupFlags_None);
+        popup_open = true;
+    }
+
+    // Render shape
+    const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);
+    RenderNavHighlight(bb, id);
+    if (!(flags & ImGuiComboFlags_NoPreview))
+        window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);
+    if (!(flags & ImGuiComboFlags_NoArrowButton))
+    {
+        ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+        ImU32 text_col = GetColorU32(ImGuiCol_Text);
+        window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);
+        if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)
+            RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
+    }
+    RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);
+
+    // Custom preview
+    if (flags & ImGuiComboFlags_CustomPreview)
+    {
+        g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y);
+        IM_ASSERT(preview_value == NULL || preview_value[0] == 0);
+        preview_value = NULL;
+    }
+
+    // Render preview and label
+    if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
+    {
+        if (g.LogEnabled)
+            LogSetNextTextDecoration("{", "}");
+        RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);
+    }
+    if (label_size.x > 0)
+        RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);
+
+    if (!popup_open)
+        return false;
+
+    g.NextWindowData.Flags = backup_next_window_data_flags;
+    return BeginComboPopup(popup_id, bb, flags);
+}
+
+bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))
+    {
+        g.NextWindowData.ClearFlags();
+        return false;
+    }
+
+    // Set popup size
+    float w = bb.GetWidth();
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
+    {
+        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
+    }
+    else
+    {
+        if ((flags & ImGuiComboFlags_HeightMask_) == 0)
+            flags |= ImGuiComboFlags_HeightRegular;
+        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one
+        int popup_max_height_in_items = -1;
+        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;
+        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;
+        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;
+        ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX);
+        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size
+            constraint_min.x = w;
+        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f)
+            constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);
+        SetNextWindowSizeConstraints(constraint_min, constraint_max);
+    }
+
+    // This is essentially a specialized version of BeginPopupEx()
+    char name[16];
+    ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth
+
+    // Set position given a custom constraint (peak into expected window size so we can position it)
+    // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
+    // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?
+    if (ImGuiWindow* popup_window = FindWindowByName(name))
+        if (popup_window->WasActive)
+        {
+            // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
+            ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);
+            popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)"
+            ImRect r_outer = GetPopupAllowedExtentRect(popup_window);
+            ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);
+            SetNextWindowPos(pos);
+        }
+
+    // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
+    PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text
+    bool ret = Begin(name, NULL, window_flags);
+    PopStyleVar();
+    if (!ret)
+    {
+        EndPopup();
+        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above
+        return false;
+    }
+    g.BeginComboDepth++;
+    return true;
+}
+
+void ImGui::EndCombo()
+{
+    ImGuiContext& g = *GImGui;
+    EndPopup();
+    g.BeginComboDepth--;
+}
+
+// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements
+// (Experimental, see GitHub issues: #1658, #4168)
+bool ImGui::BeginComboPreview()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;
+
+    if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible))
+        return false;
+    IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?
+    if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional)
+        return false;
+
+    // FIXME: This could be contained in a PushWorkRect() api
+    preview_data->BackupCursorPos = window->DC.CursorPos;
+    preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos;
+    preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
+    preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+    preview_data->BackupLayout = window->DC.LayoutType;
+    window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;
+    window->DC.CursorMaxPos = window->DC.CursorPos;
+    window->DC.LayoutType = ImGuiLayoutType_Horizontal;
+    window->DC.IsSameLine = false;
+    PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);
+
+    return true;
+}
+
+void ImGui::EndComboPreview()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;
+
+    // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future
+    ImDrawList* draw_list = window->DrawList;
+    if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y)
+        if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command
+        {
+            draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect;
+            draw_list->_TryMergeDrawCmds();
+        }
+    PopClipRect();
+    window->DC.CursorPos = preview_data->BackupCursorPos;
+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos);
+    window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;
+    window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;
+    window->DC.LayoutType = preview_data->BackupLayout;
+    window->DC.IsSameLine = false;
+    preview_data->PreviewRect = ImRect();
+}
+
+// Getter for the old Combo() API: const char*[]
+static const char* Items_ArrayGetter(void* data, int idx)
+{
+    const char* const* items = (const char* const*)data;
+    return items[idx];
+}
+
+// Getter for the old Combo() API: "item1\0item2\0item3\0"
+static const char* Items_SingleStringGetter(void* data, int idx)
+{
+    const char* items_separated_by_zeros = (const char*)data;
+    int items_count = 0;
+    const char* p = items_separated_by_zeros;
+    while (*p)
+    {
+        if (idx == items_count)
+            break;
+        p += strlen(p) + 1;
+        items_count++;
+    }
+    return *p ? p : NULL;
+}
+
+// Old API, prefer using BeginCombo() nowadays if you can.
+bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Call the getter to obtain the preview string which is a parameter to BeginCombo()
+    const char* preview_value = NULL;
+    if (*current_item >= 0 && *current_item < items_count)
+        preview_value = getter(user_data, *current_item);
+
+    // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
+    if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))
+        SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
+
+    if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
+        return false;
+
+    // Display items
+    bool value_changed = false;
+    ImGuiListClipper clipper;
+    clipper.Begin(items_count);
+    clipper.IncludeItemByIndex(*current_item);
+    while (clipper.Step())
+        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+        {
+            const char* item_text = getter(user_data, i);
+            if (item_text == NULL)
+                item_text = "*Unknown item*";
+
+            PushID(i);
+            const bool item_selected = (i == *current_item);
+            if (Selectable(item_text, item_selected) && *current_item != i)
+            {
+                value_changed = true;
+                *current_item = i;
+            }
+            if (item_selected)
+                SetItemDefaultFocus();
+            PopID();
+        }
+
+    EndCombo();
+    if (value_changed)
+        MarkItemEdited(g.LastItemData.ID);
+
+    return value_changed;
+}
+
+// Combo box helper allowing to pass an array of strings.
+bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)
+{
+    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
+    return value_changed;
+}
+
+// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
+bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
+{
+    int items_count = 0;
+    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open
+    while (*p)
+    {
+        p += strlen(p) + 1;
+        items_count++;
+    }
+    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
+    return value_changed;
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); };
+static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx)
+{
+    ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data;
+    const char* s = NULL;
+    data->OldCallback(data->UserData, idx, &s);
+    return s;
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items)
+{
+    ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter };
+    return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items);
+}
+bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items)
+{
+    ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter };
+    return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items);
+}
+
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] Data Type and Data Formatting Helpers [Internal]
+//-------------------------------------------------------------------------
+// - DataTypeGetInfo()
+// - DataTypeFormatString()
+// - DataTypeApplyOp()
+// - DataTypeApplyFromText()
+// - DataTypeCompare()
+// - DataTypeClamp()
+// - GetMinimumStepAtDecimalPrecision
+// - RoundScalarWithFormat<>()
+//-------------------------------------------------------------------------
+
+static const ImGuiDataTypeInfo GDataTypeInfo[] =
+{
+    { sizeof(char),             "S8",   "%d",   "%d"    },  // ImGuiDataType_S8
+    { sizeof(unsigned char),    "U8",   "%u",   "%u"    },
+    { sizeof(short),            "S16",  "%d",   "%d"    },  // ImGuiDataType_S16
+    { sizeof(unsigned short),   "U16",  "%u",   "%u"    },
+    { sizeof(int),              "S32",  "%d",   "%d"    },  // ImGuiDataType_S32
+    { sizeof(unsigned int),     "U32",  "%u",   "%u"    },
+#ifdef _MSC_VER
+    { sizeof(ImS64),            "S64",  "%I64d","%I64d" },  // ImGuiDataType_S64
+    { sizeof(ImU64),            "U64",  "%I64u","%I64u" },
+#else
+    { sizeof(ImS64),            "S64",  "%lld", "%lld"  },  // ImGuiDataType_S64
+    { sizeof(ImU64),            "U64",  "%llu", "%llu"  },
+#endif
+    { sizeof(float),            "float", "%.3f","%f"    },  // ImGuiDataType_Float (float are promoted to double in va_arg)
+    { sizeof(double),           "double","%f",  "%lf"   },  // ImGuiDataType_Double
+    { sizeof(bool),             "bool", "%d",   "%d"    },  // ImGuiDataType_Bool
+};
+IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
+
+const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)
+{
+    IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
+    return &GDataTypeInfo[data_type];
+}
+
+int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format)
+{
+    // Signedness doesn't matter when pushing integer arguments
+    if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)
+        return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data);
+    if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
+        return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data);
+    if (data_type == ImGuiDataType_Float)
+        return ImFormatString(buf, buf_size, format, *(const float*)p_data);
+    if (data_type == ImGuiDataType_Double)
+        return ImFormatString(buf, buf_size, format, *(const double*)p_data);
+    if (data_type == ImGuiDataType_S8)
+        return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data);
+    if (data_type == ImGuiDataType_U8)
+        return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data);
+    if (data_type == ImGuiDataType_S16)
+        return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data);
+    if (data_type == ImGuiDataType_U16)
+        return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data);
+    IM_ASSERT(0);
+    return 0;
+}
+
+void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)
+{
+    IM_ASSERT(op == '+' || op == '-');
+    switch (data_type)
+    {
+        case ImGuiDataType_S8:
+            if (op == '+') { *(ImS8*)output  = ImAddClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }
+            if (op == '-') { *(ImS8*)output  = ImSubClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }
+            return;
+        case ImGuiDataType_U8:
+            if (op == '+') { *(ImU8*)output  = ImAddClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }
+            if (op == '-') { *(ImU8*)output  = ImSubClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }
+            return;
+        case ImGuiDataType_S16:
+            if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }
+            if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }
+            return;
+        case ImGuiDataType_U16:
+            if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }
+            if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }
+            return;
+        case ImGuiDataType_S32:
+            if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }
+            if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }
+            return;
+        case ImGuiDataType_U32:
+            if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }
+            if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }
+            return;
+        case ImGuiDataType_S64:
+            if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }
+            if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }
+            return;
+        case ImGuiDataType_U64:
+            if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }
+            if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }
+            return;
+        case ImGuiDataType_Float:
+            if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }
+            if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }
+            return;
+        case ImGuiDataType_Double:
+            if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }
+            if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }
+            return;
+        case ImGuiDataType_COUNT: break;
+    }
+    IM_ASSERT(0);
+}
+
+// User can input math operators (e.g. +100) to edit a numerical values.
+// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
+bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty)
+{
+    // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
+    const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
+    ImGuiDataTypeStorage data_backup;
+    memcpy(&data_backup, p_data, type_info->Size);
+
+    while (ImCharIsBlankA(*buf))
+        buf++;
+    if (!buf[0])
+    {
+        if (p_data_when_empty != NULL)
+        {
+            memcpy(p_data, p_data_when_empty, type_info->Size);
+            return memcmp(&data_backup, p_data, type_info->Size) != 0;
+        }
+        return false;
+    }
+
+    // Sanitize format
+    // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf
+    // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %.
+    char format_sanitized[32];
+    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
+        format = type_info->ScanFmt;
+    else
+        format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized));
+
+    // Small types need a 32-bit buffer to receive the result from scanf()
+    int v32 = 0;
+    if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1)
+        return false;
+    if (type_info->Size < 4)
+    {
+        if (data_type == ImGuiDataType_S8)
+            *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);
+        else if (data_type == ImGuiDataType_U8)
+            *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);
+        else if (data_type == ImGuiDataType_S16)
+            *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);
+        else if (data_type == ImGuiDataType_U16)
+            *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);
+        else
+            IM_ASSERT(0);
+    }
+
+    return memcmp(&data_backup, p_data, type_info->Size) != 0;
+}
+
+template<typename T>
+static int DataTypeCompareT(const T* lhs, const T* rhs)
+{
+    if (*lhs < *rhs) return -1;
+    if (*lhs > *rhs) return +1;
+    return 0;
+}
+
+int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)
+{
+    switch (data_type)
+    {
+    case ImGuiDataType_S8:     return DataTypeCompareT<ImS8  >((const ImS8*  )arg_1, (const ImS8*  )arg_2);
+    case ImGuiDataType_U8:     return DataTypeCompareT<ImU8  >((const ImU8*  )arg_1, (const ImU8*  )arg_2);
+    case ImGuiDataType_S16:    return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);
+    case ImGuiDataType_U16:    return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);
+    case ImGuiDataType_S32:    return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);
+    case ImGuiDataType_U32:    return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);
+    case ImGuiDataType_S64:    return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);
+    case ImGuiDataType_U64:    return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);
+    case ImGuiDataType_Float:  return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);
+    case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);
+    case ImGuiDataType_COUNT:  break;
+    }
+    IM_ASSERT(0);
+    return 0;
+}
+
+template<typename T>
+static bool DataTypeClampT(T* v, const T* v_min, const T* v_max)
+{
+    // Clamp, both sides are optional, return true if modified
+    if (v_min && *v < *v_min) { *v = *v_min; return true; }
+    if (v_max && *v > *v_max) { *v = *v_max; return true; }
+    return false;
+}
+
+bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)
+{
+    switch (data_type)
+    {
+    case ImGuiDataType_S8:     return DataTypeClampT<ImS8  >((ImS8*  )p_data, (const ImS8*  )p_min, (const ImS8*  )p_max);
+    case ImGuiDataType_U8:     return DataTypeClampT<ImU8  >((ImU8*  )p_data, (const ImU8*  )p_min, (const ImU8*  )p_max);
+    case ImGuiDataType_S16:    return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);
+    case ImGuiDataType_U16:    return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);
+    case ImGuiDataType_S32:    return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);
+    case ImGuiDataType_U32:    return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);
+    case ImGuiDataType_S64:    return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);
+    case ImGuiDataType_U64:    return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);
+    case ImGuiDataType_Float:  return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);
+    case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max);
+    case ImGuiDataType_COUNT:  break;
+    }
+    IM_ASSERT(0);
+    return false;
+}
+
+static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
+{
+    static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
+    if (decimal_precision < 0)
+        return FLT_MIN;
+    return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
+}
+
+template<typename TYPE>
+TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)
+{
+    IM_UNUSED(data_type);
+    IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
+    const char* fmt_start = ImParseFormatFindStart(format);
+    if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
+        return v;
+
+    // Sanitize format
+    char fmt_sanitized[32];
+    ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));
+    fmt_start = fmt_sanitized;
+
+    // Format value with our rounding, and read back
+    char v_str[64];
+    ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);
+    const char* p = v_str;
+    while (*p == ' ')
+        p++;
+    v = (TYPE)ImAtof(p);
+
+    return v;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
+//-------------------------------------------------------------------------
+// - DragBehaviorT<>() [Internal]
+// - DragBehavior() [Internal]
+// - DragScalar()
+// - DragScalarN()
+// - DragFloat()
+// - DragFloat2()
+// - DragFloat3()
+// - DragFloat4()
+// - DragFloatRange2()
+// - DragInt()
+// - DragInt2()
+// - DragInt3()
+// - DragInt4()
+// - DragIntRange2()
+//-------------------------------------------------------------------------
+
+// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
+bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
+    const bool is_bounded = (v_min < v_max);
+    const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround);
+    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
+    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+
+    // Default tweak speed
+    if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX))
+        v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);
+
+    // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings
+    float adjust_delta = 0.0f;
+    if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
+    {
+        adjust_delta = g.IO.MouseDelta[axis];
+        if (g.IO.KeyAlt)
+            adjust_delta *= 1.0f / 100.0f;
+        if (g.IO.KeyShift)
+            adjust_delta *= 10.0f;
+    }
+    else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
+    {
+        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
+        const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
+        const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
+        const float tweak_factor = tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f;
+        adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;
+        v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
+    }
+    adjust_delta *= v_speed;
+
+    // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.
+    if (axis == ImGuiAxis_Y)
+        adjust_delta = -adjust_delta;
+
+    // For logarithmic use our range is effectively 0..1 so scale the delta into that range
+    if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0
+        adjust_delta /= (float)(v_max - v_min);
+
+    // Clear current value on activation
+    // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.
+    const bool is_just_activated = g.ActiveIdIsJustActivated;
+    const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
+    if (is_just_activated || is_already_past_limits_and_pushing_outward)
+    {
+        g.DragCurrentAccum = 0.0f;
+        g.DragCurrentAccumDirty = false;
+    }
+    else if (adjust_delta != 0.0f)
+    {
+        g.DragCurrentAccum += adjust_delta;
+        g.DragCurrentAccumDirty = true;
+    }
+
+    if (!g.DragCurrentAccumDirty)
+        return false;
+
+    TYPE v_cur = *v;
+    FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;
+
+    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
+    const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)
+    if (is_logarithmic)
+    {
+        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
+        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
+        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
+
+        // Convert to parametric space, apply delta, convert back
+        float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+        float v_new_parametric = v_old_parametric + g.DragCurrentAccum;
+        v_cur = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+        v_old_ref_for_accum_remainder = v_old_parametric;
+    }
+    else
+    {
+        v_cur += (SIGNEDTYPE)g.DragCurrentAccum;
+    }
+
+    // Round to user desired precision based on format string
+    if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
+        v_cur = RoundScalarWithFormatT<TYPE>(format, data_type, v_cur);
+
+    // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
+    g.DragCurrentAccumDirty = false;
+    if (is_logarithmic)
+    {
+        // Convert to parametric space, apply delta, convert back
+        float v_new_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+        g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);
+    }
+    else
+    {
+        g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);
+    }
+
+    // Lose zero sign for float/double
+    if (v_cur == (TYPE)-0)
+        v_cur = (TYPE)0;
+
+    if (*v != v_cur && is_bounded)
+    {
+        if (is_wrapped)
+        {
+            // Wrap values
+            if (v_cur < v_min)
+                v_cur += v_max - v_min + (is_floating_point ? 0 : 1);
+            if (v_cur > v_max)
+                v_cur -= v_max - v_min + (is_floating_point ? 0 : 1);
+        }
+        else
+        {
+            // Clamp values + handle overflow/wrap-around for integer types.
+            if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))
+                v_cur = v_min;
+            if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))
+                v_cur = v_max;
+        }
+    }
+
+    // Apply result
+    if (*v == v_cur)
+        return false;
+    *v = v_cur;
+    return true;
+}
+
+bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+    // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
+    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");
+
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId == id)
+    {
+        // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
+        if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
+            ClearActiveID();
+        else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
+            ClearActiveID();
+    }
+    if (g.ActiveId != id)
+        return false;
+    if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
+        return false;
+
+    switch (data_type)
+    {
+    case ImGuiDataType_S8:     { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN,  p_max ? *(const ImS8*)p_max  : IM_S8_MAX,  format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }
+    case ImGuiDataType_U8:     { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN,  p_max ? *(const ImU8*)p_max  : IM_U8_MAX,  format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }
+    case ImGuiDataType_S16:    { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }
+    case ImGuiDataType_U16:    { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
+    case ImGuiDataType_S32:    return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)p_v,  v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags);
+    case ImGuiDataType_U32:    return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)p_v,  v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags);
+    case ImGuiDataType_S64:    return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)p_v,  v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags);
+    case ImGuiDataType_U64:    return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)p_v,  v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags);
+    case ImGuiDataType_Float:  return DragBehaviorT<float, float, float >(data_type, (float*)p_v,  v_speed, p_min ? *(const float* )p_min : -FLT_MAX,   p_max ? *(const float* )p_max : FLT_MAX,    format, flags);
+    case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX,   p_max ? *(const double*)p_max : DBL_MAX,    format, flags);
+    case ImGuiDataType_COUNT:  break;
+    }
+    IM_ASSERT(0);
+    return false;
+}
+
+// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional.
+// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
+bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
+        return false;
+
+    // Default format string when passing NULL
+    if (format == NULL)
+        format = DataTypeGetInfo(data_type)->PrintFmt;
+
+    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
+    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
+    if (!temp_input_is_active)
+    {
+        // Tabbing or CTRL-clicking on Drag turns it into an InputText
+        const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
+        const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
+        const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
+        if (make_active && (clicked || double_clicked))
+            SetKeyOwner(ImGuiKey_MouseLeft, id);
+        if (make_active && temp_input_allowed)
+            if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
+                temp_input_is_active = true;
+
+        // (Optional) simple click (without moving) turns Drag into an InputText
+        if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
+            if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
+            {
+                g.NavActivateId = id;
+                g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
+                temp_input_is_active = true;
+            }
+
+        if (make_active && !temp_input_is_active)
+        {
+            SetActiveID(id, window);
+            SetFocusID(id, window);
+            FocusWindow(window);
+            g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+        }
+    }
+
+    if (temp_input_is_active)
+    {
+        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set
+        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);
+        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);
+    }
+
+    // Draw frame
+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    RenderNavHighlight(frame_bb, id);
+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
+
+    // Drag behavior
+    const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);
+    if (value_changed)
+        MarkItemEdited(id);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    char value_buf[64];
+    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
+    if (g.LogEnabled)
+        LogSetNextTextDecoration("{", "}");
+    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));
+    return value_changed;
+}
+
+bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components, CalcItemWidth());
+    size_t type_size = GDataTypeInfo[data_type].Size;
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        if (i > 0)
+            SameLine(0, g.Style.ItemInnerSpacing.x);
+        value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags);
+        PopID();
+        PopItemWidth();
+        p_data = (void*)((char*)p_data + type_size);
+    }
+    PopID();
+
+    const char* label_end = FindRenderedTextEnd(label);
+    if (label != label_end)
+    {
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        TextEx(label, label_end);
+    }
+
+    EndGroup();
+    return value_changed;
+}
+
+bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);
+}
+
+// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
+bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    PushID(label);
+    BeginGroup();
+    PushMultiItemsWidths(2, CalcItemWidth());
+
+    float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;
+    float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
+    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
+    bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+
+    float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
+    float max_max = (v_min >= v_max) ? FLT_MAX : v_max;
+    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
+    value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+
+    TextEx(label, FindRenderedTextEnd(label));
+    EndGroup();
+    PopID();
+
+    return value_changed;
+}
+
+// NB: v_speed is float to allow adjusting the drag speed with more precision
+bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);
+}
+
+// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
+bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    PushID(label);
+    BeginGroup();
+    PushMultiItemsWidths(2, CalcItemWidth());
+
+    int min_min = (v_min >= v_max) ? INT_MIN : v_min;
+    int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
+    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
+    bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+
+    int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
+    int max_max = (v_min >= v_max) ? INT_MAX : v_max;
+    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
+    value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+
+    TextEx(label, FindRenderedTextEnd(label));
+    EndGroup();
+    PopID();
+
+    return value_changed;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
+//-------------------------------------------------------------------------
+// - ScaleRatioFromValueT<> [Internal]
+// - ScaleValueFromRatioT<> [Internal]
+// - SliderBehaviorT<>() [Internal]
+// - SliderBehavior() [Internal]
+// - SliderScalar()
+// - SliderScalarN()
+// - SliderFloat()
+// - SliderFloat2()
+// - SliderFloat3()
+// - SliderFloat4()
+// - SliderAngle()
+// - SliderInt()
+// - SliderInt2()
+// - SliderInt3()
+// - SliderInt4()
+// - VSliderScalar()
+// - VSliderFloat()
+// - VSliderInt()
+//-------------------------------------------------------------------------
+
+// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)
+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
+float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
+{
+    if (v_min == v_max)
+        return 0.0f;
+    IM_UNUSED(data_type);
+
+    const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
+    if (is_logarithmic)
+    {
+        bool flipped = v_max < v_min;
+
+        if (flipped) // Handle the case where the range is backwards
+            ImSwap(v_min, v_max);
+
+        // Fudge min/max to avoid getting close to log(0)
+        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
+        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
+
+        // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
+        if ((v_min == 0.0f) && (v_max < 0.0f))
+            v_min_fudged = -logarithmic_zero_epsilon;
+        else if ((v_max == 0.0f) && (v_min < 0.0f))
+            v_max_fudged = -logarithmic_zero_epsilon;
+
+        float result;
+        if (v_clamped <= v_min_fudged)
+            result = 0.0f; // Workaround for values that are in-range but below our fudge
+        else if (v_clamped >= v_max_fudged)
+            result = 1.0f; // Workaround for values that are in-range but above our fudge
+        else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions
+        {
+            float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space.  There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)
+            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
+            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
+            if (v == 0.0f)
+                result = zero_point_center; // Special case for exactly zero
+            else if (v < 0.0f)
+                result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L;
+            else
+                result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R));
+        }
+        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
+            result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));
+        else
+            result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));
+
+        return flipped ? (1.0f - result) : result;
+    }
+    else
+    {
+        // Linear slider
+        return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));
+    }
+}
+
+// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)
+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
+TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
+{
+    // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"
+    // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.
+    if (t <= 0.0f || v_min == v_max)
+        return v_min;
+    if (t >= 1.0f)
+        return v_max;
+
+    TYPE result = (TYPE)0;
+    if (is_logarithmic)
+    {
+        // Fudge min/max to avoid getting silly results close to zero
+        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
+        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
+
+        const bool flipped = v_max < v_min; // Check if range is "backwards"
+        if (flipped)
+            ImSwap(v_min_fudged, v_max_fudged);
+
+        // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
+        if ((v_max == 0.0f) && (v_min < 0.0f))
+            v_max_fudged = -logarithmic_zero_epsilon;
+
+        float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range
+
+        if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts
+        {
+            float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space
+            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
+            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
+            if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)
+                result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)
+            else if (t_with_flip < zero_point_center)
+                result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));
+            else
+                result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));
+        }
+        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
+            result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));
+        else
+            result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
+    }
+    else
+    {
+        // Linear slider
+        const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+        if (is_floating_point)
+        {
+            result = ImLerp(v_min, v_max, t);
+        }
+        else if (t < 1.0)
+        {
+            // - For integer values we want the clicking position to match the grab box so we round above
+            //   This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..
+            // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64
+            //   range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.
+            FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;
+            result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));
+        }
+    }
+
+    return result;
+}
+
+// FIXME: Try to move more of the code into shared SliderBehavior()
+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
+bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
+    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
+    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+    const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it.
+
+    // Calculate bounds
+    const float grab_padding = 2.0f; // FIXME: Should be part of style.
+    const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
+    float grab_sz = style.GrabMinSize;
+    if (!is_floating_point && v_range_f >= 0.0f)                         // v_range_f < 0 may happen on integer overflows
+        grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
+    grab_sz = ImMin(grab_sz, slider_sz);
+    const float slider_usable_sz = slider_sz - grab_sz;
+    const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;
+    const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;
+
+    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
+    float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true
+    if (is_logarithmic)
+    {
+        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
+        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
+        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
+        zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);
+    }
+
+    // Process interacting with the slider
+    bool value_changed = false;
+    if (g.ActiveId == id)
+    {
+        bool set_new_value = false;
+        float clicked_t = 0.0f;
+        if (g.ActiveIdSource == ImGuiInputSource_Mouse)
+        {
+            if (!g.IO.MouseDown[0])
+            {
+                ClearActiveID();
+            }
+            else
+            {
+                const float mouse_abs_pos = g.IO.MousePos[axis];
+                if (g.ActiveIdIsJustActivated)
+                {
+                    float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+                    if (axis == ImGuiAxis_Y)
+                        grab_t = 1.0f - grab_t;
+                    const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
+                    const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here.
+                    g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f;
+                }
+                if (slider_usable_sz > 0.0f)
+                    clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz);
+                if (axis == ImGuiAxis_Y)
+                    clicked_t = 1.0f - clicked_t;
+                set_new_value = true;
+            }
+        }
+        else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
+        {
+            if (g.ActiveIdIsJustActivated)
+            {
+                g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation
+                g.SliderCurrentAccumDirty = false;
+            }
+
+            float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis);
+            if (input_delta != 0.0f)
+            {
+                const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
+                const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
+                const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
+                if (decimal_precision > 0)
+                {
+                    input_delta /= 100.0f;    // Gamepad/keyboard tweak speeds in % of slider bounds
+                    if (tweak_slow)
+                        input_delta /= 10.0f;
+                }
+                else
+                {
+                    if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow)
+                        input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps
+                    else
+                        input_delta /= 100.0f;
+                }
+                if (tweak_fast)
+                    input_delta *= 10.0f;
+
+                g.SliderCurrentAccum += input_delta;
+                g.SliderCurrentAccumDirty = true;
+            }
+
+            float delta = g.SliderCurrentAccum;
+            if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
+            {
+                ClearActiveID();
+            }
+            else if (g.SliderCurrentAccumDirty)
+            {
+                clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+
+                if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
+                {
+                    set_new_value = false;
+                    g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate
+                }
+                else
+                {
+                    set_new_value = true;
+                    float old_clicked_t = clicked_t;
+                    clicked_t = ImSaturate(clicked_t + delta);
+
+                    // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator
+                    TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+                    if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
+                        v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);
+                    float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+
+                    if (delta > 0)
+                        g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);
+                    else
+                        g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);
+                }
+
+                g.SliderCurrentAccumDirty = false;
+            }
+        }
+
+        if (set_new_value)
+            if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
+                set_new_value = false;
+
+        if (set_new_value)
+        {
+            TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+
+            // Round to user desired precision based on format string
+            if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
+                v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);
+
+            // Apply result
+            if (*v != v_new)
+            {
+                *v = v_new;
+                value_changed = true;
+            }
+        }
+    }
+
+    if (slider_sz < 1.0f)
+    {
+        *out_grab_bb = ImRect(bb.Min, bb.Min);
+    }
+    else
+    {
+        // Output grab position so it can be displayed by the caller
+        float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+        if (axis == ImGuiAxis_Y)
+            grab_t = 1.0f - grab_t;
+        const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
+        if (axis == ImGuiAxis_X)
+            *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);
+        else
+            *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);
+    }
+
+    return value_changed;
+}
+
+// For 32-bit and larger types, slider bounds are limited to half the natural type range.
+// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
+// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
+bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)
+{
+    // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
+    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");
+    IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX()
+
+    switch (data_type)
+    {
+    case ImGuiDataType_S8:  { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min,  *(const ImS8*)p_max,  format, flags, out_grab_bb); if (r) *(ImS8*)p_v  = (ImS8)v32;  return r; }
+    case ImGuiDataType_U8:  { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min,  *(const ImU8*)p_max,  format, flags, out_grab_bb); if (r) *(ImU8*)p_v  = (ImU8)v32;  return r; }
+    case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }
+    case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
+    case ImGuiDataType_S32:
+        IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2);
+        return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v,  *(const ImS32*)p_min,  *(const ImS32*)p_max,  format, flags, out_grab_bb);
+    case ImGuiDataType_U32:
+        IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);
+        return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v,  *(const ImU32*)p_min,  *(const ImU32*)p_max,  format, flags, out_grab_bb);
+    case ImGuiDataType_S64:
+        IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2);
+        return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v,  *(const ImS64*)p_min,  *(const ImS64*)p_max,  format, flags, out_grab_bb);
+    case ImGuiDataType_U64:
+        IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);
+        return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v,  *(const ImU64*)p_min,  *(const ImU64*)p_max,  format, flags, out_grab_bb);
+    case ImGuiDataType_Float:
+        IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f);
+        return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)p_v,  *(const float*)p_min,  *(const float*)p_max,  format, flags, out_grab_bb);
+    case ImGuiDataType_Double:
+        IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f);
+        return SliderBehaviorT<double, double, double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb);
+    case ImGuiDataType_COUNT: break;
+    }
+    IM_ASSERT(0);
+    return false;
+}
+
+// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required.
+// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
+bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
+        return false;
+
+    // Default format string when passing NULL
+    if (format == NULL)
+        format = DataTypeGetInfo(data_type)->PrintFmt;
+
+    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
+    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
+    if (!temp_input_is_active)
+    {
+        // Tabbing or CTRL-clicking on Slider turns it into an input box
+        const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
+        const bool make_active = (clicked || g.NavActivateId == id);
+        if (make_active && clicked)
+            SetKeyOwner(ImGuiKey_MouseLeft, id);
+        if (make_active && temp_input_allowed)
+            if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
+                temp_input_is_active = true;
+
+        if (make_active && !temp_input_is_active)
+        {
+            SetActiveID(id, window);
+            SetFocusID(id, window);
+            FocusWindow(window);
+            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+        }
+    }
+
+    if (temp_input_is_active)
+    {
+        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set
+        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0;
+        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);
+    }
+
+    // Draw frame
+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    RenderNavHighlight(frame_bb, id);
+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
+
+    // Slider behavior
+    ImRect grab_bb;
+    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);
+    if (value_changed)
+        MarkItemEdited(id);
+
+    // Render grab
+    if (grab_bb.Max.x > grab_bb.Min.x)
+        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    char value_buf[64];
+    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
+    if (g.LogEnabled)
+        LogSetNextTextDecoration("{", "}");
+    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));
+    return value_changed;
+}
+
+// Add multiple sliders on 1 line for compact edition of multiple components
+bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components, CalcItemWidth());
+    size_t type_size = GDataTypeInfo[data_type].Size;
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        if (i > 0)
+            SameLine(0, g.Style.ItemInnerSpacing.x);
+        value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags);
+        PopID();
+        PopItemWidth();
+        v = (void*)((char*)v + type_size);
+    }
+    PopID();
+
+    const char* label_end = FindRenderedTextEnd(label);
+    if (label != label_end)
+    {
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        TextEx(label, label_end);
+    }
+
+    EndGroup();
+    return value_changed;
+}
+
+bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)
+{
+    if (format == NULL)
+        format = "%.0f deg";
+    float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);
+    bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);
+    *v_rad = v_deg * (2 * IM_PI) / 360.0f;
+    return value_changed;
+}
+
+bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    ItemSize(bb, style.FramePadding.y);
+    if (!ItemAdd(frame_bb, id))
+        return false;
+
+    // Default format string when passing NULL
+    if (format == NULL)
+        format = DataTypeGetInfo(data_type)->PrintFmt;
+
+    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
+    const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
+    if (clicked || g.NavActivateId == id)
+    {
+        if (clicked)
+            SetKeyOwner(ImGuiKey_MouseLeft, id);
+        SetActiveID(id, window);
+        SetFocusID(id, window);
+        FocusWindow(window);
+        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+    }
+
+    // Draw frame
+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    RenderNavHighlight(frame_bb, id);
+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
+
+    // Slider behavior
+    ImRect grab_bb;
+    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb);
+    if (value_changed)
+        MarkItemEdited(id);
+
+    // Render grab
+    if (grab_bb.Max.y > grab_bb.Min.y)
+        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    // For the vertical slider we allow centered text to overlap the frame padding
+    char value_buf[64];
+    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
+    RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f));
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    return value_changed;
+}
+
+bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+    return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
+//-------------------------------------------------------------------------
+// - ImParseFormatFindStart() [Internal]
+// - ImParseFormatFindEnd() [Internal]
+// - ImParseFormatTrimDecorations() [Internal]
+// - ImParseFormatSanitizeForPrinting() [Internal]
+// - ImParseFormatSanitizeForScanning() [Internal]
+// - ImParseFormatPrecision() [Internal]
+// - TempInputTextScalar() [Internal]
+// - InputScalar()
+// - InputScalarN()
+// - InputFloat()
+// - InputFloat2()
+// - InputFloat3()
+// - InputFloat4()
+// - InputInt()
+// - InputInt2()
+// - InputInt3()
+// - InputInt4()
+// - InputDouble()
+//-------------------------------------------------------------------------
+
+// We don't use strchr() because our strings are usually very short and often start with '%'
+const char* ImParseFormatFindStart(const char* fmt)
+{
+    while (char c = fmt[0])
+    {
+        if (c == '%' && fmt[1] != '%')
+            return fmt;
+        else if (c == '%')
+            fmt++;
+        fmt++;
+    }
+    return fmt;
+}
+
+const char* ImParseFormatFindEnd(const char* fmt)
+{
+    // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.
+    if (fmt[0] != '%')
+        return fmt;
+    const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));
+    const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));
+    for (char c; (c = *fmt) != 0; fmt++)
+    {
+        if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)
+            return fmt + 1;
+        if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)
+            return fmt + 1;
+    }
+    return fmt;
+}
+
+// Extract the format out of a format string with leading or trailing decorations
+//  fmt = "blah blah"  -> return ""
+//  fmt = "%.3f"       -> return fmt
+//  fmt = "hello %.3f" -> return fmt + 6
+//  fmt = "%.3f hello" -> return buf written with "%.3f"
+const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)
+{
+    const char* fmt_start = ImParseFormatFindStart(fmt);
+    if (fmt_start[0] != '%')
+        return "";
+    const char* fmt_end = ImParseFormatFindEnd(fmt_start);
+    if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.
+        return fmt_start;
+    ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));
+    return buf;
+}
+
+// Sanitize format
+// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi
+// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.
+void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
+{
+    const char* fmt_end = ImParseFormatFindEnd(fmt_in);
+    IM_UNUSED(fmt_out_size);
+    IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
+    while (fmt_in < fmt_end)
+    {
+        char c = *fmt_in++;
+        if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
+            *(fmt_out++) = c;
+    }
+    *fmt_out = 0; // Zero-terminate
+}
+
+// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"
+const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
+{
+    const char* fmt_end = ImParseFormatFindEnd(fmt_in);
+    const char* fmt_out_begin = fmt_out;
+    IM_UNUSED(fmt_out_size);
+    IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
+    bool has_type = false;
+    while (fmt_in < fmt_end)
+    {
+        char c = *fmt_in++;
+        if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#'))
+            continue;
+        has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits
+        if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
+            *(fmt_out++) = c;
+    }
+    *fmt_out = 0; // Zero-terminate
+    return fmt_out_begin;
+}
+
+template<typename TYPE>
+static const char* ImAtoi(const char* src, TYPE* output)
+{
+    int negative = 0;
+    if (*src == '-') { negative = 1; src++; }
+    if (*src == '+') { src++; }
+    TYPE v = 0;
+    while (*src >= '0' && *src <= '9')
+        v = (v * 10) + (*src++ - '0');
+    *output = negative ? -v : v;
+    return src;
+}
+
+// Parse display precision back from the display format string
+// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.
+int ImParseFormatPrecision(const char* fmt, int default_precision)
+{
+    fmt = ImParseFormatFindStart(fmt);
+    if (fmt[0] != '%')
+        return default_precision;
+    fmt++;
+    while (*fmt >= '0' && *fmt <= '9')
+        fmt++;
+    int precision = INT_MAX;
+    if (*fmt == '.')
+    {
+        fmt = ImAtoi<int>(fmt + 1, &precision);
+        if (precision < 0 || precision > 99)
+            precision = default_precision;
+    }
+    if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
+        precision = -1;
+    if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)
+        precision = -1;
+    return (precision == INT_MAX) ? default_precision : precision;
+}
+
+// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)
+// FIXME: Facilitate using this in variety of other situations.
+// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but
+// the expected relationship between TempInputXXX functions and LastItemData is a little fishy.
+bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)
+{
+    // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.
+    // We clear ActiveID on the first frame to allow the InputText() taking it back.
+    ImGuiContext& g = *GImGui;
+    const bool init = (g.TempInputId != id);
+    if (init)
+        ClearActiveID();
+
+    g.CurrentWindow->DC.CursorPos = bb.Min;
+    g.LastItemData.InFlags |= ImGuiItemFlags_AllowDuplicateId;
+    bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);
+    if (init)
+    {
+        // First frame we started displaying the InputText widget, we expect it to take the active id.
+        IM_ASSERT(g.ActiveId == id);
+        g.TempInputId = g.ActiveId;
+    }
+    return value_changed;
+}
+
+// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!
+// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.
+// However this may not be ideal for all uses, as some user code may break on out of bound values.
+bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)
+{
+    // FIXME: May need to clarify display behavior if format doesn't contain %.
+    // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405
+    const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
+    char fmt_buf[32];
+    char data_buf[32];
+    format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));
+    if (format[0] == 0)
+        format = type_info->PrintFmt;
+    DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);
+    ImStrTrimBlanks(data_buf);
+
+    ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
+
+    bool value_changed = false;
+    if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))
+    {
+        // Backup old value
+        size_t data_type_size = type_info->Size;
+        ImGuiDataTypeStorage data_backup;
+        memcpy(&data_backup, p_data, data_type_size);
+
+        // Apply new value (or operations) then clamp
+        DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL);
+        if (p_clamp_min || p_clamp_max)
+        {
+            if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
+                ImSwap(p_clamp_min, p_clamp_max);
+            DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);
+        }
+
+        // Only mark as edited if new value is different
+        value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;
+        if (value_changed)
+            MarkItemEdited(id);
+    }
+    return value_changed;
+}
+
+void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasRefVal;
+    memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size);
+}
+
+// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.
+// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
+bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+
+    if (format == NULL)
+        format = DataTypeGetInfo(data_type)->PrintFmt;
+
+    void* p_data_default = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue;
+
+    char buf[64];
+    if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0)
+        buf[0] = 0;
+    else
+        DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);
+
+    flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
+    flags |= (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
+
+    bool value_changed = false;
+    if (p_step == NULL)
+    {
+        if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
+            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
+    }
+    else
+    {
+        const float button_size = GetFrameHeight();
+
+        BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
+        PushID(label);
+        SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
+        if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
+            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
+        IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
+
+        // Step buttons
+        const ImVec2 backup_frame_padding = style.FramePadding;
+        style.FramePadding.x = style.FramePadding.y;
+        ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
+        if (flags & ImGuiInputTextFlags_ReadOnly)
+            BeginDisabled();
+        SameLine(0, style.ItemInnerSpacing.x);
+        if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
+        {
+            DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
+            value_changed = true;
+        }
+        SameLine(0, style.ItemInnerSpacing.x);
+        if (ButtonEx("+", ImVec2(button_size, button_size), button_flags))
+        {
+            DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
+            value_changed = true;
+        }
+        if (flags & ImGuiInputTextFlags_ReadOnly)
+            EndDisabled();
+
+        const char* label_end = FindRenderedTextEnd(label);
+        if (label != label_end)
+        {
+            SameLine(0, style.ItemInnerSpacing.x);
+            TextEx(label, label_end);
+        }
+        style.FramePadding = backup_frame_padding;
+
+        PopID();
+        EndGroup();
+    }
+    if (value_changed)
+        MarkItemEdited(g.LastItemData.ID);
+
+    return value_changed;
+}
+
+bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components, CalcItemWidth());
+    size_t type_size = GDataTypeInfo[data_type].Size;
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        if (i > 0)
+            SameLine(0, g.Style.ItemInnerSpacing.x);
+        value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags);
+        PopID();
+        PopItemWidth();
+        p_data = (void*)((char*)p_data + type_size);
+    }
+    PopID();
+
+    const char* label_end = FindRenderedTextEnd(label);
+    if (label != label_end)
+    {
+        SameLine(0.0f, g.Style.ItemInnerSpacing.x);
+        TextEx(label, label_end);
+    }
+
+    EndGroup();
+    return value_changed;
+}
+
+bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)
+{
+    return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags);
+}
+
+bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)
+{
+    return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
+}
+
+bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)
+{
+    return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
+}
+
+bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)
+{
+    return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
+}
+
+bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)
+{
+    // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
+    const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
+    return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags);
+}
+
+bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)
+{
+    return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);
+}
+
+bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)
+{
+    return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);
+}
+
+bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)
+{
+    return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);
+}
+
+bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)
+{
+    return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint
+//-------------------------------------------------------------------------
+// - imstb_textedit.h include
+// - InputText()
+// - InputTextWithHint()
+// - InputTextMultiline()
+// - InputTextGetCharInfo() [Internal]
+// - InputTextReindexLines() [Internal]
+// - InputTextReindexLinesRange() [Internal]
+// - InputTextEx() [Internal]
+// - DebugNodeInputTextState() [Internal]
+//-------------------------------------------------------------------------
+
+namespace ImStb
+{
+#include "imstb_textedit.h"
+}
+
+bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
+    return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
+}
+
+bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+    return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
+}
+
+bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or  InputTextEx() manually if you need multi-line + hint.
+    return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
+}
+
+// This is only used in the path where the multiline widget is inactivate.
+static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
+{
+    int line_count = 0;
+    const char* s = text_begin;
+    while (true)
+    {
+        const char* s_eol = strchr(s, '\n');
+        line_count++;
+        if (s_eol == NULL)
+        {
+            s = s + strlen(s);
+            break;
+        }
+        s = s_eol + 1;
+    }
+    *out_text_end = s;
+    return line_count;
+}
+
+// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA()
+static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line)
+{
+    ImGuiContext& g = *ctx;
+    ImFont* font = g.Font;
+    const float line_height = g.FontSize;
+    const float scale = line_height / font->FontSize;
+
+    ImVec2 text_size = ImVec2(0, 0);
+    float line_width = 0.0f;
+
+    const char* s = text_begin;
+    while (s < text_end)
+    {
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+            s += 1;
+        else
+            s += ImTextCharFromUtf8(&c, s, text_end);
+
+        if (c == '\n')
+        {
+            text_size.x = ImMax(text_size.x, line_width);
+            text_size.y += line_height;
+            line_width = 0.0f;
+            if (stop_on_new_line)
+                break;
+            continue;
+        }
+        if (c == '\r')
+            continue;
+
+        const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale;
+        line_width += char_width;
+    }
+
+    if (text_size.x < line_width)
+        text_size.x = line_width;
+
+    if (out_offset)
+        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n
+
+    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n
+        text_size.y += line_height;
+
+    if (remaining)
+        *remaining = s;
+
+    return text_size;
+}
+
+// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
+// With our UTF-8 use of stb_textedit:
+// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine.
+// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW).
+// - ...but we don't use that feature.
+namespace ImStb
+{
+static int     STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj)                             { return obj->CurLenA; }
+static char    STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx)                      { IM_ASSERT(idx <= obj->CurLenA); return obj->TextA[idx]; }
+static float   STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx)  { unsigned int c; ImTextCharFromUtf8(&c, obj->TextA.Data + line_start_idx + char_idx, obj->TextA.Data + obj->TextA.Size); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; }
+static char    STB_TEXTEDIT_NEWLINE = '\n';
+static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)
+{
+    const char* text = obj->TextA.Data;
+    const char* text_remaining = NULL;
+    const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->CurLenA, &text_remaining, NULL, true);
+    r->x0 = 0.0f;
+    r->x1 = size.x;
+    r->baseline_y_delta = size.y;
+    r->ymin = 0.0f;
+    r->ymax = size.y;
+    r->num_chars = (int)(text_remaining - (text + line_start_idx));
+}
+
+#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX  IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL
+#define IMSTB_TEXTEDIT_GETPREVCHARINDEX  IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL
+
+static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx)
+{
+    if (idx >= obj->CurLenA)
+        return obj->CurLenA + 1;
+    unsigned int c;
+    return idx + ImTextCharFromUtf8(&c, obj->TextA.Data + idx, obj->TextA.Data + obj->TextA.Size);
+}
+
+static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx)
+{
+    if (idx <= 0)
+        return -1;
+    const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, obj->TextA.Data + idx);
+    return (int)(p - obj->TextA.Data);
+}
+
+static bool ImCharIsSeparatorW(unsigned int c)
+{
+    static const unsigned int separator_list[] =
+    {
+        ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D,
+        '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F,
+        '\n', '\r',
+    };
+    for (unsigned int separator : separator_list)
+        if (c == separator)
+            return true;
+    return false;
+}
+
+static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
+{
+    // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
+    if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
+        return 0;
+
+    const char* curr_p = obj->TextA.Data + idx;
+    const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, curr_p);
+    unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextA.Data + obj->TextA.Size);
+    unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextA.Data + obj->TextA.Size);
+
+    bool prev_white = ImCharIsBlankW(prev_c);
+    bool prev_separ = ImCharIsSeparatorW(prev_c);
+    bool curr_white = ImCharIsBlankW(curr_c);
+    bool curr_separ = ImCharIsSeparatorW(curr_c);
+    return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
+}
+static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)
+{
+    if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
+        return 0;
+
+    const char* curr_p = obj->TextA.Data + idx;
+    const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, curr_p);
+    unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextA.Data + obj->TextA.Size);
+    unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextA.Data + obj->TextA.Size);
+
+    bool prev_white = ImCharIsBlankW(prev_c);
+    bool prev_separ = ImCharIsSeparatorW(prev_c);
+    bool curr_white = ImCharIsBlankW(curr_c);
+    bool curr_separ = ImCharIsSeparatorW(curr_c);
+    return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
+}
+static int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx)
+{
+    idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx);
+    while (idx >= 0 && !is_word_boundary_from_right(obj, idx))
+        idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx);
+    return idx < 0 ? 0 : idx;
+}
+static int  STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx)
+{
+    int len = obj->CurLenA;
+    idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
+    while (idx < len && !is_word_boundary_from_left(obj, idx))
+        idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
+    return idx > len ? len : idx;
+}
+static int  STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx)
+{
+    idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
+    int len = obj->CurLenA;
+    while (idx < len && !is_word_boundary_from_right(obj, idx))
+        idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
+    return idx > len ? len : idx;
+}
+static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx)  { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }
+#define STB_TEXTEDIT_MOVEWORDLEFT       STB_TEXTEDIT_MOVEWORDLEFT_IMPL  // They need to be #define for stb_textedit.h
+#define STB_TEXTEDIT_MOVEWORDRIGHT      STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
+
+static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
+{
+    char* dst = obj->TextA.Data + pos;
+
+    obj->Edited = true;
+    obj->CurLenA -= n;
+
+    // Offset remaining text (FIXME-OPT: Use memmove)
+    const char* src = obj->TextA.Data + pos + n;
+    while (char c = *src++)
+        *dst++ = c;
+    *dst = '\0';
+}
+
+static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len)
+{
+    const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
+    const int text_len = obj->CurLenA;
+    IM_ASSERT(pos <= text_len);
+
+    if (!is_resizable && (new_text_len + obj->CurLenA + 1 > obj->BufCapacityA))
+        return false;
+
+    // Grow internal buffer if needed
+    if (new_text_len + text_len + 1 > obj->TextA.Size)
+    {
+        if (!is_resizable)
+            return false;
+        obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1);
+    }
+
+    char* text = obj->TextA.Data;
+    if (pos != text_len)
+        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos));
+    memcpy(text + pos, new_text, (size_t)new_text_len);
+
+    obj->Edited = true;
+    obj->CurLenA += new_text_len;
+    obj->TextA[obj->CurLenA] = '\0';
+
+    return true;
+}
+
+// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
+#define STB_TEXTEDIT_K_LEFT         0x200000 // keyboard input to move cursor left
+#define STB_TEXTEDIT_K_RIGHT        0x200001 // keyboard input to move cursor right
+#define STB_TEXTEDIT_K_UP           0x200002 // keyboard input to move cursor up
+#define STB_TEXTEDIT_K_DOWN         0x200003 // keyboard input to move cursor down
+#define STB_TEXTEDIT_K_LINESTART    0x200004 // keyboard input to move cursor to start of line
+#define STB_TEXTEDIT_K_LINEEND      0x200005 // keyboard input to move cursor to end of line
+#define STB_TEXTEDIT_K_TEXTSTART    0x200006 // keyboard input to move cursor to start of text
+#define STB_TEXTEDIT_K_TEXTEND      0x200007 // keyboard input to move cursor to end of text
+#define STB_TEXTEDIT_K_DELETE       0x200008 // keyboard input to delete selection or character under cursor
+#define STB_TEXTEDIT_K_BACKSPACE    0x200009 // keyboard input to delete selection or character left of cursor
+#define STB_TEXTEDIT_K_UNDO         0x20000A // keyboard input to perform undo
+#define STB_TEXTEDIT_K_REDO         0x20000B // keyboard input to perform redo
+#define STB_TEXTEDIT_K_WORDLEFT     0x20000C // keyboard input to move cursor left one word
+#define STB_TEXTEDIT_K_WORDRIGHT    0x20000D // keyboard input to move cursor right one word
+#define STB_TEXTEDIT_K_PGUP         0x20000E // keyboard input to move cursor up a page
+#define STB_TEXTEDIT_K_PGDOWN       0x20000F // keyboard input to move cursor down a page
+#define STB_TEXTEDIT_K_SHIFT        0x400000
+
+#define IMSTB_TEXTEDIT_IMPLEMENTATION
+#define IMSTB_TEXTEDIT_memmove memmove
+#include "imstb_textedit.h"
+
+// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
+// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
+static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
+{
+    stb_text_makeundo_replace(str, state, 0, str->CurLenA, text_len);
+    ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenA);
+    state->cursor = state->select_start = state->select_end = 0;
+    if (text_len <= 0)
+        return;
+    if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
+    {
+        state->cursor = state->select_start = state->select_end = text_len;
+        state->has_preferred_x = 0;
+        return;
+    }
+    IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()
+}
+
+} // namespace ImStb
+
+// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators.
+ImGuiInputTextState::ImGuiInputTextState()
+{
+    memset(this, 0, sizeof(*this));
+    Stb = IM_NEW(ImStbTexteditState);
+}
+
+ImGuiInputTextState::~ImGuiInputTextState()
+{
+    IM_DELETE(Stb);
+}
+
+void ImGuiInputTextState::OnKeyPressed(int key)
+{
+    stb_textedit_key(this, Stb, key);
+    CursorFollow = true;
+    CursorAnimReset();
+}
+
+void ImGuiInputTextState::OnCharPressed(unsigned int c)
+{
+    // Convert the key to a UTF8 byte sequence.
+    // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great.
+    char utf8[5];
+    ImTextCharToUtf8(utf8, c);
+    stb_textedit_text(this, Stb, utf8, (int)strlen(utf8));
+    CursorFollow = true;
+    CursorAnimReset();
+}
+
+// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header.
+void ImGuiInputTextState::CursorAnimReset()                 { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
+void ImGuiInputTextState::CursorClamp()                     { Stb->cursor = ImMin(Stb->cursor, CurLenA); Stb->select_start = ImMin(Stb->select_start, CurLenA); Stb->select_end = ImMin(Stb->select_end, CurLenA); }
+bool ImGuiInputTextState::HasSelection() const              { return Stb->select_start != Stb->select_end; }
+void ImGuiInputTextState::ClearSelection()                  { Stb->select_start = Stb->select_end = Stb->cursor; }
+int  ImGuiInputTextState::GetCursorPos() const              { return Stb->cursor; }
+int  ImGuiInputTextState::GetSelectionStart() const         { return Stb->select_start; }
+int  ImGuiInputTextState::GetSelectionEnd() const           { return Stb->select_end; }
+void ImGuiInputTextState::SelectAll()                       { Stb->select_start = 0; Stb->cursor = Stb->select_end = CurLenA; Stb->has_preferred_x = 0; }
+void ImGuiInputTextState::ReloadUserBufAndSelectAll()       { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
+void ImGuiInputTextState::ReloadUserBufAndKeepSelection()   { ReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; }
+void ImGuiInputTextState::ReloadUserBufAndMoveToEnd()       { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
+
+ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
+{
+    memset(this, 0, sizeof(*this));
+}
+
+// Public API to manipulate UTF-8 text
+// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
+// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
+void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)
+{
+    IM_ASSERT(pos + bytes_count <= BufTextLen);
+    char* dst = Buf + pos;
+    const char* src = Buf + pos + bytes_count;
+    while (char c = *src++)
+        *dst++ = c;
+    *dst = '\0';
+
+    if (CursorPos >= pos + bytes_count)
+        CursorPos -= bytes_count;
+    else if (CursorPos >= pos)
+        CursorPos = pos;
+    SelectionStart = SelectionEnd = CursorPos;
+    BufDirty = true;
+    BufTextLen -= bytes_count;
+}
+
+void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
+{
+    // Accept null ranges
+    if (new_text == new_text_end)
+        return;
+
+    const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
+    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
+    if (new_text_len + BufTextLen >= BufSize)
+    {
+        if (!is_resizable)
+            return;
+
+        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)
+        ImGuiContext& g = *Ctx;
+        ImGuiInputTextState* edit_state = &g.InputTextState;
+        IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
+        IM_ASSERT(Buf == edit_state->TextA.Data);
+        int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
+        edit_state->TextA.reserve(new_buf_size + 1);
+        Buf = edit_state->TextA.Data;
+        BufSize = edit_state->BufCapacityA = new_buf_size;
+    }
+
+    if (BufTextLen != pos)
+        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
+    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
+    Buf[BufTextLen + new_text_len] = '\0';
+
+    if (CursorPos >= pos)
+        CursorPos += new_text_len;
+    SelectionStart = SelectionEnd = CursorPos;
+    BufDirty = true;
+    BufTextLen += new_text_len;
+}
+
+// Return false to discard a character.
+static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard)
+{
+    unsigned int c = *p_char;
+
+    // Filter non-printable (NB: isprint is unreliable! see #2467)
+    bool apply_named_filters = true;
+    if (c < 0x20)
+    {
+        bool pass = false;
+        pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
+        pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0;
+        if (!pass)
+            return false;
+        apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.
+    }
+
+    if (input_source_is_clipboard == false)
+    {
+        // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)
+        if (c == 127)
+            return false;
+
+        // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)
+        if (c >= 0xE000 && c <= 0xF8FF)
+            return false;
+    }
+
+    // Filter Unicode ranges we are not handling in this build
+    if (c > IM_UNICODE_CODEPOINT_MAX)
+        return false;
+
+    // Generic named filters
+    if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)))
+    {
+        // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.
+        // The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
+        // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.
+        // Change the default decimal_point with:
+        //   ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point;
+        // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.
+        ImGuiContext& g = *ctx;
+        const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint;
+        if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))
+            if (c == '.' || c == ',')
+                c = c_decimal_point;
+
+        // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
+        // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may
+        // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font.
+        if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal))
+            if (c >= 0xFF01 && c <= 0xFF5E)
+                c = c - 0xFF01 + 0x21;
+
+        // Allow 0-9 . - + * /
+        if (flags & ImGuiInputTextFlags_CharsDecimal)
+            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
+                return false;
+
+        // Allow 0-9 . - + * / e E
+        if (flags & ImGuiInputTextFlags_CharsScientific)
+            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
+                return false;
+
+        // Allow 0-9 a-F A-F
+        if (flags & ImGuiInputTextFlags_CharsHexadecimal)
+            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
+                return false;
+
+        // Turn a-z into A-Z
+        if (flags & ImGuiInputTextFlags_CharsUppercase)
+            if (c >= 'a' && c <= 'z')
+                c += (unsigned int)('A' - 'a');
+
+        if (flags & ImGuiInputTextFlags_CharsNoBlank)
+            if (ImCharIsBlankW(c))
+                return false;
+
+        *p_char = c;
+    }
+
+    // Custom callback filter
+    if (flags & ImGuiInputTextFlags_CallbackCharFilter)
+    {
+        ImGuiContext& g = *GImGui;
+        ImGuiInputTextCallbackData callback_data;
+        callback_data.Ctx = &g;
+        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
+        callback_data.EventChar = (ImWchar)c;
+        callback_data.Flags = flags;
+        callback_data.UserData = user_data;
+        if (callback(&callback_data) != 0)
+            return false;
+        *p_char = callback_data.EventChar;
+        if (!callback_data.EventChar)
+            return false;
+    }
+
+    return true;
+}
+
+// Find the shortest single replacement we can make to get the new text from the old text.
+// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end.
+// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.
+static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a)
+{
+    const char* old_buf = state->CallbackTextBackup.Data;
+    const int old_length = state->CallbackTextBackup.Size - 1;
+
+    const int shorter_length = ImMin(old_length, new_length_a);
+    int first_diff;
+    for (first_diff = 0; first_diff < shorter_length; first_diff++)
+        if (old_buf[first_diff] != new_buf_a[first_diff])
+            break;
+    if (first_diff == old_length && first_diff == new_length_a)
+        return;
+
+    int old_last_diff = old_length   - 1;
+    int new_last_diff = new_length_a - 1;
+    for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)
+        if (old_buf[old_last_diff] != new_buf_a[new_last_diff])
+            break;
+
+    const int insert_len = new_last_diff - first_diff + 1;
+    const int delete_len = old_last_diff - first_diff + 1;
+    if (insert_len > 0 || delete_len > 0)
+        if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len))
+            for (int i = 0; i < delete_len; i++)
+                p[i] = old_buf[first_diff + i];
+}
+
+// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables)
+// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714)
+// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick,
+// but that more likely be attractive when we do have _NoLiveEdit flag available.
+void ImGui::InputTextDeactivateHook(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiInputTextState* state = &g.InputTextState;
+    if (id == 0 || state->ID != id)
+        return;
+    g.InputTextDeactivatedState.ID = state->ID;
+    if (state->Flags & ImGuiInputTextFlags_ReadOnly)
+    {
+        g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat.
+    }
+    else
+    {
+        IM_ASSERT(state->TextA.Data != 0);
+        g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1);
+        memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1);
+    }
+}
+
+// Edit a string of text
+// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
+//   This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
+//   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
+// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
+// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
+// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
+//  doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
+bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    IM_ASSERT(buf != NULL && buf_size >= 0);
+    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline)));        // Can't use both together (they both use up/down keys)
+    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
+
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+    const ImGuiStyle& style = g.Style;
+
+    const bool RENDER_SELECTION_WHEN_INACTIVE = false;
+    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
+
+    if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)
+        BeginGroup();
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line
+    const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);
+
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);
+
+    ImGuiWindow* draw_window = window;
+    ImVec2 inner_size = frame_size;
+    ImGuiLastItemData item_data_backup;
+    if (is_multiline)
+    {
+        ImVec2 backup_pos = window->DC.CursorPos;
+        ItemSize(total_bb, style.FramePadding.y);
+        if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
+        {
+            EndGroup();
+            return false;
+        }
+        item_data_backup = g.LastItemData;
+        window->DC.CursorPos = backup_pos;
+
+        // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
+        if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput))
+            g.NavActivateId = 0;
+
+        // Prevent NavActivate reactivating in BeginChild() when we are already active.
+        const ImGuiID backup_activate_id = g.NavActivateId;
+        if (g.ActiveId == id) // Prevent reactivation
+            g.NavActivateId = 0;
+
+        // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
+        PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
+        PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
+        PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
+        PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges
+        bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove);
+        g.NavActivateId = backup_activate_id;
+        PopStyleVar(3);
+        PopStyleColor();
+        if (!child_visible)
+        {
+            EndChild();
+            EndGroup();
+            return false;
+        }
+        draw_window = g.CurrentWindow; // Child window
+        draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
+        draw_window->DC.CursorPos += style.FramePadding;
+        inner_size.x -= draw_window->ScrollbarSizes.x;
+    }
+    else
+    {
+        // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
+        ItemSize(total_bb, style.FramePadding.y);
+        if (!(flags & ImGuiInputTextFlags_MergedItem))
+            if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
+                return false;
+    }
+    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
+    if (hovered)
+        SetMouseCursor(ImGuiMouseCursor_TextInput);
+
+    // We are only allowed to access the state if we are already the active widget.
+    ImGuiInputTextState* state = GetInputTextState(id);
+
+    if (g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly)
+        flags |= ImGuiInputTextFlags_ReadOnly;
+    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
+    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
+    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
+    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
+    if (is_resizable)
+        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
+
+    const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
+
+    const bool user_clicked = hovered && io.MouseClicked[0];
+    const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
+    const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
+    bool clear_active_id = false;
+    bool select_all = false;
+
+    float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
+
+    const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf);
+    const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
+    const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
+    const bool init_state = (init_make_active || user_scroll_active);
+    if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf)
+    {
+        // Access state even if we don't own it yet.
+        state = &g.InputTextState;
+        state->CursorAnimReset();
+        state->ReloadUserBuf = false;
+
+        // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
+        InputTextDeactivateHook(state->ID);
+
+        // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
+        const int buf_len = (int)strlen(buf);
+        if (!init_reload_from_user_buf)
+        {
+            // Take a copy of the initial buffer value.
+            state->InitialTextA.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
+            memcpy(state->InitialTextA.Data, buf, buf_len + 1);
+        }
+
+        // Preserve cursor position and undo/redo stack if we come back to same widget
+        // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
+        bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf);
+        if (recycle_state && (state->CurLenA != buf_len || (strncmp(state->TextA.Data, buf, buf_len) != 0)))
+            recycle_state = false;
+
+        // Start edition
+        state->ID = id;
+        state->TextA.resize(buf_size + 1);          // we use +1 to make sure that .Data is always pointing to at least an empty string.
+        state->CurLenA = (int)strlen(buf);
+        memcpy(state->TextA.Data, buf, state->CurLenA + 1);
+
+        if (recycle_state)
+        {
+            // Recycle existing cursor/selection/undo stack but clamp position
+            // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+            state->CursorClamp();
+        }
+        else
+        {
+            state->Scroll = ImVec2(0.0f, 0.0f);
+            stb_textedit_initialize_state(state->Stb, !is_multiline);
+        }
+
+        if (init_reload_from_user_buf)
+        {
+            state->Stb->select_start = state->ReloadSelectionStart;
+            state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
+            state->CursorClamp();
+        }
+        else if (!is_multiline)
+        {
+            if (flags & ImGuiInputTextFlags_AutoSelectAll)
+                select_all = true;
+            if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))
+                select_all = true;
+            if (user_clicked && io.KeyCtrl)
+                select_all = true;
+        }
+
+        if (flags & ImGuiInputTextFlags_AlwaysOverwrite)
+            state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863)
+    }
+
+    const bool is_osx = io.ConfigMacOSXBehaviors;
+    if (g.ActiveId != id && init_make_active)
+    {
+        IM_ASSERT(state && state->ID == id);
+        SetActiveID(id, window);
+        SetFocusID(id, window);
+        FocusWindow(window);
+    }
+    if (g.ActiveId == id)
+    {
+        // Declare some inputs, the other are registered and polled via Shortcut() routing system.
+        if (user_clicked)
+            SetKeyOwner(ImGuiKey_MouseLeft, id);
+        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+        if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
+            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+        SetKeyOwner(ImGuiKey_Enter, id);
+        SetKeyOwner(ImGuiKey_KeypadEnter, id);
+        SetKeyOwner(ImGuiKey_Home, id);
+        SetKeyOwner(ImGuiKey_End, id);
+        if (is_multiline)
+        {
+            SetKeyOwner(ImGuiKey_PageUp, id);
+            SetKeyOwner(ImGuiKey_PageDown, id);
+        }
+        // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
+        if (is_osx)
+            SetKeyOwner(ImGuiMod_Alt, id);
+
+        // Expose scroll in a manner that is agnostic to us using a child window
+        if (is_multiline && state != NULL)
+            state->Scroll.y = draw_window->Scroll.y;
+    }
+
+    // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
+    if (g.ActiveId == id && state == NULL)
+        ClearActiveID();
+
+    // Release focus when we click outside
+    if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560
+        clear_active_id = true;
+
+    // Lock the decision of whether we are going to take the path displaying the cursor or selection
+    bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
+    bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
+    bool value_changed = false;
+    bool validated = false;
+
+    // Select the buffer to render.
+    const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state;
+    const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
+
+    // Password pushes a temporary font with only a fallback glyph
+    if (is_password && !is_displaying_hint)
+    {
+        const ImFontGlyph* glyph = g.Font->FindGlyph('*');
+        ImFont* password_font = &g.InputTextPasswordFont;
+        password_font->FontSize = g.Font->FontSize;
+        password_font->Scale = g.Font->Scale;
+        password_font->Ascent = g.Font->Ascent;
+        password_font->Descent = g.Font->Descent;
+        password_font->ContainerAtlas = g.Font->ContainerAtlas;
+        password_font->FallbackGlyph = glyph;
+        password_font->FallbackAdvanceX = glyph->AdvanceX;
+        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
+        PushFont(password_font);
+    }
+
+    // Process mouse inputs and character inputs
+    if (g.ActiveId == id)
+    {
+        IM_ASSERT(state != NULL);
+        state->Edited = false;
+        state->BufCapacityA = buf_size;
+        state->Flags = flags;
+
+        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
+        // Down the line we should have a cleaner library-wide concept of Selected vs Active.
+        g.ActiveIdAllowOverlap = !io.MouseDown[0];
+
+        // Edit in progress
+        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x;
+        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
+
+        if (select_all)
+        {
+            state->SelectAll();
+            state->SelectedAllMouseLock = true;
+        }
+        else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)
+        {
+            stb_textedit_click(state, state->Stb, mouse_x, mouse_y);
+            const int multiclick_count = (io.MouseClickedCount[0] - 2);
+            if ((multiclick_count % 2) == 0)
+            {
+                // Double-click: Select word
+                // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:
+                // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)
+                const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n';
+                if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol)
+                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
+                //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+                if (!STB_TEXT_HAS_SELECTION(state->Stb))
+                    ImStb::stb_textedit_prep_selection_at_cursor(state->Stb);
+                state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor);
+                state->Stb->select_end = state->Stb->cursor;
+                ImStb::stb_textedit_clamp(state, state->Stb);
+            }
+            else
+            {
+                // Triple-click: Select line
+                const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n';
+                state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);
+                state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);
+                state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);
+                if (!is_eol && is_multiline)
+                {
+                    ImSwap(state->Stb->select_start, state->Stb->select_end);
+                    state->Stb->cursor = state->Stb->select_end;
+                }
+                state->CursorFollow = false;
+            }
+            state->CursorAnimReset();
+        }
+        else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
+        {
+            if (hovered)
+            {
+                if (io.KeyShift)
+                    stb_textedit_drag(state, state->Stb, mouse_x, mouse_y);
+                else
+                    stb_textedit_click(state, state->Stb, mouse_x, mouse_y);
+                state->CursorAnimReset();
+            }
+        }
+        else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
+        {
+            stb_textedit_drag(state, state->Stb, mouse_x, mouse_y);
+            state->CursorAnimReset();
+            state->CursorFollow = true;
+        }
+        if (state->SelectedAllMouseLock && !io.MouseDown[0])
+            state->SelectedAllMouseLock = false;
+
+        // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
+        // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
+        if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
+        {
+            if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id))
+            {
+                unsigned int c = '\t'; // Insert TAB
+                if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
+                    state->OnCharPressed(c);
+            }
+            // FIXME: Implement Shift+Tab
+            /*
+            if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id))
+            {
+            }
+            */
+        }
+
+        // Process regular text input (before we check for Return because using some IME will effectively send a Return?)
+        // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
+        const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
+        if (io.InputQueueCharacters.Size > 0)
+        {
+            if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
+                for (int n = 0; n < io.InputQueueCharacters.Size; n++)
+                {
+                    // Insert character if they pass filtering
+                    unsigned int c = (unsigned int)io.InputQueueCharacters[n];
+                    if (c == '\t') // Skip Tab, see above.
+                        continue;
+                    if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
+                        state->OnCharPressed(c);
+                }
+
+            // Consume characters
+            io.InputQueueCharacters.resize(0);
+        }
+    }
+
+    // Process other shortcuts/key-presses
+    bool revert_edit = false;
+    if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
+    {
+        IM_ASSERT(state != NULL);
+
+        const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);
+        state->Stb->row_count_per_page = row_count_per_page;
+
+        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
+        const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl
+        const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
+
+        // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
+        // Otherwise we could simply assume that we own the keys as we are active.
+        const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
+        const bool is_cut   = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
+        const bool is_copy  = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0,        id) || Shortcut(ImGuiMod_Ctrl  | ImGuiKey_Insert, 0,        id)) && !is_password && (!is_multiline || state->HasSelection());
+        const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly;
+        const bool is_undo  = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
+        const bool is_redo =  (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable;
+        const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id);
+
+        // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
+        const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+        const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
+        const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
+        const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
+
+        // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
+        // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line.
+        if (IsKeyPressed(ImGuiKey_LeftArrow))                        { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
+        else if (IsKeyPressed(ImGuiKey_RightArrow))                  { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
+        else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
+        else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
+        else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline)      { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }
+        else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline)    { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }
+        else if (IsKeyPressed(ImGuiKey_Home))                        { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+        else if (IsKeyPressed(ImGuiKey_End))                         { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+        else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut)
+        {
+            if (!state->HasSelection())
+            {
+                // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace)
+                if (is_wordmove_key_down)
+                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+            }
+            state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask);
+        }
+        else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)
+        {
+            if (!state->HasSelection())
+            {
+                if (is_wordmove_key_down)
+                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
+                else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper)
+                    state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
+            }
+            state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
+        }
+        else if (is_enter_pressed || is_gamepad_validate)
+        {
+            // Determine if we turn Enter into a \n character
+            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
+            if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
+            {
+                validated = true;
+                if (io.ConfigInputTextEnterKeepActive && !is_multiline)
+                    state->SelectAll(); // No need to scroll
+                else
+                    clear_active_id = true;
+            }
+            else if (!is_readonly)
+            {
+                unsigned int c = '\n'; // Insert new line
+                if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
+                    state->OnCharPressed(c);
+            }
+        }
+        else if (is_cancel)
+        {
+            if (flags & ImGuiInputTextFlags_EscapeClearsAll)
+            {
+                if (buf[0] != 0)
+                {
+                    revert_edit = true;
+                }
+                else
+                {
+                    render_cursor = render_selection = false;
+                    clear_active_id = true;
+                }
+            }
+            else
+            {
+                clear_active_id = revert_edit = true;
+                render_cursor = render_selection = false;
+            }
+        }
+        else if (is_undo || is_redo)
+        {
+            state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
+            state->ClearSelection();
+        }
+        else if (is_select_all)
+        {
+            state->SelectAll();
+            state->CursorFollow = true;
+        }
+        else if (is_cut || is_copy)
+        {
+            // Cut, Copy
+            if (g.PlatformIO.Platform_SetClipboardTextFn != NULL)
+            {
+                const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0;
+                const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->CurLenA;
+
+                char backup = state->TextA.Data[ie];
+                state->TextA.Data[ie] = 0; // A bit of a hack since SetClipboardText only takes null terminated strings
+                SetClipboardText(state->TextA.Data + ib);
+                state->TextA.Data[ie] = backup;
+            }
+            if (is_cut)
+            {
+                if (!state->HasSelection())
+                    state->SelectAll();
+                state->CursorFollow = true;
+                stb_textedit_cut(state, state->Stb);
+            }
+        }
+        else if (is_paste)
+        {
+            if (const char* clipboard = GetClipboardText())
+            {
+                // Filter pasted buffer
+                const int clipboard_len = (int)strlen(clipboard);
+                char* clipboard_filtered = (char*)IM_ALLOC(clipboard_len + 1);
+                int clipboard_filtered_len = 0;
+                for (const char* s = clipboard; *s != 0; )
+                {
+                    unsigned int c;
+                    int len = ImTextCharFromUtf8(&c, s, NULL);
+                    s += len;
+                    if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
+                        continue;
+                    memcpy(clipboard_filtered + clipboard_filtered_len, s - len, len);
+                    clipboard_filtered_len += len;
+                }
+                clipboard_filtered[clipboard_filtered_len] = 0;
+                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
+                {
+                    stb_textedit_paste(state, state->Stb, clipboard_filtered, clipboard_filtered_len);
+                    state->CursorFollow = true;
+                }
+                MemFree(clipboard_filtered);
+            }
+        }
+
+        // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.
+        render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
+    }
+
+    // Process callbacks and apply result back to user's buffer.
+    const char* apply_new_text = NULL;
+    int apply_new_text_length = 0;
+    if (g.ActiveId == id)
+    {
+        IM_ASSERT(state != NULL);
+        if (revert_edit && !is_readonly)
+        {
+            if (flags & ImGuiInputTextFlags_EscapeClearsAll)
+            {
+                // Clear input
+                IM_ASSERT(buf[0] != 0);
+                apply_new_text = "";
+                apply_new_text_length = 0;
+                value_changed = true;
+                IMSTB_TEXTEDIT_CHARTYPE empty_string;
+                stb_textedit_replace(state, state->Stb, &empty_string, 0);
+            }
+            else if (strcmp(buf, state->InitialTextA.Data) != 0)
+            {
+                apply_new_text = state->InitialTextA.Data;
+                apply_new_text_length = state->InitialTextA.Size - 1;
+
+                // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
+                // Push records into the undo stack so we can CTRL+Z the revert operation itself
+                value_changed = true;
+                stb_textedit_replace(state, state->Stb, state->InitialTextA.Data, state->InitialTextA.Size - 1);
+            }
+        }
+
+        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer
+        // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
+        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
+        // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage
+        // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
+        // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
+        const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
+        if (apply_edit_back_to_user_buffer)
+        {
+            // Apply new value immediately - copy modified buffer back
+            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
+            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
+            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
+
+            // User callback
+            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
+            {
+                IM_ASSERT(callback != NULL);
+
+                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
+                ImGuiInputTextFlags event_flag = 0;
+                ImGuiKey event_key = ImGuiKey_None;
+                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackCompletion;
+                    event_key = ImGuiKey_Tab;
+                }
+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackHistory;
+                    event_key = ImGuiKey_UpArrow;
+                }
+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackHistory;
+                    event_key = ImGuiKey_DownArrow;
+                }
+                else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackEdit;
+                }
+                else if (flags & ImGuiInputTextFlags_CallbackAlways)
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackAlways;
+                }
+
+                if (event_flag)
+                {
+                    ImGuiInputTextCallbackData callback_data;
+                    callback_data.Ctx = &g;
+                    callback_data.EventFlag = event_flag;
+                    callback_data.Flags = flags;
+                    callback_data.UserData = callback_user_data;
+
+                    // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925
+                    state->CallbackTextBackup.resize(state->CurLenA + 1);
+                    memcpy(state->CallbackTextBackup.Data, state->TextA.Data, state->CurLenA + 1);
+
+                    char* callback_buf = is_readonly ? buf : state->TextA.Data;
+                    callback_data.EventKey = event_key;
+                    callback_data.Buf = callback_buf;
+                    callback_data.BufTextLen = state->CurLenA;
+                    callback_data.BufSize = state->BufCapacityA;
+                    callback_data.BufDirty = false;
+
+                    const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor;
+                    const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start;
+                    const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end;
+
+                    // Call user code
+                    callback(&callback_data);
+
+                    // Read back what user may have modified
+                    callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback
+                    IM_ASSERT(callback_data.Buf == callback_buf);         // Invalid to modify those fields
+                    IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
+                    IM_ASSERT(callback_data.Flags == flags);
+                    const bool buf_dirty = callback_data.BufDirty;
+                    if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty)            { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; }
+                    if (callback_data.SelectionStart != utf8_selection_start || buf_dirty)  { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; }
+                    if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)      { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; }
+                    if (buf_dirty)
+                    {
+                        // Callback may update buffer and thus set buf_dirty even in read-only mode.
+                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
+                        InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?
+                        state->CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
+                        state->TextA.Size = state->CurLenA + 1;
+                        state->CursorAnimReset();
+                    }
+                }
+            }
+
+            // Will copy result string if modified
+            if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)
+            {
+                apply_new_text = state->TextA.Data;
+                apply_new_text_length = state->CurLenA;
+                value_changed = true;
+            }
+        }
+    }
+
+    // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
+    if (g.InputTextDeactivatedState.ID == id)
+    {
+        if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0)
+        {
+            apply_new_text = g.InputTextDeactivatedState.TextA.Data;
+            apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1;
+            value_changed = true;
+            //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);
+        }
+        g.InputTextDeactivatedState.ID = 0;
+    }
+
+    // Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
+    if (apply_new_text != NULL)
+    {
+        //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
+        //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
+        //// without any storage on user's side.
+        IM_ASSERT(apply_new_text_length >= 0);
+        if (is_resizable)
+        {
+            ImGuiInputTextCallbackData callback_data;
+            callback_data.Ctx = &g;
+            callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
+            callback_data.Flags = flags;
+            callback_data.Buf = buf;
+            callback_data.BufTextLen = apply_new_text_length;
+            callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
+            callback_data.UserData = callback_user_data;
+            callback(&callback_data);
+            buf = callback_data.Buf;
+            buf_size = callback_data.BufSize;
+            apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
+            IM_ASSERT(apply_new_text_length <= buf_size);
+        }
+        //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
+
+        // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
+        ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
+    }
+
+    // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
+    // Otherwise request text input ahead for next frame.
+    if (g.ActiveId == id && clear_active_id)
+        ClearActiveID();
+    else if (g.ActiveId == id)
+        g.WantTextInputNextFrame = 1;
+
+    // Render frame
+    if (!is_multiline)
+    {
+        RenderNavHighlight(frame_bb, id);
+        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+    }
+
+    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
+    ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
+    ImVec2 text_size(0.0f, 0.0f);
+
+    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
+    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
+    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
+    const int buf_display_max_length = 2 * 1024 * 1024;
+    const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595
+    const char* buf_display_end = NULL; // We have specialized paths below for setting the length
+    if (is_displaying_hint)
+    {
+        buf_display = hint;
+        buf_display_end = hint + strlen(hint);
+    }
+
+    // Render text. We currently only render selection when the widget is active or while scrolling.
+    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
+    if (render_cursor || render_selection)
+    {
+        IM_ASSERT(state != NULL);
+        if (!is_displaying_hint)
+            buf_display_end = buf_display + state->CurLenA;
+
+        // Render text (with cursor and selection)
+        // This is going to be messy. We need to:
+        // - Display the text (this alone can be more easily clipped)
+        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
+        // - Measure text height (for scrollbar)
+        // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
+        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
+        const char* text_begin = state->TextA.Data;
+        const char* text_end = text_begin + state->CurLenA;
+        ImVec2 cursor_offset, select_start_offset;
+
+        {
+            // Find lines numbers straddling cursor and selection min position
+            int cursor_line_no = render_cursor ? -1 : -1000;
+            int selmin_line_no = render_selection ? -1 : -1000;
+            const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL;
+            const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL;
+
+            // Count lines and find line number for cursor and selection ends
+            int line_count = 1;
+            if (is_multiline)
+            {
+                for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++)
+                {
+                    if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; }
+                    if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; }
+                    line_count++;
+                }
+            }
+            if (cursor_line_no == -1)
+                cursor_line_no = line_count;
+            if (selmin_line_no == -1)
+                selmin_line_no = line_count;
+
+            // Calculate 2d position by finding the beginning of the line and measuring distance
+            cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x;
+            cursor_offset.y = cursor_line_no * g.FontSize;
+            if (selmin_line_no >= 0)
+            {
+                select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x;
+                select_start_offset.y = selmin_line_no * g.FontSize;
+            }
+
+            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
+            if (is_multiline)
+                text_size = ImVec2(inner_size.x, line_count * g.FontSize);
+        }
+
+        // Scroll
+        if (render_cursor && state->CursorFollow)
+        {
+            // Horizontal scroll in chunks of quarter width
+            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
+            {
+                const float scroll_increment_x = inner_size.x * 0.25f;
+                const float visible_width = inner_size.x - style.FramePadding.x;
+                if (cursor_offset.x < state->Scroll.x)
+                    state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
+                else if (cursor_offset.x - visible_width >= state->Scroll.x)
+                    state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x);
+            }
+            else
+            {
+                state->Scroll.y = 0.0f;
+            }
+
+            // Vertical scroll
+            if (is_multiline)
+            {
+                // Test if cursor is vertically visible
+                if (cursor_offset.y - g.FontSize < scroll_y)
+                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
+                else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)
+                    scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
+                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
+                scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);
+                draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag
+                draw_window->Scroll.y = scroll_y;
+            }
+
+            state->CursorFollow = false;
+        }
+
+        // Draw selection
+        const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f);
+        if (render_selection)
+        {
+            const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end);
+            const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end);
+
+            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
+            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
+            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
+            ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;
+            for (const char* p = text_selected_begin; p < text_selected_end; )
+            {
+                if (rect_pos.y > clip_rect.w + g.FontSize)
+                    break;
+                if (rect_pos.y < clip_rect.y)
+                {
+                    p = (const char*)memchr((void*)p, '\n', text_selected_end - p);
+                    p = p ? p + 1 : text_selected_end;
+                }
+                else
+                {
+                    ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true);
+                    if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
+                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));
+                    rect.ClipWith(clip_rect);
+                    if (rect.Overlaps(clip_rect))
+                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
+                    rect_pos.x = draw_pos.x - draw_scroll.x;
+                }
+                rect_pos.y += g.FontSize;
+            }
+        }
+
+        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
+        // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it.
+        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
+        {
+            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
+            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
+        }
+
+        // Draw blinking cursor
+        if (render_cursor)
+        {
+            state->CursorAnim += io.DeltaTime;
+            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
+            ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
+            ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
+            if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
+                draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
+
+            // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
+            if (!is_readonly)
+            {
+                g.PlatformImeData.WantVisible = true;
+                g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
+                g.PlatformImeData.InputLineHeight = g.FontSize;
+            }
+        }
+    }
+    else
+    {
+        // Render text only (no selection, no cursor)
+        if (is_multiline)
+            text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
+        else if (!is_displaying_hint && g.ActiveId == id)
+            buf_display_end = buf_display + state->CurLenA;
+        else if (!is_displaying_hint)
+            buf_display_end = buf_display + strlen(buf_display);
+
+        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
+        {
+            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
+            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
+        }
+    }
+
+    if (is_password && !is_displaying_hint)
+        PopFont();
+
+    if (is_multiline)
+    {
+        // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)...
+        Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));
+        g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;
+        EndChild();
+        item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);
+
+        // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...
+        // FIXME: This quite messy/tricky, should attempt to get rid of the child window.
+        EndGroup();
+        if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y))
+        {
+            g.LastItemData.ID = id;
+            g.LastItemData.InFlags = item_data_backup.InFlags;
+            g.LastItemData.StatusFlags = item_data_backup.StatusFlags;
+        }
+    }
+
+    // Log as text
+    if (g.LogEnabled && (!is_password || is_displaying_hint))
+    {
+        LogSetNextTextDecoration("{", "}");
+        LogRenderedText(&draw_pos, buf_display, buf_display_end);
+    }
+
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))
+        MarkItemEdited(id);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
+    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
+        return validated;
+    else
+        return value_changed;
+}
+
+void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    ImGuiContext& g = *GImGui;
+    ImStb::STB_TexteditState* stb_state = state->Stb;
+    ImStb::StbUndoState* undo_state = &stb_state->undostate;
+    Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
+    DebugLocateItemOnHover(state->ID);
+    Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end);
+    Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x);
+    Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
+    if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state
+    {
+        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+        for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++)
+        {
+            ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n];
+            const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' ';
+            if (undo_rec_type == ' ')
+                BeginDisabled();
+            const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0;
+            const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage;
+            Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"",
+                undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str);
+            if (undo_rec_type == ' ')
+                EndDisabled();
+        }
+        PopStyleVar();
+    }
+    EndChild();
+#else
+    IM_UNUSED(state);
+#endif
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
+//-------------------------------------------------------------------------
+// - ColorEdit3()
+// - ColorEdit4()
+// - ColorPicker3()
+// - RenderColorRectWithAlphaCheckerboard() [Internal]
+// - ColorPicker4()
+// - ColorButton()
+// - SetColorEditOptions()
+// - ColorTooltip() [Internal]
+// - ColorEditOptionsPopup() [Internal]
+// - ColorPickerOptionsPopup() [Internal]
+//-------------------------------------------------------------------------
+
+bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)
+{
+    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
+}
+
+static void ColorEditRestoreH(const float* col, float* H)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.ColorEditCurrentID != 0);
+    if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
+        return;
+    *H = g.ColorEditSavedHue;
+}
+
+// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
+// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
+static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.ColorEditCurrentID != 0);
+    if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
+        return;
+
+    // When S == 0, H is undefined.
+    // When H == 1 it wraps around to 0.
+    if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1))
+        *H = g.ColorEditSavedHue;
+
+    // When V == 0, S is undefined.
+    if (*V == 0.0f)
+        *S = g.ColorEditSavedSat;
+}
+
+// Edit colors components (each component in 0.0f..1.0f range).
+// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
+bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const float square_sz = GetFrameHeight();
+    const char* label_display_end = FindRenderedTextEnd(label);
+    float w_full = CalcItemWidth();
+    g.NextItemData.ClearFlags();
+
+    BeginGroup();
+    PushID(label);
+    const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
+    if (set_current_color_edit_id)
+        g.ColorEditCurrentID = window->IDStack.back();
+
+    // If we're not showing any slider there's no point in doing any HSV conversions
+    const ImGuiColorEditFlags flags_untouched = flags;
+    if (flags & ImGuiColorEditFlags_NoInputs)
+        flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;
+
+    // Context menu: display and modify options (before defaults are applied)
+    if (!(flags & ImGuiColorEditFlags_NoOptions))
+        ColorEditOptionsPopup(col, flags);
+
+    // Read stored options
+    if (!(flags & ImGuiColorEditFlags_DisplayMask_))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_);
+    if (!(flags & ImGuiColorEditFlags_DataTypeMask_))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_);
+    if (!(flags & ImGuiColorEditFlags_PickerMask_))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_);
+    if (!(flags & ImGuiColorEditFlags_InputMask_))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_);
+    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_));
+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected
+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));   // Check that only 1 is selected
+
+    const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
+    const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
+    const int components = alpha ? 4 : 3;
+    const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
+    const float w_inputs = ImMax(w_full - w_button, 1.0f);
+    w_full = w_inputs + w_button;
+
+    // Convert to the formats we need
+    float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
+    if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))
+        ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
+    else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
+    {
+        // Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
+        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
+        ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
+    }
+    int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
+
+    bool value_changed = false;
+    bool value_changed_as_float = false;
+
+    const ImVec2 pos = window->DC.CursorPos;
+    const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;
+    window->DC.CursorPos.x = pos.x + inputs_offset_x;
+
+    if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
+    {
+        // RGB/HSV 0..255 Sliders
+        const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1);
+
+        const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
+        static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
+        static const char* fmt_table_int[3][4] =
+        {
+            {   "%3d",   "%3d",   "%3d",   "%3d" }, // Short display
+            { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA
+            { "H:%3d", "S:%3d", "V:%3d", "A:%3d" }  // Long display for HSVA
+        };
+        static const char* fmt_table_float[3][4] =
+        {
+            {   "%0.3f",   "%0.3f",   "%0.3f",   "%0.3f" }, // Short display
+            { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA
+            { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" }  // Long display for HSVA
+        };
+        const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;
+
+        float prev_split = 0.0f;
+        for (int n = 0; n < components; n++)
+        {
+            if (n > 0)
+                SameLine(0, style.ItemInnerSpacing.x);
+            float next_split = IM_TRUNC(w_items * (n + 1) / components);
+            SetNextItemWidth(ImMax(next_split - prev_split, 1.0f));
+            prev_split = next_split;
+
+            // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.
+            if (flags & ImGuiColorEditFlags_Float)
+            {
+                value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
+                value_changed_as_float |= value_changed;
+            }
+            else
+            {
+                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
+            }
+            if (!(flags & ImGuiColorEditFlags_NoOptions))
+                OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+        }
+    }
+    else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
+    {
+        // RGB Hexadecimal Input
+        char buf[64];
+        if (alpha)
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));
+        else
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255));
+        SetNextItemWidth(w_inputs);
+        if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase))
+        {
+            value_changed = true;
+            char* p = buf;
+            while (*p == '#' || ImCharIsBlankA(*p))
+                p++;
+            i[0] = i[1] = i[2] = 0;
+            i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)
+            int r;
+            if (alpha)
+                r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
+            else
+                r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+            IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.
+        }
+        if (!(flags & ImGuiColorEditFlags_NoOptions))
+            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+    }
+
+    ImGuiWindow* picker_active_window = NULL;
+    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
+    {
+        const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;
+        window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);
+
+        const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
+        if (ColorButton("##ColorButton", col_v4, flags))
+        {
+            if (!(flags & ImGuiColorEditFlags_NoPicker))
+            {
+                // Store current color and open a picker
+                g.ColorPickerRef = col_v4;
+                OpenPopup("picker");
+                SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));
+            }
+        }
+        if (!(flags & ImGuiColorEditFlags_NoOptions))
+            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+
+        if (BeginPopup("picker"))
+        {
+            if (g.CurrentWindow->BeginCount == 1)
+            {
+                picker_active_window = g.CurrentWindow;
+                if (label != label_display_end)
+                {
+                    TextEx(label, label_display_end);
+                    Spacing();
+                }
+                ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
+                ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
+                SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
+                value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
+            }
+            EndPopup();
+        }
+    }
+
+    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
+    {
+        // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),
+        // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this.
+        SameLine(0.0f, style.ItemInnerSpacing.x);
+        window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x);
+        TextEx(label, label_display_end);
+    }
+
+    // Convert back
+    if (value_changed && picker_active_window == NULL)
+    {
+        if (!value_changed_as_float)
+            for (int n = 0; n < 4; n++)
+                f[n] = i[n] / 255.0f;
+        if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
+        {
+            g.ColorEditSavedHue = f[0];
+            g.ColorEditSavedSat = f[1];
+            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
+            g.ColorEditSavedID = g.ColorEditCurrentID;
+            g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
+        }
+        if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
+            ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
+
+        col[0] = f[0];
+        col[1] = f[1];
+        col[2] = f[2];
+        if (alpha)
+            col[3] = f[3];
+    }
+
+    if (set_current_color_edit_id)
+        g.ColorEditCurrentID = 0;
+    PopID();
+    EndGroup();
+
+    // Drag and Drop Target
+    // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
+    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())
+    {
+        bool accepted_drag_drop = false;
+        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
+        {
+            memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086
+            value_changed = accepted_drag_drop = true;
+        }
+        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
+        {
+            memcpy((float*)col, payload->Data, sizeof(float) * components);
+            value_changed = accepted_drag_drop = true;
+        }
+
+        // Drag-drop payloads are always RGB
+        if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))
+            ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);
+        EndDragDropTarget();
+    }
+
+    // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
+    if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
+        g.LastItemData.ID = g.ActiveId;
+
+    if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
+        MarkItemEdited(g.LastItemData.ID);
+
+    return value_changed;
+}
+
+bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)
+{
+    float col4[4] = { col[0], col[1], col[2], 1.0f };
+    if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
+        return false;
+    col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];
+    return true;
+}
+
+// Helper for ColorPicker4()
+static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
+{
+    ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
+    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1,         pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
+    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
+    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left,  IM_COL32(0,0,0,alpha8));
+    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32(255,255,255,alpha8));
+}
+
+// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
+// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
+// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
+bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImDrawList* draw_list = window->DrawList;
+    ImGuiStyle& style = g.Style;
+    ImGuiIO& io = g.IO;
+
+    const float width = CalcItemWidth();
+    const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0;
+    g.NextItemData.ClearFlags();
+
+    PushID(label);
+    const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
+    if (set_current_color_edit_id)
+        g.ColorEditCurrentID = window->IDStack.back();
+    BeginGroup();
+
+    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+        flags |= ImGuiColorEditFlags_NoSmallPreview;
+
+    // Context menu: display and store options.
+    if (!(flags & ImGuiColorEditFlags_NoOptions))
+        ColorPickerOptionsPopup(col, flags);
+
+    // Read stored options
+    if (!(flags & ImGuiColorEditFlags_PickerMask_))
+        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_;
+    if (!(flags & ImGuiColorEditFlags_InputMask_))
+        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_;
+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected
+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));  // Check that only 1 is selected
+    if (!(flags & ImGuiColorEditFlags_NoOptions))
+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
+
+    // Setup
+    int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
+    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
+    ImVec2 picker_pos = window->DC.CursorPos;
+    float square_sz = GetFrameHeight();
+    float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
+    float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
+    float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
+    float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
+    float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f);
+
+    float backup_initial_col[4];
+    memcpy(backup_initial_col, col, components * sizeof(float));
+
+    float wheel_thickness = sv_picker_size * 0.08f;
+    float wheel_r_outer = sv_picker_size * 0.50f;
+    float wheel_r_inner = wheel_r_outer - wheel_thickness;
+    ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f);
+
+    // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
+    float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
+    ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
+    ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
+    ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.
+
+    float H = col[0], S = col[1], V = col[2];
+    float R = col[0], G = col[1], B = col[2];
+    if (flags & ImGuiColorEditFlags_InputRGB)
+    {
+        // Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
+        ColorConvertRGBtoHSV(R, G, B, H, S, V);
+        ColorEditRestoreHS(col, &H, &S, &V);
+    }
+    else if (flags & ImGuiColorEditFlags_InputHSV)
+    {
+        ColorConvertHSVtoRGB(H, S, V, R, G, B);
+    }
+
+    bool value_changed = false, value_changed_h = false, value_changed_sv = false;
+
+    PushItemFlag(ImGuiItemFlags_NoNav, true);
+    if (flags & ImGuiColorEditFlags_PickerHueWheel)
+    {
+        // Hue wheel + SV triangle logic
+        InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
+        if (IsItemActive() && !is_readonly)
+        {
+            ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
+            ImVec2 current_off = g.IO.MousePos - wheel_center;
+            float initial_dist2 = ImLengthSqr(initial_off);
+            if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1))
+            {
+                // Interactive with Hue wheel
+                H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f;
+                if (H < 0.0f)
+                    H += 1.0f;
+                value_changed = value_changed_h = true;
+            }
+            float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
+            float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
+            if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
+            {
+                // Interacting with SV triangle
+                ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
+                if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
+                    current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
+                float uu, vv, ww;
+                ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
+                V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
+                S = ImClamp(uu / V, 0.0001f, 1.0f);
+                value_changed = value_changed_sv = true;
+            }
+        }
+        if (!(flags & ImGuiColorEditFlags_NoOptions))
+            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+    }
+    else if (flags & ImGuiColorEditFlags_PickerHueBar)
+    {
+        // SV rectangle logic
+        InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
+        if (IsItemActive() && !is_readonly)
+        {
+            S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
+            V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
+            ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
+            value_changed = value_changed_sv = true;
+        }
+        if (!(flags & ImGuiColorEditFlags_NoOptions))
+            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+
+        // Hue bar logic
+        SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
+        InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
+        if (IsItemActive() && !is_readonly)
+        {
+            H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
+            value_changed = value_changed_h = true;
+        }
+    }
+
+    // Alpha bar logic
+    if (alpha_bar)
+    {
+        SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
+        InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
+        if (IsItemActive())
+        {
+            col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
+            value_changed = true;
+        }
+    }
+    PopItemFlag(); // ImGuiItemFlags_NoNav
+
+    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+    {
+        SameLine(0, style.ItemInnerSpacing.x);
+        BeginGroup();
+    }
+
+    if (!(flags & ImGuiColorEditFlags_NoLabel))
+    {
+        const char* label_display_end = FindRenderedTextEnd(label);
+        if (label != label_display_end)
+        {
+            if ((flags & ImGuiColorEditFlags_NoSidePreview))
+                SameLine(0, style.ItemInnerSpacing.x);
+            TextEx(label, label_display_end);
+        }
+    }
+
+    if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+    {
+        PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
+        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
+        if ((flags & ImGuiColorEditFlags_NoLabel))
+            Text("Current");
+
+        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;
+        ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));
+        if (ref_col != NULL)
+        {
+            Text("Original");
+            ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
+            if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))
+            {
+                memcpy(col, ref_col, components * sizeof(float));
+                value_changed = true;
+            }
+        }
+        PopItemFlag();
+        EndGroup();
+    }
+
+    // Convert back color to RGB
+    if (value_changed_h || value_changed_sv)
+    {
+        if (flags & ImGuiColorEditFlags_InputRGB)
+        {
+            ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);
+            g.ColorEditSavedHue = H;
+            g.ColorEditSavedSat = S;
+            g.ColorEditSavedID = g.ColorEditCurrentID;
+            g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
+        }
+        else if (flags & ImGuiColorEditFlags_InputHSV)
+        {
+            col[0] = H;
+            col[1] = S;
+            col[2] = V;
+        }
+    }
+
+    // R,G,B and H,S,V slider color editor
+    bool value_changed_fix_hue_wrap = false;
+    if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
+    {
+        PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
+        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;
+        ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
+        if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
+            if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
+            {
+                // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
+                // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
+                value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
+                value_changed = true;
+            }
+        if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
+            value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);
+        if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
+            value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex);
+        PopItemWidth();
+    }
+
+    // Try to cancel hue wrap (after ColorEdit4 call), if any
+    if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))
+    {
+        float new_H, new_S, new_V;
+        ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
+        if (new_H <= 0 && H > 0)
+        {
+            if (new_V <= 0 && V != new_V)
+                ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
+            else if (new_S <= 0)
+                ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
+        }
+    }
+
+    if (value_changed)
+    {
+        if (flags & ImGuiColorEditFlags_InputRGB)
+        {
+            R = col[0];
+            G = col[1];
+            B = col[2];
+            ColorConvertRGBtoHSV(R, G, B, H, S, V);
+            ColorEditRestoreHS(col, &H, &S, &V);   // Fix local Hue as display below will use it immediately.
+        }
+        else if (flags & ImGuiColorEditFlags_InputHSV)
+        {
+            H = col[0];
+            S = col[1];
+            V = col[2];
+            ColorConvertHSVtoRGB(H, S, V, R, G, B);
+        }
+    }
+
+    const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
+    const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);
+    const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);
+    const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);
+    const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };
+
+    ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
+    ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
+    ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
+
+    ImVec2 sv_cursor_pos;
+
+    if (flags & ImGuiColorEditFlags_PickerHueWheel)
+    {
+        // Render Hue Wheel
+        const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
+        const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
+        for (int n = 0; n < 6; n++)
+        {
+            const float a0 = (n)     /6.0f * 2.0f * IM_PI - aeps;
+            const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
+            const int vert_start_idx = draw_list->VtxBuffer.Size;
+            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
+            draw_list->PathStroke(col_white, 0, wheel_thickness);
+            const int vert_end_idx = draw_list->VtxBuffer.Size;
+
+            // Paint colors over existing vertices
+            ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
+            ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
+            ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]);
+        }
+
+        // Render Cursor + preview on Hue Wheel
+        float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
+        float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
+        ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);
+        float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
+        int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others.
+        draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
+        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);
+        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
+
+        // Render SV triangle (rotated according to hue)
+        ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
+        ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
+        ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
+        ImVec2 uv_white = GetFontTexUvWhitePixel();
+        draw_list->PrimReserve(3, 3);
+        draw_list->PrimVtx(tra, uv_white, hue_color32);
+        draw_list->PrimVtx(trb, uv_white, col_black);
+        draw_list->PrimVtx(trc, uv_white, col_white);
+        draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
+        sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
+    }
+    else if (flags & ImGuiColorEditFlags_PickerHueBar)
+    {
+        // Render SV Square
+        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
+        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
+        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
+        sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S)     * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
+        sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
+
+        // Render Hue Bar
+        for (int i = 0; i < 6; ++i)
+            draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
+        float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);
+        RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
+        RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
+    }
+
+    // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
+    float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f;
+    int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.
+    draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);
+    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);
+    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments);
+
+    // Render alpha bar
+    if (alpha_bar)
+    {
+        float alpha = ImSaturate(col[3]);
+        ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
+        RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
+        draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
+        float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);
+        RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
+        RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
+    }
+
+    EndGroup();
+
+    if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
+        value_changed = false;
+    if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
+        MarkItemEdited(g.LastItemData.ID);
+
+    if (set_current_color_edit_id)
+        g.ColorEditCurrentID = 0;
+    PopID();
+
+    return value_changed;
+}
+
+// A little color square. Return true when clicked.
+// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
+// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
+// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
+bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiID id = window->GetID(desc_id);
+    const float default_size = GetFrameHeight();
+    const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
+    if (!ItemAdd(bb, id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+    if (flags & ImGuiColorEditFlags_NoAlpha)
+        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);
+
+    ImVec4 col_rgb = col;
+    if (flags & ImGuiColorEditFlags_InputHSV)
+        ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);
+
+    ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);
+    float grid_step = ImMin(size.x, size.y) / 2.99f;
+    float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
+    ImRect bb_inner = bb;
+    float off = 0.0f;
+    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
+    {
+        off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
+        bb_inner.Expand(off);
+    }
+    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
+    {
+        float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
+        RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);
+        window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);
+    }
+    else
+    {
+        // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
+        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;
+        if (col_source.w < 1.0f)
+            RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
+        else
+            window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);
+    }
+    RenderNavHighlight(bb, id);
+    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
+    {
+        if (g.Style.FrameBorderSize > 0.0f)
+            RenderFrameBorder(bb.Min, bb.Max, rounding);
+        else
+            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
+    }
+
+    // Drag and Drop Source
+    // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
+    if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())
+    {
+        if (flags & ImGuiColorEditFlags_NoAlpha)
+            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);
+        else
+            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);
+        ColorButton(desc_id, col, flags);
+        SameLine();
+        TextEx("Color");
+        EndDragDropSource();
+    }
+
+    // Tooltip
+    if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
+
+    return pressed;
+}
+
+// Initialize/override default color options
+void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0)
+        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_;
+    if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0)
+        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_;
+    if ((flags & ImGuiColorEditFlags_PickerMask_) == 0)
+        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_;
+    if ((flags & ImGuiColorEditFlags_InputMask_) == 0)
+        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_;
+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_));    // Check only 1 option is selected
+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_));   // Check only 1 option is selected
+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_));     // Check only 1 option is selected
+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));      // Check only 1 option is selected
+    g.ColorEditOptions = flags;
+}
+
+// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
+        return;
+    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
+    if (text_end > text)
+    {
+        TextEx(text, text_end);
+        Separator();
+    }
+
+    ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
+    ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
+    int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
+    ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);
+    SameLine();
+    if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))
+    {
+        if (flags & ImGuiColorEditFlags_NoAlpha)
+            Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);
+        else
+            Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);
+    }
+    else if (flags & ImGuiColorEditFlags_InputHSV)
+    {
+        if (flags & ImGuiColorEditFlags_NoAlpha)
+            Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]);
+        else
+            Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]);
+    }
+    EndTooltip();
+}
+
+void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)
+{
+    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_);
+    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_);
+    if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))
+        return;
+    ImGuiContext& g = *GImGui;
+    g.LockMarkEdited++;
+    ImGuiColorEditFlags opts = g.ColorEditOptions;
+    if (allow_opt_inputs)
+    {
+        if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB;
+        if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV;
+        if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex;
+    }
+    if (allow_opt_datatype)
+    {
+        if (allow_opt_inputs) Separator();
+        if (RadioButton("0..255",     (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8;
+        if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float;
+    }
+
+    if (allow_opt_inputs || allow_opt_datatype)
+        Separator();
+    if (Button("Copy as..", ImVec2(-1, 0)))
+        OpenPopup("Copy");
+    if (BeginPopup("Copy"))
+    {
+        int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
+        char buf[64];
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
+        if (Selectable(buf))
+            SetClipboardText(buf);
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
+        if (Selectable(buf))
+            SetClipboardText(buf);
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb);
+        if (Selectable(buf))
+            SetClipboardText(buf);
+        if (!(flags & ImGuiColorEditFlags_NoAlpha))
+        {
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca);
+            if (Selectable(buf))
+                SetClipboardText(buf);
+        }
+        EndPopup();
+    }
+
+    g.ColorEditOptions = opts;
+    EndPopup();
+    g.LockMarkEdited--;
+}
+
+void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)
+{
+    bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_);
+    bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
+    if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context"))
+        return;
+    ImGuiContext& g = *GImGui;
+    g.LockMarkEdited++;
+    if (allow_opt_picker)
+    {
+        ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
+        PushItemWidth(picker_size.x);
+        for (int picker_type = 0; picker_type < 2; picker_type++)
+        {
+            // Draw small/thumbnail version of each picker type (over an invisible button for selection)
+            if (picker_type > 0) Separator();
+            PushID(picker_type);
+            ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha);
+            if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
+            if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
+            ImVec2 backup_pos = GetCursorScreenPos();
+            if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
+                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_);
+            SetCursorScreenPos(backup_pos);
+            ImVec4 previewing_ref_col;
+            memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
+            ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags);
+            PopID();
+        }
+        PopItemWidth();
+    }
+    if (allow_opt_alpha_bar)
+    {
+        if (allow_opt_picker) Separator();
+        CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
+    }
+    EndPopup();
+    g.LockMarkEdited--;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
+//-------------------------------------------------------------------------
+// - TreeNode()
+// - TreeNodeV()
+// - TreeNodeEx()
+// - TreeNodeExV()
+// - TreeNodeBehavior() [Internal]
+// - TreePush()
+// - TreePop()
+// - GetTreeNodeToLabelSpacing()
+// - SetNextItemOpen()
+// - CollapsingHeader()
+//-------------------------------------------------------------------------
+
+bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(str_id, 0, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNode(const char* label)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+    ImGuiID id = window->GetID(label);
+    return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL);
+}
+
+bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
+{
+    return TreeNodeExV(str_id, 0, fmt, args);
+}
+
+bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
+{
+    return TreeNodeExV(ptr_id, 0, fmt, args);
+}
+
+bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+    ImGuiID id = window->GetID(label);
+    return TreeNodeBehavior(id, flags, label, NULL);
+}
+
+bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(str_id, flags, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiID id = window->GetID(str_id);
+    const char* label, *label_end;
+    ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
+    return TreeNodeBehavior(id, flags, label, label_end);
+}
+
+bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiID id = window->GetID(ptr_id);
+    const char* label, *label_end;
+    ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
+    return TreeNodeBehavior(id, flags, label, label_end);
+}
+
+bool ImGui::TreeNodeGetOpen(ImGuiID storage_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
+    return storage->GetInt(storage_id, 0) != 0;
+}
+
+void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
+    storage->SetInt(storage_id, open ? 1 : 0);
+}
+
+bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags)
+{
+    if (flags & ImGuiTreeNodeFlags_Leaf)
+        return true;
+
+    // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiStorage* storage = window->DC.StateStorage;
+
+    bool is_open;
+    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen)
+    {
+        if (g.NextItemData.OpenCond & ImGuiCond_Always)
+        {
+            is_open = g.NextItemData.OpenVal;
+            TreeNodeSetOpen(storage_id, is_open);
+        }
+        else
+        {
+            // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
+            const int stored_value = storage->GetInt(storage_id, -1);
+            if (stored_value == -1)
+            {
+                is_open = g.NextItemData.OpenVal;
+                TreeNodeSetOpen(storage_id, is_open);
+            }
+            else
+            {
+                is_open = stored_value != 0;
+            }
+        }
+    }
+    else
+    {
+        is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
+    }
+
+    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
+    // NB- If we are above max depth we still allow manually opened nodes to be logged.
+    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)
+        is_open = true;
+
+    return is_open;
+}
+
+// Store ImGuiTreeNodeStackData for just submitted node.
+// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
+static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1);
+    ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back();
+    tree_node_data->ID = g.LastItemData.ID;
+    tree_node_data->TreeFlags = flags;
+    tree_node_data->InFlags = g.LastItemData.InFlags;
+    tree_node_data->NavRect = g.LastItemData.NavRect;
+    window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth);
+}
+
+// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop.
+bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
+    const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));
+
+    if (!label_end)
+        label_end = FindRenderedTextEnd(label);
+    const ImVec2 label_size = CalcTextSize(label, label_end, false);
+
+    const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2);   // Collapsing arrow width + Spacing
+    const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset);            // Latch before ItemSize changes it
+    const float text_width = g.FontSize + label_size.x + padding.x * 2;                         // Include collapsing arrow
+
+    // We vertically grow up to current line height up the typical widget height.
+    const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
+    const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
+    ImRect frame_bb;
+    frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
+    frame_bb.Min.y = window->DC.CursorPos.y;
+    frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
+    frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
+    if (display_frame)
+    {
+        const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits
+        frame_bb.Min.x -= outer_extend;
+        frame_bb.Max.x += outer_extend;
+    }
+
+    ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
+    ItemSize(ImVec2(text_width, frame_height), padding.y);
+
+    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
+    ImRect interact_bb = frame_bb;
+    if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
+        interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
+
+    // Compute open and multi-select states before ItemAdd() as it clear NextItem data.
+    ImGuiID storage_id = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id;
+    bool is_open = TreeNodeUpdateNextOpen(storage_id, flags);
+
+    bool is_visible;
+    if (span_all_columns)
+    {
+        // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
+        const float backup_clip_rect_min_x = window->ClipRect.Min.x;
+        const float backup_clip_rect_max_x = window->ClipRect.Max.x;
+        window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
+        window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
+        is_visible = ItemAdd(interact_bb, id);
+        window->ClipRect.Min.x = backup_clip_rect_min_x;
+        window->ClipRect.Max.x = backup_clip_rect_max_x;
+    }
+    else
+    {
+        is_visible = ItemAdd(interact_bb, id);
+    }
+    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
+    g.LastItemData.DisplayRect = frame_bb;
+
+    // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled:
+    // Store data for the current depth to allow returning to this node from any child item.
+    // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
+    // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle.
+    bool store_tree_node_stack_data = false;
+    if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+    {
+        if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive)
+            if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
+                store_tree_node_stack_data = true;
+    }
+
+    const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
+    if (!is_visible)
+    {
+        if (store_tree_node_stack_data && is_open)
+            TreeNodeStoreStackData(flags); // Call before TreePushOverrideID()
+        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+            TreePushOverrideID(id);
+        IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
+        return is_open;
+    }
+
+    if (span_all_columns)
+    {
+        TablePushBackgroundChannel();
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
+        g.LastItemData.ClipRect = window->ClipRect;
+    }
+
+    ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
+    if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))
+        button_flags |= ImGuiButtonFlags_AllowOverlap;
+    if (!is_leaf)
+        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
+
+    // We allow clicking on the arrow section with keyboard modifiers held, in order to easily
+    // allow browsing a tree while preserving selection with code implementing multi-selection patterns.
+    // When clicking on the rest of the tree node we always disallow keyboard modifiers.
+    const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;
+    const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;
+    const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);
+
+    const bool is_multi_select = (g.LastItemData.InFlags & ImGuiItemFlags_IsMultiSelect) != 0;
+    if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default
+        flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow;
+
+    // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.
+    // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.
+    // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)
+    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)
+    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)
+    // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)
+    // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)
+    // It is rather standard that arrow click react on Down rather than Up.
+    // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.
+    if (is_mouse_x_over_arrow)
+        button_flags |= ImGuiButtonFlags_PressedOnClick;
+    else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
+        button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
+    else
+        button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
+
+    bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
+    const bool was_selected = selected;
+
+    // Multi-selection support (header)
+    if (is_multi_select)
+    {
+        // Handle multi-select + alter button flags for it
+        MultiSelectItemHeader(id, &selected, &button_flags);
+        if (is_mouse_x_over_arrow)
+            button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
+    }
+    else
+    {
+        if (window != g.HoveredWindow || !is_mouse_x_over_arrow)
+            button_flags |= ImGuiButtonFlags_NoKeyModifiers;
+    }
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
+    bool toggled = false;
+    if (!is_leaf)
+    {
+        if (pressed && g.DragDropHoldJustPressedId != id)
+        {
+            if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select))
+                toggled = true; // Single click
+            if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
+                toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
+            if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)
+                toggled = true; // Double click
+        }
+        else if (pressed && g.DragDropHoldJustPressedId == id)
+        {
+            IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);
+            if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
+                toggled = true;
+            else
+                pressed = false; // Cancel press so it doesn't trigger selection.
+        }
+
+        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)
+        {
+            toggled = true;
+            NavClearPreferredPosForAxis(ImGuiAxis_X);
+            NavMoveRequestCancel();
+        }
+        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
+        {
+            toggled = true;
+            NavClearPreferredPosForAxis(ImGuiAxis_X);
+            NavMoveRequestCancel();
+        }
+
+        if (toggled)
+        {
+            is_open = !is_open;
+            window->DC.StateStorage->SetInt(storage_id, is_open);
+            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;
+        }
+    }
+
+    // Multi-selection support (footer)
+    if (is_multi_select)
+    {
+        bool pressed_copy = pressed && !toggled;
+        MultiSelectItemFooter(id, &selected, &pressed_copy);
+        if (pressed)
+            SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb);
+    }
+
+    if (selected != was_selected)
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
+
+    // Render
+    {
+        const ImU32 text_col = GetColorU32(ImGuiCol_Text);
+        ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact;
+        if (is_multi_select)
+            nav_highlight_flags |= ImGuiNavHighlightFlags_AlwaysDraw; // Always show the nav rectangle
+        if (display_frame)
+        {
+            // Framed type
+            const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+            RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);
+            RenderNavHighlight(frame_bb, id, nav_highlight_flags);
+            if (flags & ImGuiTreeNodeFlags_Bullet)
+                RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);
+            else if (!is_leaf)
+                RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f);
+            else // Leaf without bullet, left-adjusted text
+                text_pos.x -= text_offset_x - padding.x;
+            if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)
+                frame_bb.Max.x -= g.FontSize + style.FramePadding.x;
+            if (g.LogEnabled)
+                LogSetNextTextDecoration("###", "###");
+        }
+        else
+        {
+            // Unframed typed for tree nodes
+            if (hovered || selected)
+            {
+                const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+                RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);
+            }
+            RenderNavHighlight(frame_bb, id, nav_highlight_flags);
+            if (flags & ImGuiTreeNodeFlags_Bullet)
+                RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);
+            else if (!is_leaf)
+                RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f);
+            if (g.LogEnabled)
+                LogSetNextTextDecoration(">", NULL);
+        }
+
+        if (span_all_columns)
+            TablePopBackgroundChannel();
+
+        // Label
+        if (display_frame)
+            RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
+        else
+            RenderText(text_pos, label, label_end, false);
+    }
+
+    if (store_tree_node_stack_data && is_open)
+        TreeNodeStoreStackData(flags); // Call before TreePushOverrideID()
+    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+        TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
+    return is_open;
+}
+
+void ImGui::TreePush(const char* str_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Indent();
+    window->DC.TreeDepth++;
+    PushID(str_id);
+}
+
+void ImGui::TreePush(const void* ptr_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Indent();
+    window->DC.TreeDepth++;
+    PushID(ptr_id);
+}
+
+void ImGui::TreePushOverrideID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    Indent();
+    window->DC.TreeDepth++;
+    PushOverrideID(id);
+}
+
+void ImGui::TreePop()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    Unindent();
+
+    window->DC.TreeDepth--;
+    ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
+
+    if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request
+    {
+        ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back();
+        IM_ASSERT(data->ID == window->IDStack.back());
+        if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere)
+        {
+            // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
+            if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
+                NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data);
+        }
+        g.TreeNodeStack.pop_back();
+        window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask;
+    }
+
+    IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
+    PopID();
+}
+
+// Horizontal distance preceding label when using TreeNode() or Bullet()
+float ImGui::GetTreeNodeToLabelSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + (g.Style.FramePadding.x * 2.0f);
+}
+
+// Set next TreeNode/CollapsingHeader open state.
+void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.CurrentWindow->SkipItems)
+        return;
+    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;
+    g.NextItemData.OpenVal = is_open;
+    g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always);
+}
+
+// Set next TreeNode/CollapsingHeader storage id.
+void ImGui::SetNextItemStorageID(ImGuiID storage_id)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.CurrentWindow->SkipItems)
+        return;
+    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasStorageID;
+    g.NextItemData.StorageId = storage_id;
+}
+
+// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
+// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
+bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+    ImGuiID id = window->GetID(label);
+    return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
+}
+
+// p_visible == NULL                        : regular collapsing header
+// p_visible != NULL && *p_visible == true  : show a small close button on the corner of the header, clicking the button will set *p_visible = false
+// p_visible != NULL && *p_visible == false : do not show the header at all
+// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.
+bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    if (p_visible && !*p_visible)
+        return false;
+
+    ImGuiID id = window->GetID(label);
+    flags |= ImGuiTreeNodeFlags_CollapsingHeader;
+    if (p_visible)
+        flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
+    bool is_open = TreeNodeBehavior(id, flags, label);
+    if (p_visible != NULL)
+    {
+        // Create a small overlapping close button
+        // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
+        // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.
+        ImGuiContext& g = *GImGui;
+        ImGuiLastItemData last_item_backup = g.LastItemData;
+        float button_size = g.FontSize;
+        float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size);
+        float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y;
+        ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
+        if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
+            *p_visible = false;
+        g.LastItemData = last_item_backup;
+    }
+
+    return is_open;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Selectable
+//-------------------------------------------------------------------------
+// - Selectable()
+//-------------------------------------------------------------------------
+
+// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.
+// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
+// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags.
+// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
+bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.
+    ImGuiID id = window->GetID(label);
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
+    ImVec2 pos = window->DC.CursorPos;
+    pos.y += window->DC.CurrLineTextBaseOffset;
+    ItemSize(size, 0.0f);
+
+    // Fill horizontal space
+    // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.
+    const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;
+    const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;
+    const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
+    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))
+        size.x = ImMax(label_size.x, max_x - min_x);
+
+    // Text stays at the submission position, but bounding box may be extended on both sides
+    const ImVec2 text_min = pos;
+    const ImVec2 text_max(min_x + size.x, pos.y + size.y);
+
+    // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.
+    // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos.
+    ImRect bb(min_x, pos.y, text_max.x, text_max.y);
+    if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)
+    {
+        const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;
+        const float spacing_y = style.ItemSpacing.y;
+        const float spacing_L = IM_TRUNC(spacing_x * 0.50f);
+        const float spacing_U = IM_TRUNC(spacing_y * 0.50f);
+        bb.Min.x -= spacing_L;
+        bb.Min.y -= spacing_U;
+        bb.Max.x += (spacing_x - spacing_L);
+        bb.Max.y += (spacing_y - spacing_U);
+    }
+    //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }
+
+    const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
+    const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None;
+    bool is_visible;
+    if (span_all_columns)
+    {
+        // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
+        const float backup_clip_rect_min_x = window->ClipRect.Min.x;
+        const float backup_clip_rect_max_x = window->ClipRect.Max.x;
+        window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
+        window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
+        is_visible = ItemAdd(bb, id, NULL, extra_item_flags);
+        window->ClipRect.Min.x = backup_clip_rect_min_x;
+        window->ClipRect.Max.x = backup_clip_rect_max_x;
+    }
+    else
+    {
+        is_visible = ItemAdd(bb, id, NULL, extra_item_flags);
+    }
+
+    const bool is_multi_select = (g.LastItemData.InFlags & ImGuiItemFlags_IsMultiSelect) != 0;
+    if (!is_visible)
+        if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd)
+            return false;
+
+    const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
+    if (disabled_item && !disabled_global) // Only testing this as an optimization
+        BeginDisabled();
+
+    // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
+    // which would be advantageous since most selectable are not selected.
+    if (span_all_columns)
+    {
+        if (g.CurrentTable)
+            TablePushBackgroundChannel();
+        else if (window->DC.CurrentColumns)
+            PushColumnsBackground();
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
+        g.LastItemData.ClipRect = window->ClipRect;
+    }
+
+    // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
+    ImGuiButtonFlags button_flags = 0;
+    if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
+    if (flags & ImGuiSelectableFlags_NoSetKeyOwner)     { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }
+    if (flags & ImGuiSelectableFlags_SelectOnClick)     { button_flags |= ImGuiButtonFlags_PressedOnClick; }
+    if (flags & ImGuiSelectableFlags_SelectOnRelease)   { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
+    if (flags & ImGuiSelectableFlags_AllowDoubleClick)  { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
+    if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
+
+    // Multi-selection support (header)
+    const bool was_selected = selected;
+    if (is_multi_select)
+    {
+        // Handle multi-select + alter button flags for it
+        MultiSelectItemHeader(id, &selected, &button_flags);
+    }
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
+
+    // Multi-selection support (footer)
+    if (is_multi_select)
+    {
+        MultiSelectItemFooter(id, &selected, &pressed);
+    }
+    else
+    {
+        // Auto-select when moved into
+        // - This will be more fully fleshed in the range-select branch
+        // - This is not exposed as it won't nicely work with some user side handling of shift/control
+        // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons
+        //   - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
+        //   - (2) usage will fail with clipped items
+        //   The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
+        if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
+            if (g.NavJustMovedToId == id)
+                selected = pressed = true;
+    }
+
+    // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
+    if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
+    {
+        if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
+        {
+            SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
+            g.NavDisableHighlight = true;
+        }
+    }
+    if (pressed)
+        MarkItemEdited(id);
+
+    if (selected != was_selected)
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
+
+    // Render
+    if (is_visible)
+    {
+        const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight);
+        if (highlighted || selected)
+        {
+            // FIXME-MULTISELECT: Styling: Color for 'selected' elements? ImGuiCol_HeaderSelected
+            ImU32 col;
+            if (selected && !highlighted)
+                col = GetColorU32(ImLerp(GetStyleColorVec4(ImGuiCol_Header), GetStyleColorVec4(ImGuiCol_HeaderHovered), 0.5f));
+            else
+                col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+            RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
+        }
+        if (g.NavId == id)
+        {
+            ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding;
+            if (is_multi_select)
+                nav_highlight_flags |= ImGuiNavHighlightFlags_AlwaysDraw; // Always show the nav rectangle
+            RenderNavHighlight(bb, id, nav_highlight_flags);
+        }
+    }
+
+    if (span_all_columns)
+    {
+        if (g.CurrentTable)
+            TablePopBackgroundChannel();
+        else if (window->DC.CurrentColumns)
+            PopColumnsBackground();
+    }
+
+    if (is_visible)
+        RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
+
+    // Automatically close popups
+    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.InFlags & ImGuiItemFlags_AutoClosePopups))
+        CloseCurrentPopup();
+
+    if (disabled_item && !disabled_global)
+        EndDisabled();
+
+    // Selectable() always returns a pressed state!
+    // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve
+    // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect().
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+    return pressed; //-V1020
+}
+
+bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+    if (Selectable(label, *p_selected, flags, size_arg))
+    {
+        *p_selected = !*p_selected;
+        return true;
+    }
+    return false;
+}
+
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Typing-Select support
+//-------------------------------------------------------------------------
+
+// [Experimental] Currently not exposed in public API.
+// Consume character inputs and return search request, if any.
+// This would typically only be called on the focused window or location you want to grab inputs for, e.g.
+//   if (ImGui::IsWindowFocused(...))
+//       if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest())
+//           focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1);
+// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer).
+ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiTypingSelectState* data = &g.TypingSelectState;
+    ImGuiTypingSelectRequest* out_request = &data->Request;
+
+    // Clear buffer
+    const float TYPING_SELECT_RESET_TIMER = 1.80f;          // FIXME: Potentially move to IO config.
+    const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times
+    if (data->SearchBuffer[0] != 0)
+    {
+        bool clear_buffer = false;
+        clear_buffer |= (g.NavFocusScopeId != data->FocusScope);
+        clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time);
+        clear_buffer |= g.NavAnyRequest;
+        clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere
+        clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter);
+        clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0;
+        //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); }
+        if (clear_buffer)
+            data->Clear();
+    }
+
+    // Append to buffer
+    const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1;
+    int buffer_len = (int)strlen(data->SearchBuffer);
+    bool select_request = false;
+    for (ImWchar w : g.IO.InputQueueCharacters)
+    {
+        const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1);
+        if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks
+            continue;
+        char w_buf[5];
+        ImTextCharToUtf8(w_buf, (unsigned int)w);
+        if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0)
+        {
+            select_request = true; // Same character: don't need to append to buffer.
+            continue;
+        }
+        if (data->SingleCharModeLock)
+        {
+            data->Clear(); // Different character: clear
+            buffer_len = 0;
+        }
+        memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append
+        buffer_len += w_len;
+        select_request = true;
+    }
+    g.IO.InputQueueCharacters.resize(0);
+
+    // Handle backspace
+    if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat))
+    {
+        char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len);
+        *p = 0;
+        buffer_len = (int)(p - data->SearchBuffer);
+    }
+
+    // Return request if any
+    if (buffer_len == 0)
+        return NULL;
+    if (select_request)
+    {
+        data->FocusScope = g.NavFocusScopeId;
+        data->LastRequestFrame = g.FrameCount;
+        data->LastRequestTime = (float)g.Time;
+    }
+    out_request->Flags = flags;
+    out_request->SearchBufferLen = buffer_len;
+    out_request->SearchBuffer = data->SearchBuffer;
+    out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount);
+    out_request->SingleCharMode = false;
+    out_request->SingleCharSize = 0;
+
+    // Calculate if buffer contains the same character repeated.
+    // - This can be used to implement a special search mode on first character.
+    // - Performed on UTF-8 codepoint for correctness.
+    // - SingleCharMode is always set for first input character, because it usually leads to a "next".
+    if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode)
+    {
+        const char* buf_begin = out_request->SearchBuffer;
+        const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen;
+        const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end);
+        const char* p = buf_begin + c0_len;
+        for (; p < buf_end; p += c0_len)
+            if (memcmp(buf_begin, p, (size_t)c0_len) != 0)
+                break;
+        const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0;
+        out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock);
+        out_request->SingleCharSize = (ImS8)c0_len;
+        data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode.
+    }
+
+    return out_request;
+}
+
+static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2)
+{
+    int match_len = 0;
+    while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++))
+        match_len++;
+    return match_len;
+}
+
+// Default handler for finding a result for typing-select. You may implement your own.
+// You might want to display a tooltip to visualize the current request SearchBuffer
+// When SingleCharMode is set:
+// - it is better to NOT display a tooltip of other on-screen display indicator.
+// - the index of the currently focused item is required.
+//   if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData.
+int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx)
+{
+    if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot.
+        return -1;
+    int idx = -1;
+    if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode))
+        idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx);
+    else
+        idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data);
+    if (idx != -1)
+        NavRestoreHighlightAfterMove();
+    return idx;
+}
+
+// Special handling when a single character is repeated: perform search on a single letter and goes to next.
+int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx)
+{
+    // FIXME: Assume selection user data is index. Would be extremely practical.
+    //if (nav_item_idx == -1)
+    //    nav_item_idx = (int)g.NavLastValidSelectionUserData;
+
+    int first_match_idx = -1;
+    bool return_next_match = false;
+    for (int idx = 0; idx < items_count; idx++)
+    {
+        const char* item_name = get_item_name_func(user_data, idx);
+        if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize)
+            continue;
+        if (return_next_match)                           // Return next matching item after current item.
+            return idx;
+        if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value.
+            return idx;
+        if (first_match_idx == -1)                       // Record first match for wrapping.
+            first_match_idx = idx;
+        if (nav_item_idx == idx)                         // Record that we encountering nav_item so we can return next match.
+            return_next_match = true;
+    }
+    return first_match_idx; // First result
+}
+
+int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data)
+{
+    int longest_match_idx = -1;
+    int longest_match_len = 0;
+    for (int idx = 0; idx < items_count; idx++)
+    {
+        const char* item_name = get_item_name_func(user_data, idx);
+        const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name);
+        if (match_len <= longest_match_len)
+            continue;
+        longest_match_idx = idx;
+        longest_match_len = match_len;
+        if (match_len == req->SearchBufferLen)
+            break;
+    }
+    return longest_match_idx;
+}
+
+void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data)
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    Text("SearchBuffer = \"%s\"", data->SearchBuffer);
+    Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock);
+    Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame);
+#else
+    IM_UNUSED(data);
+#endif
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Box-Select support
+// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet.
+//-------------------------------------------------------------------------
+// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step()
+//-------------------------------------------------------------------------
+// - BoxSelectPreStartDrag() [Internal]
+// - BoxSelectActivateDrag() [Internal]
+// - BoxSelectDeactivateDrag() [Internal]
+// - BoxSelectScrollWithMouseDrag() [Internal]
+// - BeginBoxSelect() [Internal]
+// - EndBoxSelect() [Internal]
+//-------------------------------------------------------------------------
+
+// Call on the initial click.
+static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiBoxSelectState* bs = &g.BoxSelectState;
+    bs->ID = id;
+    bs->IsStarting = true; // Consider starting box-select.
+    bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid);
+    bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid;
+    bs->KeyMods = g.IO.KeyMods;
+    bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos);
+    bs->ScrollAccum = ImVec2(0.0f, 0.0f);
+}
+
+static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID);
+    bs->IsActive = true;
+    bs->Window = window;
+    bs->IsStarting = false;
+    ImGui::SetActiveID(bs->ID, window);
+    ImGui::SetActiveIdUsingAllKeyboardKeys();
+    if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0)
+        bs->RequestClear = true;
+}
+
+static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs)
+{
+    ImGuiContext& g = *GImGui;
+    bs->IsActive = bs->IsStarting = false;
+    if (g.ActiveId == bs->ID)
+    {
+        IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID);
+        ImGui::ClearActiveID();
+    }
+    bs->ID = 0;
+}
+
+static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(bs->Window == window);
+    for (int n = 0; n < 2; n++) // each axis
+    {
+        const float mouse_pos = g.IO.MousePos[n];
+        const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f;
+        const float scroll_curr = window->Scroll[n];
+        if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n]))
+            continue;
+
+        const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance
+        const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime;
+        bs->ScrollAccum[n] += scroll_step;
+
+        // Accumulate into a stored value so we can handle high-framerate
+        const float scroll_step_i = ImFloor(bs->ScrollAccum[n]);
+        if (scroll_step_i == 0.0f)
+            continue;
+        if (n == 0)
+            ImGui::SetScrollX(window, scroll_curr + scroll_step_i);
+        else
+            ImGui::SetScrollY(window, scroll_curr + scroll_step_i);
+        bs->ScrollAccum[n] -= scroll_step_i;
+    }
+}
+
+bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiBoxSelectState* bs = &g.BoxSelectState;
+    KeepAliveID(box_select_id);
+    if (bs->ID != box_select_id)
+        return false;
+
+    // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry.
+    bs->UnclipMode = false;
+    bs->RequestClear = false;
+    if (bs->IsStarting && IsMouseDragPastThreshold(0))
+        BoxSelectActivateDrag(bs, window);
+    else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false)
+        BoxSelectDeactivateDrag(bs);
+    if (!bs->IsActive)
+        return false;
+
+    // Current frame absolute prev/current rectangles are used to toggle selection.
+    // They are derived from positions relative to scrolling space.
+    ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel);
+    ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already
+    ImVec2 curr_end_pos_abs = g.IO.MousePos;
+    if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow
+        curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max);
+    bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs);
+    bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs);
+    bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs);
+    bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs);
+
+    // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper)
+    // Storing an extra rect used by widgets supporting box-select.
+    if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d)
+        if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x)
+        {
+            bs->UnclipMode = true;
+            bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis.
+            bs->UnclipRect.Add(bs->BoxSelectRectCurr);
+        }
+
+    //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f);
+    //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f);
+    //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f);
+    return true;
+}
+
+void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiBoxSelectState* bs = &g.BoxSelectState;
+    IM_ASSERT(bs->IsActive);
+    bs->UnclipMode = false;
+
+    // Render selection rectangle
+    bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view
+    ImRect box_select_r = bs->BoxSelectRectCurr;
+    box_select_r.ClipWith(scope_rect);
+    window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling
+    window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavHighlight)); // FIXME-MULTISELECT: Styling
+
+    // Scroll
+    const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0;
+    if (enable_scroll)
+    {
+        ImRect scroll_r = scope_rect;
+        scroll_r.Expand(-g.FontSize);
+        //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255));
+        if (!scroll_r.Contains(g.IO.MousePos))
+            BoxSelectScrollWithMouseDrag(bs, window, scroll_r);
+    }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Multi-Select support
+//-------------------------------------------------------------------------
+// - DebugLogMultiSelectRequests() [Internal]
+// - CalcScopeRect() [Internal]
+// - BeginMultiSelect()
+// - EndMultiSelect()
+// - SetNextItemSelectionUserData()
+// - MultiSelectItemHeader() [Internal]
+// - MultiSelectItemFooter() [Internal]
+// - DebugNodeMultiSelectState() [Internal]
+//-------------------------------------------------------------------------
+
+static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io)
+{
+    ImGuiContext& g = *GImGui;
+    for (const ImGuiSelectionRequest& req : io->Requests)
+    {
+        if (req.Type == ImGuiSelectionRequestType_SetAll)    IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear");
+        if (req.Type == ImGuiSelectionRequestType_SetRange)  IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection);
+    }
+}
+
+static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)
+    {
+        // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only
+        return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin));
+    }
+    else
+    {
+        // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970)
+        ImRect scope_rect = window->InnerClipRect;
+        if (g.CurrentTable != NULL)
+            scope_rect = g.CurrentTable->HostClipRect;
+
+        // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect?
+        scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max);
+        return scope_rect;
+    }
+}
+
+// Return ImGuiMultiSelectIO structure.
+// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect().
+// Passing 'selection_size' and 'items_count' parameters is currently optional.
+// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0,
+//    allowing a first press to clear selection THEN the second press to leave child window and return to parent.
+// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently).
+// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1.
+//   - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically.
+ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size)
+        g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData());
+    ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1];
+    IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that.
+    g.CurrentMultiSelect = ms;
+    if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0)
+        flags |= ImGuiMultiSelectFlags_ScopeWindow;
+    if (flags & ImGuiMultiSelectFlags_SingleSelect)
+        flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d);
+    if (flags & ImGuiMultiSelectFlags_BoxSelect2d)
+        flags &= ~ImGuiMultiSelectFlags_BoxSelect1d;
+
+    // FIXME: BeginFocusScope()
+    const ImGuiID id = window->IDStack.back();
+    ms->Clear();
+    ms->FocusScopeId = id;
+    ms->Flags = flags;
+    ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId);
+    ms->BackupCursorMaxPos = window->DC.CursorMaxPos;
+    ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos;
+    PushFocusScope(ms->FocusScopeId);
+    if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items.
+        window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main;
+
+    // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame.
+    ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods;
+    if (flags & ImGuiMultiSelectFlags_NoRangeSelect)
+        ms->KeyMods &= ~ImGuiMod_Shift;
+
+    // Bind storage
+    ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id);
+    storage->ID = id;
+    storage->LastFrameActive = g.FrameCount;
+    storage->LastSelectionSize = selection_size;
+    storage->Window = window;
+    ms->Storage = storage;
+
+    // Output to user
+    ms->IO.Requests.resize(0);
+    ms->IO.RangeSrcItem = storage->RangeSrcItem;
+    ms->IO.NavIdItem = storage->NavIdItem;
+    ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false;
+    ms->IO.ItemsCount = items_count;
+
+    // Clear when using Navigation to move within the scope
+    // (we compare FocusScopeId so it possible to use multiple selections inside a same window)
+    bool request_clear = false;
+    bool request_select_all = false;
+    if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData)
+    {
+        if (ms->KeyMods & ImGuiMod_Shift)
+            ms->IsKeyboardSetRange = true;
+        if (ms->IsKeyboardSetRange)
+            IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear?
+        if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0)
+            request_clear = true;
+    }
+    else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId)
+    {
+        // Also clear on leaving scope (may be optional?)
+        if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0)
+            request_clear = true;
+    }
+
+    // Box-select handling: update active state.
+    ImGuiBoxSelectState* bs = &g.BoxSelectState;
+    if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
+    {
+        ms->BoxSelectId = GetID("##BoxSelect");
+        if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags))
+            request_clear |= bs->RequestClear;
+    }
+
+    if (ms->IsFocused)
+    {
+        // Shortcut: Clear selection (Escape)
+        // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window.
+        // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock.
+        if (flags & ImGuiMultiSelectFlags_ClearOnEscape)
+        {
+            if (selection_size != 0 || bs->IsActive)
+                if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0))
+                {
+                    request_clear = true;
+                    if (bs->IsActive)
+                        BoxSelectDeactivateDrag(bs);
+                }
+        }
+
+        // Shortcut: Select all (CTRL+A)
+        if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll))
+            if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A))
+                request_select_all = true;
+    }
+
+    if (request_clear || request_select_all)
+    {
+        MultiSelectAddSetAll(ms, request_select_all);
+        if (!request_select_all)
+            storage->LastSelectionSize = 0;
+    }
+    ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1;
+    ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid;
+
+    if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)
+        DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO);
+
+    return &ms->IO;
+}
+
+// Return updated ImGuiMultiSelectIO structure.
+// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect().
+ImGuiMultiSelectIO* ImGui::EndMultiSelect()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect;
+    ImGuiMultiSelectState* storage = ms->Storage;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(ms->FocusScopeId == g.CurrentFocusScopeId);
+    IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow);
+    IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect);
+
+    ImRect scope_rect = CalcScopeRect(ms, window);
+    if (ms->IsFocused)
+    {
+        // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here.
+        if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure)
+        {
+            IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId.
+            storage->RangeSrcItem = ImGuiSelectionUserData_Invalid;
+        }
+        if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid)
+        {
+            IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n");
+            storage->NavIdItem = ImGuiSelectionUserData_Invalid;
+            storage->NavIdSelected = -1;
+        }
+
+        if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId))
+            EndBoxSelect(scope_rect, ms->Flags);
+    }
+
+    if (ms->IsEndIO == false)
+        ms->IO.Requests.resize(0);
+
+    // Clear selection when clicking void?
+    // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection!
+    // The InnerRect test is necessary for non-child/decorated windows.
+    bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos);
+    if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect))
+        scope_hovered &= scope_rect.Contains(g.IO.MousePos);
+    if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0)
+    {
+        if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
+        {
+            if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1)
+            {
+                BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid);
+                FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
+                SetHoveredID(ms->BoxSelectId);
+                if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)
+                    SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select.
+            }
+        }
+
+        if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid)
+            if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None)
+                MultiSelectAddSetAll(ms, false);
+    }
+
+    // Courtesy nav wrapping helper flag
+    if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX)
+    {
+        IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope
+        ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX);
+    }
+
+    // Unwind
+    window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos);
+    PopFocusScope();
+
+    if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)
+        DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO);
+
+    ms->FocusScopeId = 0;
+    ms->Flags = ImGuiMultiSelectFlags_None;
+    g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL;
+
+    return &ms->IO;
+}
+
+void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data)
+{
+    // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code!
+    // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api.
+    ImGuiContext& g = *GImGui;
+    g.NextItemData.SelectionUserData = selection_user_data;
+    g.NextItemData.FocusScopeId = g.CurrentFocusScopeId;
+
+    if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect)
+    {
+        // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping)
+        g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect;
+        if (ms->IO.RangeSrcItem == selection_user_data)
+            ms->RangeSrcPassedBy = true;
+    }
+    else
+    {
+        g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData;
+    }
+}
+
+// In charge of:
+// - Applying SetAll for submitted items.
+// - Applying SetRange for submitted items and record end points.
+// - Altering button behavior flags to facilitate use with drag and drop.
+void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect;
+
+    bool selected = *p_selected;
+    if (ms->IsFocused)
+    {
+        ImGuiMultiSelectState* storage = ms->Storage;
+        ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
+        IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
+
+        // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect().
+        // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper.
+        // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect()
+        if (ms->LoopRequestSetAll != -1)
+            selected = (ms->LoopRequestSetAll == 1);
+
+        // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
+        // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
+        if (ms->IsKeyboardSetRange)
+        {
+            IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0);
+            const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id;     // Assume that g.NavJustMovedToId is not clipped.
+            if (is_range_dst)
+                ms->RangeDstPassedBy = true;
+            if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst
+            {
+                storage->RangeSrcItem = item_data;
+                storage->RangeSelected = selected ? 1 : 0;
+            }
+            const bool is_range_src = storage->RangeSrcItem == item_data;
+            if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy)
+            {
+                // Apply range-select value to visible items
+                IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1);
+                selected = (storage->RangeSelected != 0);
+            }
+            else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0)
+            {
+                // Clear other items
+                selected = false;
+            }
+        }
+        *p_selected = selected;
+    }
+
+    // Alter button behavior flags
+    // To handle drag and drop of multiple items we need to avoid clearing selection on click.
+    // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
+    if (p_button_flags != NULL)
+    {
+        ImGuiButtonFlags button_flags = *p_button_flags;
+        button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
+        if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
+            button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
+        else
+            button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
+        *p_button_flags = button_flags;
+    }
+}
+
+// In charge of:
+// - Auto-select on navigation.
+// - Box-select toggle handling.
+// - Right-click handling.
+// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse.
+// - Record current selection state for RangeSrc
+// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite.
+void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    bool selected = *p_selected;
+    bool pressed = *p_pressed;
+    ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect;
+    ImGuiMultiSelectState* storage = ms->Storage;
+    if (pressed)
+        ms->IsFocused = true;
+
+    bool hovered = false;
+    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)
+        hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
+    if (!ms->IsFocused && !hovered)
+        return;
+
+    ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
+
+    ImGuiMultiSelectFlags flags = ms->Flags;
+    const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0;
+    bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0;
+    bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0;
+
+    bool apply_to_range_src = false;
+
+    if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid)
+        apply_to_range_src = true;
+    if (ms->IsEndIO == false)
+    {
+        ms->IO.Requests.resize(0);
+        ms->IsEndIO = true;
+    }
+
+    // Auto-select as you navigate a list
+    if (g.NavJustMovedToId == id)
+    {
+        if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+        {
+            if (is_ctrl && is_shift)
+                pressed = true;
+            else if (!is_ctrl)
+                selected = pressed = true;
+        }
+        else
+        {
+            // With NoAutoSelect, using Shift+keyboard performs a write/copy
+            if (is_shift)
+                pressed = true;
+            else if (!is_ctrl)
+                apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this
+        }
+    }
+
+    if (apply_to_range_src)
+    {
+        storage->RangeSrcItem = item_data;
+        storage->RangeSelected = selected; // Will be updated at the end of this function anyway.
+    }
+
+    // Box-select toggle handling
+    if (ms->BoxSelectId != 0)
+        if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId))
+        {
+            const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect);
+            const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect);
+            if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr))
+            {
+                if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce)
+                {
+                    pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway)
+                    bs->IsStartedSetNavIdOnce = false;
+                }
+                else
+                {
+                    selected = !selected;
+                    MultiSelectAddSetRange(ms, selected, +1, item_data, item_data);
+                }
+                storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1);
+            }
+        }
+
+    // Right-click handling.
+    // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816
+    if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+    {
+        if (g.ActiveId != 0 && g.ActiveId != id)
+            ClearActiveID();
+        SetFocusID(id, window);
+        if (!pressed && !selected)
+        {
+            pressed = true;
+            is_ctrl = is_shift = false;
+        }
+    }
+
+    // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected.
+    // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something
+    // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional?
+    const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput);
+
+    // Alter selection
+    if (pressed && (!enter_pressed || !selected))
+    {
+        // Box-select
+        ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
+        if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
+            if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1)
+                BoxSelectPreStartDrag(ms->BoxSelectId, item_data);
+
+        //----------------------------------------------------------------------------------------
+        // ACTION                      | Begin  | Pressed/Activated  | End
+        //----------------------------------------------------------------------------------------
+        // Keys Navigated:             | Clear  | Src=item, Sel=1               SetRange 1
+        // Keys Navigated: Ctrl        | n/a    | n/a
+        // Keys Navigated:      Shift  | n/a    | Dst=item, Sel=1,   => Clear + SetRange 1
+        // Keys Navigated: Ctrl+Shift  | n/a    | Dst=item, Sel=Src  => Clear + SetRange Src-Dst
+        // Keys Activated:             | n/a    | Src=item, Sel=1    => Clear + SetRange 1
+        // Keys Activated: Ctrl        | n/a    | Src=item, Sel=!Sel =>         SetSange 1
+        // Keys Activated:      Shift  | n/a    | Dst=item, Sel=1    => Clear + SetSange 1
+        //----------------------------------------------------------------------------------------
+        // Mouse Pressed:              | n/a    | Src=item, Sel=1,   => Clear + SetRange 1
+        // Mouse Pressed:  Ctrl        | n/a    | Src=item, Sel=!Sel =>         SetRange 1
+        // Mouse Pressed:       Shift  | n/a    | Dst=item, Sel=1,   => Clear + SetRange 1
+        // Mouse Pressed:  Ctrl+Shift  | n/a    | Dst=item, Sel=!Sel =>         SetRange Src-Dst
+        //----------------------------------------------------------------------------------------
+
+        if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0)
+        {
+            bool request_clear = false;
+            if (is_singleselect)
+                request_clear = true;
+            else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl)
+                request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true;
+            else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl)
+                request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again.
+            if (request_clear)
+                MultiSelectAddSetAll(ms, false);
+        }
+
+        int range_direction;
+        bool range_selected;
+        if (is_shift && !is_singleselect)
+        {
+            //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue);
+            if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid)
+                storage->RangeSrcItem = item_data;
+            if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+            {
+                // Shift+Arrow always select
+                // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected)
+                range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true;
+            }
+            else
+            {
+                // Shift+Arrow copy source selection state
+                // Shift+Click always copy from target selection state
+                if (ms->IsKeyboardSetRange)
+                    range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true;
+                else
+                    range_selected = !selected;
+            }
+            range_direction = ms->RangeSrcPassedBy ? +1 : -1;
+        }
+        else
+        {
+            // Ctrl inverts selection, otherwise always select
+            if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+                selected = is_ctrl ? !selected : true;
+            else
+                selected = !selected;
+            storage->RangeSrcItem = item_data;
+            range_selected = selected;
+            range_direction = +1;
+        }
+        MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data);
+    }
+
+    // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect)
+    if (storage->RangeSrcItem == item_data)
+        storage->RangeSelected = selected ? 1 : 0;
+
+    // Update/store the selection state of focused item
+    if (g.NavId == id)
+    {
+        storage->NavIdItem = item_data;
+        storage->NavIdSelected = selected ? 1 : 0;
+    }
+    if (storage->NavIdItem == item_data)
+        ms->NavIdPassedBy = true;
+    ms->LastSubmittedItem = item_data;
+
+    *p_selected = selected;
+    *p_pressed = pressed;
+}
+
+void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected)
+{
+    ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid };
+    ms->IO.Requests.resize(0);      // Can always clear previous requests
+    ms->IO.Requests.push_back(req); // Add new request
+}
+
+void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item)
+{
+    // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges)
+    if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0)
+    {
+        ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1];
+        if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected)
+        {
+            prev->RangeLastItem = last_item;
+            return;
+        }
+    }
+
+    ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item };
+    ms->IO.Requests.push_back(req); // Add new request
+}
+
+void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage)
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+    const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
+    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+    bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*");
+    if (!is_active) { PopStyleColor(); }
+    if (!open)
+        return;
+    Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected);
+    Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected);
+    Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user
+    TreePop();
+#else
+    IM_UNUSED(storage);
+#endif
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Multi-Select helpers
+//-------------------------------------------------------------------------
+// - ImGuiSelectionBasicStorage
+// - ImGuiSelectionExternalStorage
+//-------------------------------------------------------------------------
+
+ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage()
+{
+    Size = 0;
+    PreserveOrder = false;
+    UserData = NULL;
+    AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; };
+    _SelectionOrder = 1; // Always >0
+}
+
+void ImGuiSelectionBasicStorage::Clear()
+{
+    Size = 0;
+    _SelectionOrder = 1; // Always >0
+    _Storage.Data.resize(0);
+}
+
+void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r)
+{
+    ImSwap(Size, r.Size);
+    ImSwap(_SelectionOrder, r._SelectionOrder);
+    _Storage.Data.swap(r._Storage.Data);
+}
+
+bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const
+{
+    return _Storage.GetInt(id, 0) != 0;
+}
+
+static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs)
+{
+    int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i;
+    int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i;
+    return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0);
+}
+
+// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user.
+// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector<ImGuiID> instead of ImGuiStorage...)
+bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id)
+{
+    ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it;
+    ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size;
+    if (PreserveOrder && it == NULL && it_end != NULL)
+        ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt()
+    if (it == NULL)
+        it = _Storage.Data.Data;
+    IM_ASSERT(it >= _Storage.Data.Data && it <= it_end);
+    if (it != it_end)
+        while (it->val_i == 0 && it < it_end)
+            it++;
+    const bool has_more = (it != it_end);
+    *opaque_it = has_more ? (void**)(it + 1) : (void**)(it);
+    *out_id = has_more ? it->key : 0;
+    if (PreserveOrder && !has_more)
+        _Storage.BuildSortByKey();
+    return has_more;
+}
+
+void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected)
+{
+    int* p_int = _Storage.GetIntRef(id, 0);
+    if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; }
+    else if (!selected && *p_int != 0) { *p_int = 0; Size--; }
+}
+
+// Optimized for batch edits (with same value of 'selected')
+static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order)
+{
+    ImGuiStorage* storage = &selection->_Storage;
+    ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id);
+    const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id);
+    if (selected == (is_contained && it->val_i != 0))
+        return;
+    if (selected && !is_contained)
+        storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish()
+    else if (is_contained)
+        it->val_i = selected ? selection_order : 0; // Modify in-place.
+    selection->Size += selected ? +1 : -1;
+}
+
+static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends)
+{
+    ImGuiStorage* storage = &selection->_Storage;
+    if (selected && selection->Size != size_before_amends)
+        storage->BuildSortByKey(); // When done selecting: sort everything
+}
+
+// Apply requests coming from BeginMultiSelect() and EndMultiSelect().
+// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.
+// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem.
+//   - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection.
+//   - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform
+//     a lookup in order to have some way to iterate/interpolate between two items.
+// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices
+//   and constructing a view index <> object id/ptr data structure anyway.
+// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC.
+// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters.
+// The most simple implementation (using indices everywhere) would look like:
+//   for (ImGuiSelectionRequest& req : ms_io->Requests)
+//   {
+//      if (req.Type == ImGuiSelectionRequestType_SetAll)    { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } }
+//      if (req.Type == ImGuiSelectionRequestType_SetRange)  { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } }
+//   }
+void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
+{
+    // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional.
+    // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect().
+    // Other scheme may handle SetAll differently.
+    IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!");
+    IM_ASSERT(AdapterIndexToStorageId != NULL);
+
+    // This is optimized/specialized to cope with very large selections (e.g. 100k+ items)
+    // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish().
+    // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass.
+    // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector<ImGuiID> to reduce bandwidth, but this is a reasonable trade off to reuse code.
+    // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling
+    //   left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.)
+    // FIXME-OPT: For each block of consecutive SetRange request:
+    // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage.
+    // - rewrite sorted storage a single time.
+    for (ImGuiSelectionRequest& req : ms_io->Requests)
+    {
+        if (req.Type == ImGuiSelectionRequestType_SetAll)
+        {
+            Clear();
+            if (req.Selected)
+            {
+                _Storage.Data.reserve(ms_io->ItemsCount);
+                const int size_before_amends = _Storage.Data.Size;
+                for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++)
+                    ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder);
+                ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends);
+            }
+        }
+        else if (req.Type == ImGuiSelectionRequestType_SetRange)
+        {
+            const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1;
+            //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected);
+            if (selection_changes == 1 || (selection_changes < Size / 100))
+            {
+                // Multiple sorted insertion + copy likely to be faster.
+                // Technically we could do a single copy with a little more work (sort sequential SetRange requests)
+                for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++)
+                    SetItemSelected(GetStorageIdFromIndex(idx), req.Selected);
+            }
+            else
+            {
+                // Append insertion + single sort likely be faster.
+                // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1
+                const int size_before_amends = _Storage.Data.Size;
+                int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0);
+                for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection)
+                    ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order);
+                if (req.Selected)
+                    _SelectionOrder += selection_changes;
+                ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends);
+            }
+        }
+    }
+}
+
+//-------------------------------------------------------------------------
+
+ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage()
+{
+    UserData = NULL;
+    AdapterSetItemSelected = NULL;
+}
+
+// Apply requests coming from BeginMultiSelect() and EndMultiSelect().
+// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage
+// This makes no assumption about underlying storage.
+void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
+{
+    IM_ASSERT(AdapterSetItemSelected);
+    for (ImGuiSelectionRequest& req : ms_io->Requests)
+    {
+        if (req.Type == ImGuiSelectionRequestType_SetAll)
+            for (int idx = 0; idx < ms_io->ItemsCount; idx++)
+                AdapterSetItemSelected(this, idx, req.Selected);
+        if (req.Type == ImGuiSelectionRequestType_SetRange)
+            for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++)
+                AdapterSetItemSelected(this, idx, req.Selected);
+    }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: ListBox
+//-------------------------------------------------------------------------
+// - BeginListBox()
+// - EndListBox()
+// - ListBox()
+//-------------------------------------------------------------------------
+
+// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
+// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty"
+// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height).
+bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    // Size default to hold ~7.25 items.
+    // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+    ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));
+    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
+    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+    g.NextItemData.ClearFlags();
+
+    if (!IsRectVisible(bb.Min, bb.Max))
+    {
+        ItemSize(bb.GetSize(), style.FramePadding.y);
+        ItemAdd(bb, 0, &frame_bb);
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well.
+    BeginGroup();
+    if (label_size.x > 0.0f)
+    {
+        ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);
+        RenderText(label_pos, label);
+        window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);
+        AlignTextToFramePadding();
+    }
+
+    BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle);
+    return true;
+}
+
+void ImGui::EndListBox()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?");
+    IM_UNUSED(window);
+
+    EndChild();
+    EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
+{
+    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
+    return value_changed;
+}
+
+// This is merely a helper around BeginListBox(), EndListBox().
+// Considering using those directly to submit custom data or store selection differently.
+bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Calculate size from "height_in_items"
+    if (height_in_items < 0)
+        height_in_items = ImMin(items_count, 7);
+    float height_in_items_f = height_in_items + 0.25f;
+    ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));
+
+    if (!BeginListBox(label, size))
+        return false;
+
+    // Assume all items have even height (= 1 line of text). If you need items of different height,
+    // you can create a custom version of ListBox() in your code without using the clipper.
+    bool value_changed = false;
+    ImGuiListClipper clipper;
+    clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
+    clipper.IncludeItemByIndex(*current_item);
+    while (clipper.Step())
+        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+        {
+            const char* item_text = getter(user_data, i);
+            if (item_text == NULL)
+                item_text = "*Unknown item*";
+
+            PushID(i);
+            const bool item_selected = (i == *current_item);
+            if (Selectable(item_text, item_selected))
+            {
+                *current_item = i;
+                value_changed = true;
+            }
+            if (item_selected)
+                SetItemDefaultFocus();
+            PopID();
+        }
+    EndListBox();
+
+    if (value_changed)
+        MarkItemEdited(g.LastItemData.ID);
+
+    return value_changed;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: PlotLines, PlotHistogram
+//-------------------------------------------------------------------------
+// - PlotEx() [Internal]
+// - PlotLines()
+// - PlotHistogram()
+//-------------------------------------------------------------------------
+// Plot/Graph widgets are not very good.
+// Consider writing your own, or using a third-party one, see:
+// - ImPlot https://github.com/epezent/implot
+// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
+//-------------------------------------------------------------------------
+
+int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return -1;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f);
+
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav))
+        return -1;
+    bool hovered;
+    ButtonBehavior(frame_bb, id, &hovered, NULL);
+
+    // Determine scale from values if not specified
+    if (scale_min == FLT_MAX || scale_max == FLT_MAX)
+    {
+        float v_min = FLT_MAX;
+        float v_max = -FLT_MAX;
+        for (int i = 0; i < values_count; i++)
+        {
+            const float v = values_getter(data, i);
+            if (v != v) // Ignore NaN values
+                continue;
+            v_min = ImMin(v_min, v);
+            v_max = ImMax(v_max, v);
+        }
+        if (scale_min == FLT_MAX)
+            scale_min = v_min;
+        if (scale_max == FLT_MAX)
+            scale_max = v_max;
+    }
+
+    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;
+    int idx_hovered = -1;
+    if (values_count >= values_count_min)
+    {
+        int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+
+        // Tooltip on hover
+        if (hovered && inner_bb.Contains(g.IO.MousePos))
+        {
+            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
+            const int v_idx = (int)(t * item_count);
+            IM_ASSERT(v_idx >= 0 && v_idx < values_count);
+
+            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
+            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
+            if (plot_type == ImGuiPlotType_Lines)
+                SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1);
+            else if (plot_type == ImGuiPlotType_Histogram)
+                SetTooltip("%d: %8.4g", v_idx, v0);
+            idx_hovered = v_idx;
+        }
+
+        const float t_step = 1.0f / (float)res_w;
+        const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));
+
+        float v0 = values_getter(data, (0 + values_offset) % values_count);
+        float t0 = 0.0f;
+        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) );                       // Point in the normalized space of our target rectangle
+        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands
+
+        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
+        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
+
+        for (int n = 0; n < res_w; n++)
+        {
+            const float t1 = t0 + t_step;
+            const int v1_idx = (int)(t0 * item_count + 0.5f);
+            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
+            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
+            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );
+
+            // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
+            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
+            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
+            if (plot_type == ImGuiPlotType_Lines)
+            {
+                window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);
+            }
+            else if (plot_type == ImGuiPlotType_Histogram)
+            {
+                if (pos1.x >= pos0.x + 2.0f)
+                    pos1.x -= 1.0f;
+                window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);
+            }
+
+            t0 = t1;
+            tp0 = tp1;
+        }
+    }
+
+    // Text overlay
+    if (overlay_text)
+        RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+
+    // Return hovered index or -1 if none are hovered.
+    // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().
+    return idx_hovered;
+}
+
+struct ImGuiPlotArrayGetterData
+{
+    const float* Values;
+    int Stride;
+
+    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
+};
+
+static float Plot_ArrayGetter(void* data, int idx)
+{
+    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
+    const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
+    return v;
+}
+
+void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+    ImGuiPlotArrayGetterData data(values, stride);
+    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+    ImGuiPlotArrayGetterData data(values, stride);
+    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Value helpers
+// Those is not very useful, legacy API.
+//-------------------------------------------------------------------------
+// - Value()
+//-------------------------------------------------------------------------
+
+void ImGui::Value(const char* prefix, bool b)
+{
+    Text("%s: %s", prefix, (b ? "true" : "false"));
+}
+
+void ImGui::Value(const char* prefix, int v)
+{
+    Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, unsigned int v)
+{
+    Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, float v, const char* float_format)
+{
+    if (float_format)
+    {
+        char fmt[64];
+        ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
+        Text(fmt, prefix, v);
+    }
+    else
+    {
+        Text("%s: %.3f", prefix, v);
+    }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] MenuItem, BeginMenu, EndMenu, etc.
+//-------------------------------------------------------------------------
+// - ImGuiMenuColumns [Internal]
+// - BeginMenuBar()
+// - EndMenuBar()
+// - BeginMainMenuBar()
+// - EndMainMenuBar()
+// - BeginMenu()
+// - EndMenu()
+// - MenuItemEx() [Internal]
+// - MenuItem()
+//-------------------------------------------------------------------------
+
+// Helpers for internal use
+void ImGuiMenuColumns::Update(float spacing, bool window_reappearing)
+{
+    if (window_reappearing)
+        memset(Widths, 0, sizeof(Widths));
+    Spacing = (ImU16)spacing;
+    CalcNextTotalWidth(true);
+    memset(Widths, 0, sizeof(Widths));
+    TotalWidth = NextTotalWidth;
+    NextTotalWidth = 0;
+}
+
+void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)
+{
+    ImU16 offset = 0;
+    bool want_spacing = false;
+    for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)
+    {
+        ImU16 width = Widths[i];
+        if (want_spacing && width > 0)
+            offset += Spacing;
+        want_spacing |= (width > 0);
+        if (update_offsets)
+        {
+            if (i == 1) { OffsetLabel = offset; }
+            if (i == 2) { OffsetShortcut = offset; }
+            if (i == 3) { OffsetMark = offset; }
+        }
+        offset += width;
+    }
+    NextTotalWidth = offset;
+}
+
+float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)
+{
+    Widths[0] = ImMax(Widths[0], (ImU16)w_icon);
+    Widths[1] = ImMax(Widths[1], (ImU16)w_label);
+    Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);
+    Widths[3] = ImMax(Widths[3], (ImU16)w_mark);
+    CalcNextTotalWidth(false);
+    return (float)ImMax(TotalWidth, NextTotalWidth);
+}
+
+// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
+// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.
+// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.
+// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.
+bool ImGui::BeginMenuBar()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+    if (!(window->Flags & ImGuiWindowFlags_MenuBar))
+        return false;
+
+    IM_ASSERT(!window->DC.MenuBarAppending);
+    BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
+    PushID("##menubar");
+
+    // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
+    // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
+    ImRect bar_rect = window->MenuBarRect();
+    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));
+    clip_rect.ClipWith(window->OuterRectClipped);
+    PushClipRect(clip_rect.Min, clip_rect.Max, false);
+
+    // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).
+    window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
+    window->DC.LayoutType = ImGuiLayoutType_Horizontal;
+    window->DC.IsSameLine = false;
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+    window->DC.MenuBarAppending = true;
+    AlignTextToFramePadding();
+    return true;
+}
+
+void ImGui::EndMenuBar()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    ImGuiContext& g = *GImGui;
+
+    // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
+    if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
+    {
+        // Try to find out if the request is for one of our child menu
+        ImGuiWindow* nav_earliest_child = g.NavWindow;
+        while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
+            nav_earliest_child = nav_earliest_child->ParentWindow;
+        if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
+        {
+            // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
+            // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
+            const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
+            IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)
+            FocusWindow(window);
+            SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
+            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
+            g.NavDisableMouseHover = g.NavMousePosDirty = true;
+            NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
+        }
+    }
+
+    IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
+    IM_ASSERT(window->DC.MenuBarAppending);
+    PopClipRect();
+    PopID();
+    window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
+
+    // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here.
+    ImGuiGroupData& group_data = g.GroupStack.back();
+    group_data.EmitItem = false;
+    ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos;
+    window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent.
+    EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore
+    window->DC.LayoutType = ImGuiLayoutType_Vertical;
+    window->DC.IsSameLine = false;
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+    window->DC.MenuBarAppending = false;
+    window->DC.CursorMaxPos = restore_cursor_max_pos;
+}
+
+// Important: calling order matters!
+// FIXME: Somehow overlapping with docking tech.
+// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)
+bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags)
+{
+    IM_ASSERT(dir != ImGuiDir_None);
+
+    ImGuiWindow* bar_window = FindWindowByName(name);
+    if (bar_window == NULL || bar_window->BeginCount == 0)
+    {
+        // Calculate and set window size/position
+        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
+        ImRect avail_rect = viewport->GetBuildWorkRect();
+        ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
+        ImVec2 pos = avail_rect.Min;
+        if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
+            pos[axis] = avail_rect.Max[axis] - axis_size;
+        ImVec2 size = avail_rect.GetSize();
+        size[axis] = axis_size;
+        SetNextWindowPos(pos);
+        SetNextWindowSize(size);
+
+        // Report our size into work area (for next frame) using actual window size
+        if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)
+            viewport->BuildWorkInsetMin[axis] += axis_size;
+        else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)
+            viewport->BuildWorkInsetMax[axis] += axis_size;
+    }
+
+    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
+    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
+    bool is_open = Begin(name, NULL, window_flags);
+    PopStyleVar(2);
+
+    return is_open;
+}
+
+bool ImGui::BeginMainMenuBar()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+
+    // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
+    // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?
+    // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.
+    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
+    float height = GetFrameHeight();
+    bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags);
+    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
+
+    if (is_open)
+        BeginMenuBar();
+    else
+        End();
+    return is_open;
+}
+
+void ImGui::EndMainMenuBar()
+{
+    EndMenuBar();
+
+    // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
+    // FIXME: With this strategy we won't be able to restore a NULL focus.
+    ImGuiContext& g = *GImGui;
+    if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
+        FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild);
+
+    End();
+}
+
+static bool IsRootOfOpenMenuSet()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))
+        return false;
+
+    // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others
+    // (e.g. inside menu bar vs loose menu items) based on parent ID.
+    // This would however prevent the use of e.g. PushID() user code submitting menus.
+    // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,
+    // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.
+    // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup
+    // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu.
+    // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer.
+    // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still
+    // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart
+    // it likely won't be a problem anyone runs into.
+    const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];
+    if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer)
+        return false;
+    return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true);
+}
+
+bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);
+
+    // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
+    // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
+    if (window->Flags & ImGuiWindowFlags_ChildMenu)
+        window_flags |= ImGuiWindowFlags_ChildWindow;
+
+    // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
+    // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.
+    // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.
+    if (g.MenusIdSubmittedThisFrame.contains(id))
+    {
+        if (menu_is_open)
+            menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+        else
+            g.NextWindowData.ClearFlags();          // we behave like Begin() and need to consume those values
+        return menu_is_open;
+    }
+
+    // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu
+    g.MenusIdSubmittedThisFrame.push_back(id);
+
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)
+    // This is only done for items for the menu set and not the full parent window.
+    const bool menuset_is_open = IsRootOfOpenMenuSet();
+    if (menuset_is_open)
+        PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
+
+    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
+    // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
+    // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
+    ImVec2 popup_pos, pos = window->DC.CursorPos;
+    PushID(label);
+    if (!enabled)
+        BeginDisabled();
+    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
+    bool pressed;
+
+    // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
+    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups;
+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+    {
+        // Menu inside an horizontal menu bar
+        // Selectable extend their highlight by half ItemSpacing in each direction.
+        // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
+        popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
+        window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
+        PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
+        float w = label_size.x;
+        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+        pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
+        RenderText(text_pos, label);
+        PopStyleVar();
+        window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
+    }
+    else
+    {
+        // Menu inside a regular/vertical menu
+        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
+        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
+        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
+        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
+        float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
+        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
+        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
+        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+        pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
+        RenderText(text_pos, label);
+        if (icon_w > 0.0f)
+            RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
+        RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
+    }
+    if (!enabled)
+        EndDisabled();
+
+    const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;
+    if (menuset_is_open)
+        PopItemFlag();
+
+    bool want_open = false;
+    bool want_open_nav_init = false;
+    bool want_close = false;
+    if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
+    {
+        // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
+        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
+        bool moving_toward_child_menu = false;
+        ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)
+        ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;
+        if (g.HoveredWindow == window && child_menu_window != NULL)
+        {
+            const float ref_unit = g.FontSize; // FIXME-DPI
+            const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f;
+            const ImRect next_window_rect = child_menu_window->Rect();
+            ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);
+            ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR();
+            ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR();
+            const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack.
+            ta.x += child_dir * -0.5f;
+            tb.x += child_dir * ref_unit;
+            tc.x += child_dir * ref_unit;
+            tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus
+            tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f);
+            moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
+            //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
+        }
+
+        // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)
+        // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.
+        // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)
+        if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover && g.ActiveId == 0)
+            want_close = true;
+
+        // Open
+        // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test)
+        if (!menu_is_open && pressed) // Click/activate to open
+            want_open = true;
+        else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open
+            want_open = true;
+        else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback)
+            want_open = true;
+        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
+        {
+            want_open = want_open_nav_init = true;
+            NavMoveRequestCancel();
+            NavRestoreHighlightAfterMove();
+        }
+    }
+    else
+    {
+        // Menu bar
+        if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
+        {
+            want_close = true;
+            want_open = menu_is_open = false;
+        }
+        else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
+        {
+            want_open = true;
+        }
+        else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
+        {
+            want_open = true;
+            NavMoveRequestCancel();
+        }
+    }
+
+    if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
+        want_close = true;
+    if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))
+        ClosePopupToLevel(g.BeginPopupStack.Size, true);
+
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
+    PopID();
+
+    if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
+    {
+        // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
+        OpenPopup(label);
+    }
+    else if (want_open)
+    {
+        menu_is_open = true;
+        OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0));
+    }
+
+    if (menu_is_open)
+    {
+        ImGuiLastItemData last_item_in_parent = g.LastItemData;
+        SetNextWindowPos(popup_pos, ImGuiCond_Always);                  // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
+        PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
+        menu_is_open = BeginPopupEx(id, window_flags);                  // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+        PopStyleVar();
+        if (menu_is_open)
+        {
+            // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do:
+            // Perform an init request in the case the popup was already open (via a previous mouse hover)
+            if (want_open && want_open_nav_init && !g.NavInitRequest)
+            {
+                FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal);
+                NavInitWindow(g.CurrentWindow, false);
+            }
+
+            // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
+            // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)
+            g.LastItemData = last_item_in_parent;
+            if (g.HoveredWindow == window)
+                g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+        }
+    }
+    else
+    {
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+    }
+
+    return menu_is_open;
+}
+
+bool ImGui::BeginMenu(const char* label, bool enabled)
+{
+    return BeginMenuEx(label, NULL, enabled);
+}
+
+void ImGui::EndMenu()
+{
+    // Nav: When a left move request our menu failed, close ourselves.
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginMenu()/EndMenu() calls
+    ImGuiWindow* parent_window = window->ParentWindow;  // Should always be != NULL is we passed assert.
+    if (window->BeginCount == window->BeginCountPreviousFrame)
+        if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet())
+            if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical)
+            {
+                ClosePopupToLevel(g.BeginPopupStack.Size - 1, true);
+                NavMoveRequestCancel();
+            }
+
+    EndPopup();
+}
+
+bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    ImVec2 pos = window->DC.CursorPos;
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    // See BeginMenuEx() for comments about this.
+    const bool menuset_is_open = IsRootOfOpenMenuSet();
+    if (menuset_is_open)
+        PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
+
+    // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
+    // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
+    bool pressed;
+    PushID(label);
+    if (!enabled)
+        BeginDisabled();
+
+    // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
+    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;
+    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+    {
+        // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
+        // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.
+        float w = label_size.x;
+        window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
+        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+        PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
+        pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
+        PopStyleVar();
+        if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
+            RenderText(text_pos, label);
+        window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
+    }
+    else
+    {
+        // Menu item inside a vertical menu
+        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
+        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
+        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
+        float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;
+        float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
+        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
+        float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
+        pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
+        if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
+        {
+            RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
+            if (icon_w > 0.0f)
+                RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
+            if (shortcut_w > 0.0f)
+            {
+                PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
+                RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
+                PopStyleColor();
+            }
+            if (selected)
+                RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
+        }
+    }
+    IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
+    if (!enabled)
+        EndDisabled();
+    PopID();
+    if (menuset_is_open)
+        PopItemFlag();
+
+    return pressed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
+{
+    return MenuItemEx(label, NULL, shortcut, selected, enabled);
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
+{
+    if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))
+    {
+        if (p_selected)
+            *p_selected = !*p_selected;
+        return true;
+    }
+    return false;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
+//-------------------------------------------------------------------------
+// - BeginTabBar()
+// - BeginTabBarEx() [Internal]
+// - EndTabBar()
+// - TabBarLayout() [Internal]
+// - TabBarCalcTabID() [Internal]
+// - TabBarCalcMaxTabWidth() [Internal]
+// - TabBarFindTabById() [Internal]
+// - TabBarFindTabByOrder() [Internal]
+// - TabBarGetCurrentTab() [Internal]
+// - TabBarGetTabName() [Internal]
+// - TabBarRemoveTab() [Internal]
+// - TabBarCloseTab() [Internal]
+// - TabBarScrollClamp() [Internal]
+// - TabBarScrollToTab() [Internal]
+// - TabBarQueueFocus() [Internal]
+// - TabBarQueueReorder() [Internal]
+// - TabBarProcessReorderFromMousePos() [Internal]
+// - TabBarProcessReorder() [Internal]
+// - TabBarScrollingButtons() [Internal]
+// - TabBarTabListPopupButton() [Internal]
+//-------------------------------------------------------------------------
+
+struct ImGuiTabBarSection
+{
+    int                 TabCount;               // Number of tabs in this section.
+    float               Width;                  // Sum of width of tabs in this section (after shrinking down)
+    float               Spacing;                // Horizontal spacing at the end of the section.
+
+    ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }
+};
+
+namespace ImGui
+{
+    static void             TabBarLayout(ImGuiTabBar* tab_bar);
+    static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);
+    static float            TabBarCalcMaxTabWidth();
+    static float            TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
+    static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);
+    static ImGuiTabItem*    TabBarScrollingButtons(ImGuiTabBar* tab_bar);
+    static ImGuiTabItem*    TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
+}
+
+ImGuiTabBar::ImGuiTabBar()
+{
+    memset(this, 0, sizeof(*this));
+    CurrFrameVisible = PrevFrameVisible = -1;
+    LastTabItemIdx = -1;
+}
+
+static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab)
+{
+    return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+}
+
+static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)
+{
+    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
+    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
+    const int a_section = TabItemGetSectionIdx(a);
+    const int b_section = TabItemGetSectionIdx(b);
+    if (a_section != b_section)
+        return a_section - b_section;
+    return (int)(a->IndexDuringLayout - b->IndexDuringLayout);
+}
+
+static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)
+{
+    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
+    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
+    return (int)(a->BeginOrder - b->BeginOrder);
+}
+
+static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)
+{
+    ImGuiContext& g = *GImGui;
+    return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);
+}
+
+static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.TabBars.Contains(tab_bar))
+        return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));
+    return ImGuiPtrOrIndex(tab_bar);
+}
+
+bool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+
+    ImGuiID id = window->GetID(str_id);
+    ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
+    ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
+    tab_bar->ID = id;
+    tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f);
+    tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f);
+    //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false))
+    flags |= ImGuiTabBarFlags_IsFocused;
+    return BeginTabBarEx(tab_bar, tab_bar_bb, flags);
+}
+
+bool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+
+    IM_ASSERT(tab_bar->ID != 0);
+    if ((flags & ImGuiTabBarFlags_DockNode) == 0)
+        PushOverrideID(tab_bar->ID);
+
+    // Add to stack
+    g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
+    g.CurrentTabBar = tab_bar;
+
+    // Append with multiple BeginTabBar()/EndTabBar() pairs.
+    tab_bar->BackupCursorPos = window->DC.CursorPos;
+    if (tab_bar->CurrFrameVisible == g.FrameCount)
+    {
+        window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
+        tab_bar->BeginCount++;
+        return true;
+    }
+
+    // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable
+    if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))
+        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
+    tab_bar->TabsAddedNew = false;
+
+    // Flags
+    if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
+        flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
+
+    tab_bar->Flags = flags;
+    tab_bar->BarRect = tab_bar_bb;
+    tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()
+    tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
+    tab_bar->CurrFrameVisible = g.FrameCount;
+    tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;
+    tab_bar->CurrTabsContentsHeight = 0.0f;
+    tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;
+    tab_bar->FramePadding = g.Style.FramePadding;
+    tab_bar->TabsActiveCount = 0;
+    tab_bar->LastTabItemIdx = -1;
+    tab_bar->BeginCount = 1;
+
+    // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap
+    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
+
+    // Draw separator
+    // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable)
+    const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected);
+    if (g.Style.TabBarBorderSize > 0.0f)
+    {
+        const float y = tab_bar->BarRect.Max.y;
+        window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col);
+    }
+    return true;
+}
+
+void    ImGui::EndTabBar()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!");
+        return;
+    }
+
+    // Fallback in case no TabItem have been submitted
+    if (tab_bar->WantLayout)
+        TabBarLayout(tab_bar);
+
+    // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
+    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
+    if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
+    {
+        tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);
+        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;
+    }
+    else
+    {
+        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;
+    }
+    if (tab_bar->BeginCount > 1)
+        window->DC.CursorPos = tab_bar->BackupCursorPos;
+
+    tab_bar->LastTabItemIdx = -1;
+    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
+        PopID();
+
+    g.CurrentTabBarStack.pop_back();
+    g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
+}
+
+// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
+static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections)
+{
+    return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
+}
+
+// This is called only once a frame before by the first call to ItemTab()
+// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.
+static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
+{
+    ImGuiContext& g = *GImGui;
+    tab_bar->WantLayout = false;
+
+    // Garbage collect by compacting list
+    // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
+    int tab_dst_n = 0;
+    bool need_sort_by_section = false;
+    ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing
+    for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
+    {
+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];
+        if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)
+        {
+            // Remove tab
+            if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }
+            if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }
+            if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }
+            continue;
+        }
+        if (tab_dst_n != tab_src_n)
+            tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
+
+        tab = &tab_bar->Tabs[tab_dst_n];
+        tab->IndexDuringLayout = (ImS16)tab_dst_n;
+
+        // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)
+        int curr_tab_section_n = TabItemGetSectionIdx(tab);
+        if (tab_dst_n > 0)
+        {
+            ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];
+            int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);
+            if (curr_tab_section_n == 0 && prev_tab_section_n != 0)
+                need_sort_by_section = true;
+            if (prev_tab_section_n == 2 && curr_tab_section_n != 2)
+                need_sort_by_section = true;
+        }
+
+        sections[curr_tab_section_n].TabCount++;
+        tab_dst_n++;
+    }
+    if (tab_bar->Tabs.Size != tab_dst_n)
+        tab_bar->Tabs.resize(tab_dst_n);
+
+    if (need_sort_by_section)
+        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);
+
+    // Calculate spacing between sections
+    sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
+    sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
+
+    // Setup next selected tab
+    ImGuiID scroll_to_tab_id = 0;
+    if (tab_bar->NextSelectedTabId)
+    {
+        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
+        tab_bar->NextSelectedTabId = 0;
+        scroll_to_tab_id = tab_bar->SelectedTabId;
+    }
+
+    // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).
+    if (tab_bar->ReorderRequestTabId != 0)
+    {
+        if (TabBarProcessReorder(tab_bar))
+            if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)
+                scroll_to_tab_id = tab_bar->ReorderRequestTabId;
+        tab_bar->ReorderRequestTabId = 0;
+    }
+
+    // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
+    const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
+    if (tab_list_popup_button)
+        if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!
+            scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
+
+    // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central
+    // (whereas our tabs are stored as: leading, central, trailing)
+    int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };
+    g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
+
+    // Compute ideal tabs widths + store them into shrink buffer
+    ImGuiTabItem* most_recently_selected_tab = NULL;
+    int curr_section_n = -1;
+    bool found_selected_tab_id = false;
+    for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+    {
+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+        IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);
+
+        if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))
+            most_recently_selected_tab = tab;
+        if (tab->ID == tab_bar->SelectedTabId)
+            found_selected_tab_id = true;
+        if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)
+            scroll_to_tab_id = tab->ID;
+
+        // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
+        // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
+        // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
+        const char* tab_name = TabBarGetTabName(tab_bar, tab);
+        const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
+        tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;
+
+        int section_n = TabItemGetSectionIdx(tab);
+        ImGuiTabBarSection* section = &sections[section_n];
+        section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
+        curr_section_n = section_n;
+
+        // Store data so we can build an array sorted by width if we need to shrink tabs down
+        IM_MSVC_WARNING_SUPPRESS(6385);
+        ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++];
+        shrink_width_item->Index = tab_n;
+        shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth;
+        tab->Width = ImMax(tab->ContentWidth, 1.0f);
+    }
+
+    // Compute total ideal width (used for e.g. auto-resizing a window)
+    tab_bar->WidthAllTabsIdeal = 0.0f;
+    for (int section_n = 0; section_n < 3; section_n++)
+        tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;
+
+    // Horizontal scrolling buttons
+    // (note that TabBarScrollButtons() will alter BarRect.Max.x)
+    if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))
+        if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))
+        {
+            scroll_to_tab_id = scroll_and_select_tab->ID;
+            if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)
+                tab_bar->SelectedTabId = scroll_to_tab_id;
+        }
+
+    // Shrink widths if full tabs don't fit in their allocated space
+    float section_0_w = sections[0].Width + sections[0].Spacing;
+    float section_1_w = sections[1].Width + sections[1].Spacing;
+    float section_2_w = sections[2].Width + sections[2].Spacing;
+    bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();
+    float width_excess;
+    if (central_section_is_visible)
+        width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section
+    else
+        width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section
+
+    // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore
+    if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))
+    {
+        int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);
+        int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);
+        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);
+
+        // Apply shrunk values into tabs and sections
+        for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)
+        {
+            ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];
+            float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width);
+            if (shrinked_width < 0.0f)
+                continue;
+
+            shrinked_width = ImMax(1.0f, shrinked_width);
+            int section_n = TabItemGetSectionIdx(tab);
+            sections[section_n].Width -= (tab->Width - shrinked_width);
+            tab->Width = shrinked_width;
+        }
+    }
+
+    // Layout all active tabs
+    int section_tab_index = 0;
+    float tab_offset = 0.0f;
+    tab_bar->WidthAllTabs = 0.0f;
+    for (int section_n = 0; section_n < 3; section_n++)
+    {
+        ImGuiTabBarSection* section = &sections[section_n];
+        if (section_n == 2)
+            tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);
+
+        for (int tab_n = 0; tab_n < section->TabCount; tab_n++)
+        {
+            ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];
+            tab->Offset = tab_offset;
+            tab->NameOffset = -1;
+            tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
+        }
+        tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
+        tab_offset += section->Spacing;
+        section_tab_index += section->TabCount;
+    }
+
+    // Clear name buffers
+    tab_bar->TabsNames.Buf.resize(0);
+
+    // If we have lost the selected tab, select the next most recently active one
+    if (found_selected_tab_id == false)
+        tab_bar->SelectedTabId = 0;
+    if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)
+        scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
+
+    // Lock in visible tab
+    tab_bar->VisibleTabId = tab_bar->SelectedTabId;
+    tab_bar->VisibleTabWasSubmitted = false;
+
+    // Apply request requests
+    if (scroll_to_tab_id != 0)
+        TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
+    else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow))
+    {
+        const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH;
+        const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX;
+        if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f)
+        {
+            const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f;
+            tab_bar->ScrollingTargetDistToVisibility = 0.0f;
+            tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step);
+        }
+        SetKeyOwner(wheel_key, tab_bar->ID);
+    }
+
+    // Update scrolling
+    tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
+    tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
+    if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
+    {
+        // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.
+        // Teleport if we are aiming far off the visible line
+        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);
+        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);
+        const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);
+        tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);
+    }
+    else
+    {
+        tab_bar->ScrollingSpeed = 0.0f;
+    }
+    tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
+    tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
+
+    // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DC.CursorPos = tab_bar->BarRect.Min;
+    ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);
+    window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);
+}
+
+// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
+static ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
+{
+    IM_ASSERT(docked_window == NULL); // master branch only
+    IM_UNUSED(docked_window);
+    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
+    {
+        ImGuiID id = ImHashStr(label);
+        KeepAliveID(id);
+        return id;
+    }
+    else
+    {
+        ImGuiWindow* window = GImGui->CurrentWindow;
+        return window->GetID(label);
+    }
+}
+
+static float ImGui::TabBarCalcMaxTabWidth()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize * 20.0f;
+}
+
+ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)
+{
+    if (tab_id != 0)
+        for (int n = 0; n < tab_bar->Tabs.Size; n++)
+            if (tab_bar->Tabs[n].ID == tab_id)
+                return &tab_bar->Tabs[n];
+    return NULL;
+}
+
+// Order = visible order, not submission order! (which is tab->BeginOrder)
+ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order)
+{
+    if (order < 0 || order >= tab_bar->Tabs.Size)
+        return NULL;
+    return &tab_bar->Tabs[order];
+}
+
+ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
+{
+    if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)
+        return NULL;
+    return &tab_bar->Tabs[tab_bar->LastTabItemIdx];
+}
+
+const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+    if (tab->NameOffset == -1)
+        return "N/A";
+    IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);
+    return tab_bar->TabsNames.Buf.Data + tab->NameOffset;
+}
+
+// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
+void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
+{
+    if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
+        tab_bar->Tabs.erase(tab);
+    if (tab_bar->VisibleTabId == tab_id)      { tab_bar->VisibleTabId = 0; }
+    if (tab_bar->SelectedTabId == tab_id)     { tab_bar->SelectedTabId = 0; }
+    if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }
+}
+
+// Called on manual closure attempt
+void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+    if (tab->Flags & ImGuiTabItemFlags_Button)
+        return; // A button appended with TabItemButton().
+
+    if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0)
+    {
+        // This will remove a frame of lag for selecting another tab on closure.
+        // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
+        tab->WantClose = true;
+        if (tab_bar->VisibleTabId == tab->ID)
+        {
+            tab->LastFrameVisible = -1;
+            tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
+        }
+    }
+    else
+    {
+        // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)
+        if (tab_bar->VisibleTabId != tab->ID)
+            TabBarQueueFocus(tab_bar, tab);
+    }
+}
+
+static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
+{
+    scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());
+    return ImMax(scrolling, 0.0f);
+}
+
+// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys
+static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)
+{
+    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);
+    if (tab == NULL)
+        return;
+    if (tab->Flags & ImGuiTabItemFlags_SectionMask_)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
+    int order = TabBarGetTabOrder(tab_bar, tab);
+
+    // Scrolling happens only in the central section (leading/trailing sections are not scrolling)
+    float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections);
+
+    // We make all tabs positions all relative Sections[0].Width to make code simpler
+    float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);
+    float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);
+    tab_bar->ScrollingTargetDistToVisibility = 0.0f;
+    if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))
+    {
+        // Scroll to the left
+        tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
+        tab_bar->ScrollingTarget = tab_x1;
+    }
+    else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)
+    {
+        // Scroll to the right
+        tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);
+        tab_bar->ScrollingTarget = tab_x2 - scrollable_width;
+    }
+}
+
+void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+    tab_bar->NextSelectedTabId = tab->ID;
+}
+
+void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset)
+{
+    IM_ASSERT(offset != 0);
+    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
+    tab_bar->ReorderRequestTabId = tab->ID;
+    tab_bar->ReorderRequestOffset = (ImS16)offset;
+}
+
+void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
+    if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)
+        return;
+
+    const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
+    const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);
+
+    // Count number of contiguous tabs we are crossing over
+    const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;
+    const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);
+    int dst_idx = src_idx;
+    for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)
+    {
+        // Reordered tabs must share the same section
+        const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i];
+        if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)
+            break;
+        if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))
+            break;
+        dst_idx = i;
+
+        // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.
+        const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;
+        const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;
+        //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255));
+        if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))
+            break;
+    }
+
+    if (dst_idx != src_idx)
+        TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);
+}
+
+bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)
+{
+    ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);
+    if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))
+        return false;
+
+    //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
+    int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset;
+    if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)
+        return false;
+
+    // Reordered tabs must share the same section
+    // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)
+    ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
+    if (tab2->Flags & ImGuiTabItemFlags_NoReorder)
+        return false;
+    if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))
+        return false;
+
+    ImGuiTabItem item_tmp = *tab1;
+    ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;
+    ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;
+    const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;
+    memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));
+    *tab2 = item_tmp;
+
+    if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
+        MarkIniSettingsDirty();
+    return true;
+}
+
+static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);
+    const float scrolling_buttons_width = arrow_button_size.x * 2.0f;
+
+    const ImVec2 backup_cursor_pos = window->DC.CursorPos;
+    //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));
+
+    int select_dir = 0;
+    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
+    arrow_col.w *= 0.5f;
+
+    PushStyleColor(ImGuiCol_Text, arrow_col);
+    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
+    const float backup_repeat_delay = g.IO.KeyRepeatDelay;
+    const float backup_repeat_rate = g.IO.KeyRepeatRate;
+    g.IO.KeyRepeatDelay = 0.250f;
+    g.IO.KeyRepeatRate = 0.200f;
+    float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);
+    window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);
+    if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
+        select_dir = -1;
+    window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);
+    if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
+        select_dir = +1;
+    PopStyleColor(2);
+    g.IO.KeyRepeatRate = backup_repeat_rate;
+    g.IO.KeyRepeatDelay = backup_repeat_delay;
+
+    ImGuiTabItem* tab_to_scroll_to = NULL;
+    if (select_dir != 0)
+        if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
+        {
+            int selected_order = TabBarGetTabOrder(tab_bar, tab_item);
+            int target_order = selected_order + select_dir;
+
+            // Skip tab item buttons until another tab item is found or end is reached
+            while (tab_to_scroll_to == NULL)
+            {
+                // If we are at the end of the list, still scroll to make our tab visible
+                tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];
+
+                // Cross through buttons
+                // (even if first/last item is a button, return it so we can update the scroll)
+                if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)
+                {
+                    target_order += select_dir;
+                    selected_order += select_dir;
+                    tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;
+                }
+            }
+        }
+    window->DC.CursorPos = backup_cursor_pos;
+    tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
+
+    return tab_to_scroll_to;
+}
+
+static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // We use g.Style.FramePadding.y to match the square ArrowButton size
+    const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;
+    const ImVec2 backup_cursor_pos = window->DC.CursorPos;
+    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);
+    tab_bar->BarRect.Min.x += tab_list_popup_button_width;
+
+    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
+    arrow_col.w *= 0.5f;
+    PushStyleColor(ImGuiCol_Text, arrow_col);
+    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
+    bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);
+    PopStyleColor(2);
+
+    ImGuiTabItem* tab_to_select = NULL;
+    if (open)
+    {
+        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+        {
+            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+            if (tab->Flags & ImGuiTabItemFlags_Button)
+                continue;
+
+            const char* tab_name = TabBarGetTabName(tab_bar, tab);
+            if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
+                tab_to_select = tab;
+        }
+        EndCombo();
+    }
+
+    window->DC.CursorPos = backup_cursor_pos;
+    return tab_to_select;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
+//-------------------------------------------------------------------------
+// - BeginTabItem()
+// - EndTabItem()
+// - TabItemButton()
+// - TabItemEx() [Internal]
+// - SetTabItemClosed()
+// - TabItemCalcSize() [Internal]
+// - TabItemBackground() [Internal]
+// - TabItemLabelAndCloseButton() [Internal]
+//-------------------------------------------------------------------------
+
+bool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
+        return false;
+    }
+    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
+
+    bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
+    if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
+    {
+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
+        PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)
+    }
+    return ret;
+}
+
+void    ImGui::EndTabItem()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
+        return;
+    }
+    IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
+    ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
+    if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
+        PopID();
+}
+
+bool    ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
+        return false;
+    }
+    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
+}
+
+bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
+{
+    // Layout whole tab bar if not already done
+    ImGuiContext& g = *GImGui;
+    if (tab_bar->WantLayout)
+    {
+        ImGuiNextItemData backup_next_item_data = g.NextItemData;
+        TabBarLayout(tab_bar);
+        g.NextItemData = backup_next_item_data;
+    }
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);
+
+    // If the user called us with *p_open == false, we early out and don't render.
+    // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+    if (p_open && !*p_open)
+    {
+        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
+        return false;
+    }
+
+    IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));
+    IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing
+
+    // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)
+    if (flags & ImGuiTabItemFlags_NoCloseButton)
+        p_open = NULL;
+    else if (p_open == NULL)
+        flags |= ImGuiTabItemFlags_NoCloseButton;
+
+    // Acquire tab data
+    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);
+    bool tab_is_new = false;
+    if (tab == NULL)
+    {
+        tab_bar->Tabs.push_back(ImGuiTabItem());
+        tab = &tab_bar->Tabs.back();
+        tab->ID = id;
+        tab_bar->TabsAddedNew = tab_is_new = true;
+    }
+    tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);
+
+    // Calculate tab contents size
+    ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument));
+    tab->RequestedWidth = -1.0f;
+    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
+        size.x = tab->RequestedWidth = g.NextItemData.Width;
+    if (tab_is_new)
+        tab->Width = ImMax(1.0f, size.x);
+    tab->ContentWidth = size.x;
+    tab->BeginOrder = tab_bar->TabsActiveCount++;
+
+    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
+    const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
+    const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
+    const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
+    const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
+    tab->LastFrameVisible = g.FrameCount;
+    tab->Flags = flags;
+
+    // Append name _WITH_ the zero-terminator
+    if (docked_window != NULL)
+    {
+        IM_ASSERT(docked_window == NULL); // master branch only
+    }
+    else
+    {
+        tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
+        tab_bar->TabsNames.append(label, label + strlen(label) + 1);
+    }
+
+    // Update selected tab
+    if (!is_tab_button)
+    {
+        if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
+            if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
+                TabBarQueueFocus(tab_bar, tab); // New tabs gets activated
+        if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar
+            TabBarQueueFocus(tab_bar, tab);
+    }
+
+    // Lock visibility
+    // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
+    bool tab_contents_visible = (tab_bar->VisibleTabId == id);
+    if (tab_contents_visible)
+        tab_bar->VisibleTabWasSubmitted = true;
+
+    // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
+    if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
+        if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
+            tab_contents_visible = true;
+
+    // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
+    // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
+    if (tab_appearing && (!tab_bar_appearing || tab_is_new))
+    {
+        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
+        if (is_tab_button)
+            return false;
+        return tab_contents_visible;
+    }
+
+    if (tab_bar->SelectedTabId == id)
+        tab->LastFrameSelected = g.FrameCount;
+
+    // Backup current layout position
+    const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
+
+    // Layout
+    const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
+    size.x = tab->Width;
+    if (is_central_section)
+        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
+    else
+        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
+    ImVec2 pos = window->DC.CursorPos;
+    ImRect bb(pos, pos + size);
+
+    // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
+    const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);
+    if (want_clip_rect)
+        PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
+
+    ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
+    ItemSize(bb.GetSize(), style.FramePadding.y);
+    window->DC.CursorMaxPos = backup_cursor_max_pos;
+
+    if (!ItemAdd(bb, id))
+    {
+        if (want_clip_rect)
+            PopClipRect();
+        window->DC.CursorPos = backup_main_cursor_pos;
+        return tab_contents_visible;
+    }
+
+    // Click to Select a tab
+    // Allow the close button to overlap
+    ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
+    if (g.DragDropActive)
+        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
+    if (pressed && !is_tab_button)
+        TabBarQueueFocus(tab_bar, tab);
+
+    // Drag and drop: re-order tabs
+    if (held && !tab_appearing && IsMouseDragging(0))
+    {
+        if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
+        {
+            // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
+            if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
+            {
+                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
+            }
+            else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
+            {
+                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
+            }
+        }
+    }
+
+#if 0
+    if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)
+    {
+        // Enlarge tab display when hovering
+        bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
+        display_draw_list = GetForegroundDrawList(window);
+        TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
+    }
+#endif
+
+    // Render tab shape
+    ImDrawList* display_draw_list = window->DrawList;
+    const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed));
+    TabItemBackground(display_draw_list, bb, flags, tab_col);
+    if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f)
+    {
+        float x_offset = IM_TRUNC(0.4f * style.TabRounding);
+        if (x_offset < 2.0f * g.CurrentDpiScale)
+            x_offset = 0.0f;
+        float y_offset = 1.0f * g.CurrentDpiScale;
+        display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize);
+    }
+    RenderNavHighlight(bb, id);
+
+    // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
+    const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
+    if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button)
+        TabBarQueueFocus(tab_bar, tab);
+
+    if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
+        flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
+
+    // Render tab label, process close button
+    const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
+    bool just_closed;
+    bool text_clipped;
+    TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
+    if (just_closed && p_open != NULL)
+    {
+        *p_open = false;
+        TabBarCloseTab(tab_bar, tab);
+    }
+
+    // Restore main window position so user can draw there
+    if (want_clip_rect)
+        PopClipRect();
+    window->DC.CursorPos = backup_main_cursor_pos;
+
+    // Tooltip
+    // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
+    // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
+    // FIXME: This is a mess.
+    // FIXME: We may want disabled tab to still display the tooltip?
+    if (text_clipped && g.HoveredId == id && !held)
+        if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
+            SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
+
+    IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected
+    if (is_tab_button)
+        return pressed;
+    return tab_contents_visible;
+}
+
+// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
+// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().
+// Tabs closed by the close button will automatically be flagged to avoid this issue.
+void    ImGui::SetTabItemClosed(const char* label)
+{
+    ImGuiContext& g = *GImGui;
+    bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);
+    if (is_within_manual_tab_bar)
+    {
+        ImGuiTabBar* tab_bar = g.CurrentTabBar;
+        ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);
+        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
+            tab->WantClose = true; // Will be processed by next call to TabBarLayout()
+    }
+}
+
+ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)
+{
+    ImGuiContext& g = *GImGui;
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);
+    if (has_close_button_or_unsaved_marker)
+        size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.
+    else
+        size.x += g.Style.FramePadding.x + 1.0f;
+    return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
+}
+
+ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*)
+{
+    IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.
+    return ImVec2(0.0f, 0.0f);
+}
+
+void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
+{
+    // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.
+    ImGuiContext& g = *GImGui;
+    const float width = bb.GetWidth();
+    IM_UNUSED(flags);
+    IM_ASSERT(width > 0.0f);
+    const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));
+    const float y1 = bb.Min.y + 1.0f;
+    const float y2 = bb.Max.y - g.Style.TabBarBorderSize;
+    draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
+    draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
+    draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
+    draw_list->PathLineTo(ImVec2(bb.Max.x, y2));
+    draw_list->PathFillConvex(col);
+    if (g.Style.TabBorderSize > 0.0f)
+    {
+        draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));
+        draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
+        draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
+        draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
+        draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);
+    }
+}
+
+// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
+// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
+void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped)
+{
+    ImGuiContext& g = *GImGui;
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    if (out_just_closed)
+        *out_just_closed = false;
+    if (out_text_clipped)
+        *out_text_clipped = false;
+
+    if (bb.GetWidth() <= 1.0f)
+        return;
+
+    // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)
+    // But right now if you want to alter text color of tabs this is what you need to do.
+#if 0
+    const float backup_alpha = g.Style.Alpha;
+    if (!is_contents_visible)
+        g.Style.Alpha *= 0.7f;
+#endif
+
+    // Render text label (with clipping + alpha gradient) + unsaved marker
+    ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
+    ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
+
+    // Return clipped state ignoring the close button
+    if (out_text_clipped)
+    {
+        *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;
+        //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));
+    }
+
+    const float button_sz = g.FontSize;
+    const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y);
+
+    // Close Button & Unsaved Marker
+    // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
+    //  'hovered' will be true when hovering the Tab but NOT when hovering the close button
+    //  'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button
+    //  'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false
+    bool close_button_pressed = false;
+    bool close_button_visible = false;
+    if (close_button_id != 0)
+        if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton))
+            if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id)
+                close_button_visible = true;
+    bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x);
+
+    if (close_button_visible)
+    {
+        ImGuiLastItemData last_item_backup = g.LastItemData;
+        if (CloseButton(close_button_id, button_pos))
+            close_button_pressed = true;
+        g.LastItemData = last_item_backup;
+
+        // Close with middle mouse button
+        if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
+            close_button_pressed = true;
+    }
+    else if (unsaved_marker_visible)
+    {
+        const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz));
+        RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text));
+    }
+
+    // This is all rather complicated
+    // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position)
+    // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist..
+    float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;
+    if (close_button_visible || unsaved_marker_visible)
+    {
+        text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f);
+        text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f;
+        ellipsis_max_x = text_pixel_clip_bb.Max.x;
+    }
+    RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);
+
+#if 0
+    if (!is_contents_visible)
+        g.Style.Alpha = backup_alpha;
+#endif
+
+    if (out_just_closed)
+        *out_just_closed = close_button_pressed;
+}
+
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/imstb_rectpack.h b/third_party/imgui/imstb_rectpack.h
new file mode 100644
index 0000000000000000000000000000000000000000..f6917e7a6e56a03dcee169bf4e08c32611b761c9
--- /dev/null
+++ b/third_party/imgui/imstb_rectpack.h
@@ -0,0 +1,627 @@
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_rect_pack.h 1.01.
+// Grep for [DEAR IMGUI] to find the changes.
+// 
+// stb_rect_pack.h - v1.01 - public domain - rectangle packing
+// Sean Barrett 2014
+//
+// Useful for e.g. packing rectangular textures into an atlas.
+// Does not do rotation.
+//
+// Before #including,
+//
+//    #define STB_RECT_PACK_IMPLEMENTATION
+//
+// in the file that you want to have the implementation.
+//
+// Not necessarily the awesomest packing method, but better than
+// the totally naive one in stb_truetype (which is primarily what
+// this is meant to replace).
+//
+// Has only had a few tests run, may have issues.
+//
+// More docs to come.
+//
+// No memory allocations; uses qsort() and assert() from stdlib.
+// Can override those by defining STBRP_SORT and STBRP_ASSERT.
+//
+// This library currently uses the Skyline Bottom-Left algorithm.
+//
+// Please note: better rectangle packers are welcome! Please
+// implement them to the same API, but with a different init
+// function.
+//
+// Credits
+//
+//  Library
+//    Sean Barrett
+//  Minor features
+//    Martins Mozeiko
+//    github:IntellectualKitty
+//
+//  Bugfixes / warning fixes
+//    Jeremy Jaussaud
+//    Fabian Giesen
+//
+// Version history:
+//
+//     1.01  (2021-07-11)  always use large rect mode, expose STBRP__MAXVAL in public section
+//     1.00  (2019-02-25)  avoid small space waste; gracefully fail too-wide rectangles
+//     0.99  (2019-02-07)  warning fixes
+//     0.11  (2017-03-03)  return packing success/fail result
+//     0.10  (2016-10-25)  remove cast-away-const to avoid warnings
+//     0.09  (2016-08-27)  fix compiler warnings
+//     0.08  (2015-09-13)  really fix bug with empty rects (w=0 or h=0)
+//     0.07  (2015-09-13)  fix bug with empty rects (w=0 or h=0)
+//     0.06  (2015-04-15)  added STBRP_SORT to allow replacing qsort
+//     0.05:  added STBRP_ASSERT to allow replacing assert
+//     0.04:  fixed minor bug in STBRP_LARGE_RECTS support
+//     0.01:  initial release
+//
+// LICENSE
+//
+//   See end of file for license information.
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//       INCLUDE SECTION
+//
+
+#ifndef STB_INCLUDE_STB_RECT_PACK_H
+#define STB_INCLUDE_STB_RECT_PACK_H
+
+#define STB_RECT_PACK_VERSION  1
+
+#ifdef STBRP_STATIC
+#define STBRP_DEF static
+#else
+#define STBRP_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef struct stbrp_context stbrp_context;
+typedef struct stbrp_node    stbrp_node;
+typedef struct stbrp_rect    stbrp_rect;
+
+typedef int            stbrp_coord;
+
+#define STBRP__MAXVAL  0x7fffffff
+// Mostly for internal use, but this is the maximum supported coordinate value.
+
+STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
+// Assign packed locations to rectangles. The rectangles are of type
+// 'stbrp_rect' defined below, stored in the array 'rects', and there
+// are 'num_rects' many of them.
+//
+// Rectangles which are successfully packed have the 'was_packed' flag
+// set to a non-zero value and 'x' and 'y' store the minimum location
+// on each axis (i.e. bottom-left in cartesian coordinates, top-left
+// if you imagine y increasing downwards). Rectangles which do not fit
+// have the 'was_packed' flag set to 0.
+//
+// You should not try to access the 'rects' array from another thread
+// while this function is running, as the function temporarily reorders
+// the array while it executes.
+//
+// To pack into another rectangle, you need to call stbrp_init_target
+// again. To continue packing into the same rectangle, you can call
+// this function again. Calling this multiple times with multiple rect
+// arrays will probably produce worse packing results than calling it
+// a single time with the full rectangle array, but the option is
+// available.
+//
+// The function returns 1 if all of the rectangles were successfully
+// packed and 0 otherwise.
+
+struct stbrp_rect
+{
+   // reserved for your use:
+   int            id;
+
+   // input:
+   stbrp_coord    w, h;
+
+   // output:
+   stbrp_coord    x, y;
+   int            was_packed;  // non-zero if valid packing
+
+}; // 16 bytes, nominally
+
+
+STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
+// Initialize a rectangle packer to:
+//    pack a rectangle that is 'width' by 'height' in dimensions
+//    using temporary storage provided by the array 'nodes', which is 'num_nodes' long
+//
+// You must call this function every time you start packing into a new target.
+//
+// There is no "shutdown" function. The 'nodes' memory must stay valid for
+// the following stbrp_pack_rects() call (or calls), but can be freed after
+// the call (or calls) finish.
+//
+// Note: to guarantee best results, either:
+//       1. make sure 'num_nodes' >= 'width'
+//   or  2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
+//
+// If you don't do either of the above things, widths will be quantized to multiples
+// of small integers to guarantee the algorithm doesn't run out of temporary storage.
+//
+// If you do #2, then the non-quantized algorithm will be used, but the algorithm
+// may run out of temporary storage and be unable to pack some rectangles.
+
+STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
+// Optionally call this function after init but before doing any packing to
+// change the handling of the out-of-temp-memory scenario, described above.
+// If you call init again, this will be reset to the default (false).
+
+
+STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
+// Optionally select which packing heuristic the library should use. Different
+// heuristics will produce better/worse results for different data sets.
+// If you call init again, this will be reset to the default.
+
+enum
+{
+   STBRP_HEURISTIC_Skyline_default=0,
+   STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
+   STBRP_HEURISTIC_Skyline_BF_sortHeight
+};
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// the details of the following structures don't matter to you, but they must
+// be visible so you can handle the memory allocations for them
+
+struct stbrp_node
+{
+   stbrp_coord  x,y;
+   stbrp_node  *next;
+};
+
+struct stbrp_context
+{
+   int width;
+   int height;
+   int align;
+   int init_mode;
+   int heuristic;
+   int num_nodes;
+   stbrp_node *active_head;
+   stbrp_node *free_head;
+   stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//     IMPLEMENTATION SECTION
+//
+
+#ifdef STB_RECT_PACK_IMPLEMENTATION
+#ifndef STBRP_SORT
+#include <stdlib.h>
+#define STBRP_SORT qsort
+#endif
+
+#ifndef STBRP_ASSERT
+#include <assert.h>
+#define STBRP_ASSERT assert
+#endif
+
+#ifdef _MSC_VER
+#define STBRP__NOTUSED(v)  (void)(v)
+#define STBRP__CDECL       __cdecl
+#else
+#define STBRP__NOTUSED(v)  (void)sizeof(v)
+#define STBRP__CDECL
+#endif
+
+enum
+{
+   STBRP__INIT_skyline = 1
+};
+
+STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
+{
+   switch (context->init_mode) {
+      case STBRP__INIT_skyline:
+         STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
+         context->heuristic = heuristic;
+         break;
+      default:
+         STBRP_ASSERT(0);
+   }
+}
+
+STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
+{
+   if (allow_out_of_mem)
+      // if it's ok to run out of memory, then don't bother aligning them;
+      // this gives better packing, but may fail due to OOM (even though
+      // the rectangles easily fit). @TODO a smarter approach would be to only
+      // quantize once we've hit OOM, then we could get rid of this parameter.
+      context->align = 1;
+   else {
+      // if it's not ok to run out of memory, then quantize the widths
+      // so that num_nodes is always enough nodes.
+      //
+      // I.e. num_nodes * align >= width
+      //                  align >= width / num_nodes
+      //                  align = ceil(width/num_nodes)
+
+      context->align = (context->width + context->num_nodes-1) / context->num_nodes;
+   }
+}
+
+STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
+{
+   int i;
+
+   for (i=0; i < num_nodes-1; ++i)
+      nodes[i].next = &nodes[i+1];
+   nodes[i].next = NULL;
+   context->init_mode = STBRP__INIT_skyline;
+   context->heuristic = STBRP_HEURISTIC_Skyline_default;
+   context->free_head = &nodes[0];
+   context->active_head = &context->extra[0];
+   context->width = width;
+   context->height = height;
+   context->num_nodes = num_nodes;
+   stbrp_setup_allow_out_of_mem(context, 0);
+
+   // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
+   context->extra[0].x = 0;
+   context->extra[0].y = 0;
+   context->extra[0].next = &context->extra[1];
+   context->extra[1].x = (stbrp_coord) width;
+   context->extra[1].y = (1<<30);
+   context->extra[1].next = NULL;
+}
+
+// find minimum y position if it starts at x1
+static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
+{
+   stbrp_node *node = first;
+   int x1 = x0 + width;
+   int min_y, visited_width, waste_area;
+
+   STBRP__NOTUSED(c);
+
+   STBRP_ASSERT(first->x <= x0);
+
+   #if 0
+   // skip in case we're past the node
+   while (node->next->x <= x0)
+      ++node;
+   #else
+   STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
+   #endif
+
+   STBRP_ASSERT(node->x <= x0);
+
+   min_y = 0;
+   waste_area = 0;
+   visited_width = 0;
+   while (node->x < x1) {
+      if (node->y > min_y) {
+         // raise min_y higher.
+         // we've accounted for all waste up to min_y,
+         // but we'll now add more waste for everything we've visted
+         waste_area += visited_width * (node->y - min_y);
+         min_y = node->y;
+         // the first time through, visited_width might be reduced
+         if (node->x < x0)
+            visited_width += node->next->x - x0;
+         else
+            visited_width += node->next->x - node->x;
+      } else {
+         // add waste area
+         int under_width = node->next->x - node->x;
+         if (under_width + visited_width > width)
+            under_width = width - visited_width;
+         waste_area += under_width * (min_y - node->y);
+         visited_width += under_width;
+      }
+      node = node->next;
+   }
+
+   *pwaste = waste_area;
+   return min_y;
+}
+
+typedef struct
+{
+   int x,y;
+   stbrp_node **prev_link;
+} stbrp__findresult;
+
+static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
+{
+   int best_waste = (1<<30), best_x, best_y = (1 << 30);
+   stbrp__findresult fr;
+   stbrp_node **prev, *node, *tail, **best = NULL;
+
+   // align to multiple of c->align
+   width = (width + c->align - 1);
+   width -= width % c->align;
+   STBRP_ASSERT(width % c->align == 0);
+
+   // if it can't possibly fit, bail immediately
+   if (width > c->width || height > c->height) {
+      fr.prev_link = NULL;
+      fr.x = fr.y = 0;
+      return fr;
+   }
+
+   node = c->active_head;
+   prev = &c->active_head;
+   while (node->x + width <= c->width) {
+      int y,waste;
+      y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
+      if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
+         // bottom left
+         if (y < best_y) {
+            best_y = y;
+            best = prev;
+         }
+      } else {
+         // best-fit
+         if (y + height <= c->height) {
+            // can only use it if it first vertically
+            if (y < best_y || (y == best_y && waste < best_waste)) {
+               best_y = y;
+               best_waste = waste;
+               best = prev;
+            }
+         }
+      }
+      prev = &node->next;
+      node = node->next;
+   }
+
+   best_x = (best == NULL) ? 0 : (*best)->x;
+
+   // if doing best-fit (BF), we also have to try aligning right edge to each node position
+   //
+   // e.g, if fitting
+   //
+   //     ____________________
+   //    |____________________|
+   //
+   //            into
+   //
+   //   |                         |
+   //   |             ____________|
+   //   |____________|
+   //
+   // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
+   //
+   // This makes BF take about 2x the time
+
+   if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
+      tail = c->active_head;
+      node = c->active_head;
+      prev = &c->active_head;
+      // find first node that's admissible
+      while (tail->x < width)
+         tail = tail->next;
+      while (tail) {
+         int xpos = tail->x - width;
+         int y,waste;
+         STBRP_ASSERT(xpos >= 0);
+         // find the left position that matches this
+         while (node->next->x <= xpos) {
+            prev = &node->next;
+            node = node->next;
+         }
+         STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
+         y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
+         if (y + height <= c->height) {
+            if (y <= best_y) {
+               if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
+                  best_x = xpos;
+                  //STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
+                  best_y = y;
+                  best_waste = waste;
+                  best = prev;
+               }
+            }
+         }
+         tail = tail->next;
+      }
+   }
+
+   fr.prev_link = best;
+   fr.x = best_x;
+   fr.y = best_y;
+   return fr;
+}
+
+static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
+{
+   // find best position according to heuristic
+   stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
+   stbrp_node *node, *cur;
+
+   // bail if:
+   //    1. it failed
+   //    2. the best node doesn't fit (we don't always check this)
+   //    3. we're out of memory
+   if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
+      res.prev_link = NULL;
+      return res;
+   }
+
+   // on success, create new node
+   node = context->free_head;
+   node->x = (stbrp_coord) res.x;
+   node->y = (stbrp_coord) (res.y + height);
+
+   context->free_head = node->next;
+
+   // insert the new node into the right starting point, and
+   // let 'cur' point to the remaining nodes needing to be
+   // stiched back in
+
+   cur = *res.prev_link;
+   if (cur->x < res.x) {
+      // preserve the existing one, so start testing with the next one
+      stbrp_node *next = cur->next;
+      cur->next = node;
+      cur = next;
+   } else {
+      *res.prev_link = node;
+   }
+
+   // from here, traverse cur and free the nodes, until we get to one
+   // that shouldn't be freed
+   while (cur->next && cur->next->x <= res.x + width) {
+      stbrp_node *next = cur->next;
+      // move the current node to the free list
+      cur->next = context->free_head;
+      context->free_head = cur;
+      cur = next;
+   }
+
+   // stitch the list back in
+   node->next = cur;
+
+   if (cur->x < res.x + width)
+      cur->x = (stbrp_coord) (res.x + width);
+
+#ifdef _DEBUG
+   cur = context->active_head;
+   while (cur->x < context->width) {
+      STBRP_ASSERT(cur->x < cur->next->x);
+      cur = cur->next;
+   }
+   STBRP_ASSERT(cur->next == NULL);
+
+   {
+      int count=0;
+      cur = context->active_head;
+      while (cur) {
+         cur = cur->next;
+         ++count;
+      }
+      cur = context->free_head;
+      while (cur) {
+         cur = cur->next;
+         ++count;
+      }
+      STBRP_ASSERT(count == context->num_nodes+2);
+   }
+#endif
+
+   return res;
+}
+
+static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
+{
+   const stbrp_rect *p = (const stbrp_rect *) a;
+   const stbrp_rect *q = (const stbrp_rect *) b;
+   if (p->h > q->h)
+      return -1;
+   if (p->h < q->h)
+      return  1;
+   return (p->w > q->w) ? -1 : (p->w < q->w);
+}
+
+static int STBRP__CDECL rect_original_order(const void *a, const void *b)
+{
+   const stbrp_rect *p = (const stbrp_rect *) a;
+   const stbrp_rect *q = (const stbrp_rect *) b;
+   return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
+}
+
+STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
+{
+   int i, all_rects_packed = 1;
+
+   // we use the 'was_packed' field internally to allow sorting/unsorting
+   for (i=0; i < num_rects; ++i) {
+      rects[i].was_packed = i;
+   }
+
+   // sort according to heuristic
+   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
+
+   for (i=0; i < num_rects; ++i) {
+      if (rects[i].w == 0 || rects[i].h == 0) {
+         rects[i].x = rects[i].y = 0;  // empty rect needs no space
+      } else {
+         stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
+         if (fr.prev_link) {
+            rects[i].x = (stbrp_coord) fr.x;
+            rects[i].y = (stbrp_coord) fr.y;
+         } else {
+            rects[i].x = rects[i].y = STBRP__MAXVAL;
+         }
+      }
+   }
+
+   // unsort
+   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
+
+   // set was_packed flags and all_rects_packed status
+   for (i=0; i < num_rects; ++i) {
+      rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
+      if (!rects[i].was_packed)
+         all_rects_packed = 0;
+   }
+
+   // return the all_rects_packed status
+   return all_rects_packed;
+}
+#endif
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/third_party/imgui/imstb_textedit.h b/third_party/imgui/imstb_textedit.h
new file mode 100644
index 0000000000000000000000000000000000000000..b7a761c85381993be0f4cd78539f277c06eb407e
--- /dev/null
+++ b/third_party/imgui/imstb_textedit.h
@@ -0,0 +1,1469 @@
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_textedit.h 1.14.
+// Those changes would need to be pushed into nothings/stb:
+// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
+// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
+// - Added name to struct or it may be forward declared in our code.
+// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
+// Grep for [DEAR IMGUI] to find the changes.
+// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
+
+// stb_textedit.h - v1.14  - public domain - Sean Barrett
+// Development of this library was sponsored by RAD Game Tools
+//
+// This C header file implements the guts of a multi-line text-editing
+// widget; you implement display, word-wrapping, and low-level string
+// insertion/deletion, and stb_textedit will map user inputs into
+// insertions & deletions, plus updates to the cursor position,
+// selection state, and undo state.
+//
+// It is intended for use in games and other systems that need to build
+// their own custom widgets and which do not have heavy text-editing
+// requirements (this library is not recommended for use for editing large
+// texts, as its performance does not scale and it has limited undo).
+//
+// Non-trivial behaviors are modelled after Windows text controls.
+//
+//
+// LICENSE
+//
+// See end of file for license information.
+//
+//
+// DEPENDENCIES
+//
+// Uses the C runtime function 'memmove', which you can override
+// by defining IMSTB_TEXTEDIT_memmove before the implementation.
+// Uses no other functions. Performs no runtime allocations.
+//
+//
+// VERSION HISTORY
+//
+//   1.14 (2021-07-11) page up/down, various fixes
+//   1.13 (2019-02-07) fix bug in undo size management
+//   1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
+//   1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
+//   1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+//   1.9  (2016-08-27) customizable move-by-word
+//   1.8  (2016-04-02) better keyboard handling when mouse button is down
+//   1.7  (2015-09-13) change y range handling in case baseline is non-0
+//   1.6  (2015-04-15) allow STB_TEXTEDIT_memmove
+//   1.5  (2014-09-10) add support for secondary keys for OS X
+//   1.4  (2014-08-17) fix signed/unsigned warnings
+//   1.3  (2014-06-19) fix mouse clicking to round to nearest char boundary
+//   1.2  (2014-05-27) fix some RAD types that had crept into the new code
+//   1.1  (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )
+//   1.0  (2012-07-26) improve documentation, initial public release
+//   0.3  (2012-02-24) bugfixes, single-line mode; insert mode
+//   0.2  (2011-11-28) fixes to undo/redo
+//   0.1  (2010-07-08) initial version
+//
+// ADDITIONAL CONTRIBUTORS
+//
+//   Ulf Winklemann: move-by-word in 1.1
+//   Fabian Giesen: secondary key inputs in 1.5
+//   Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
+//   Louis Schnellbach: page up/down in 1.14
+//
+//   Bugfixes:
+//      Scott Graham
+//      Daniel Keller
+//      Omar Cornut
+//      Dan Thompson
+//
+// USAGE
+//
+// This file behaves differently depending on what symbols you define
+// before including it.
+//
+//
+// Header-file mode:
+//
+//   If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,
+//   it will operate in "header file" mode. In this mode, it declares a
+//   single public symbol, STB_TexteditState, which encapsulates the current
+//   state of a text widget (except for the string, which you will store
+//   separately).
+//
+//   To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a
+//   primitive type that defines a single character (e.g. char, wchar_t, etc).
+//
+//   To save space or increase undo-ability, you can optionally define the
+//   following things that are used by the undo system:
+//
+//      STB_TEXTEDIT_POSITIONTYPE         small int type encoding a valid cursor position
+//      STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow
+//      STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer
+//
+//   If you don't define these, they are set to permissive types and
+//   moderate sizes. The undo system does no memory allocations, so
+//   it grows STB_TexteditState by the worst-case storage which is (in bytes):
+//
+//        [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT
+//      +          sizeof(STB_TEXTEDIT_CHARTYPE)      * STB_TEXTEDIT_UNDOCHARCOUNT
+//
+//
+// Implementation mode:
+//
+//   If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it
+//   will compile the implementation of the text edit widget, depending
+//   on a large number of symbols which must be defined before the include.
+//
+//   The implementation is defined only as static functions. You will then
+//   need to provide your own APIs in the same file which will access the
+//   static functions.
+//
+//   The basic concept is that you provide a "string" object which
+//   behaves like an array of characters. stb_textedit uses indices to
+//   refer to positions in the string, implicitly representing positions
+//   in the displayed textedit. This is true for both plain text and
+//   rich text; even with rich text stb_truetype interacts with your
+//   code as if there was an array of all the displayed characters.
+//
+// Symbols that must be the same in header-file and implementation mode:
+//
+//     STB_TEXTEDIT_CHARTYPE             the character type
+//     STB_TEXTEDIT_POSITIONTYPE         small type that is a valid cursor position
+//     STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow
+//     STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer
+//
+// Symbols you must define for implementation mode:
+//
+//    STB_TEXTEDIT_STRING               the type of object representing a string being edited,
+//                                      typically this is a wrapper object with other data you need
+//
+//    STB_TEXTEDIT_STRINGLEN(obj)       the length of the string (ideally O(1))
+//    STB_TEXTEDIT_LAYOUTROW(&r,obj,n)  returns the results of laying out a line of characters
+//                                        starting from character #n (see discussion below)
+//    STB_TEXTEDIT_GETWIDTH(obj,n,i)    returns the pixel delta from the xpos of the i'th character
+//                                        to the xpos of the i+1'th char for a line of characters
+//                                        starting at character #n (i.e. accounts for kerning
+//                                        with previous char)
+//    STB_TEXTEDIT_KEYTOTEXT(k)         maps a keyboard input to an insertable character
+//                                        (return type is int, -1 means not valid to insert)
+//    STB_TEXTEDIT_GETCHAR(obj,i)       returns the i'th character of obj, 0-based
+//    STB_TEXTEDIT_NEWLINE              the character returned by _GETCHAR() we recognize
+//                                        as manually wordwrapping for end-of-line positioning
+//
+//    STB_TEXTEDIT_DELETECHARS(obj,i,n)      delete n characters starting at i
+//    STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n)   insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
+//
+//    STB_TEXTEDIT_K_SHIFT       a power of two that is or'd in to a keyboard input to represent the shift key
+//
+//    STB_TEXTEDIT_K_LEFT        keyboard input to move cursor left
+//    STB_TEXTEDIT_K_RIGHT       keyboard input to move cursor right
+//    STB_TEXTEDIT_K_UP          keyboard input to move cursor up
+//    STB_TEXTEDIT_K_DOWN        keyboard input to move cursor down
+//    STB_TEXTEDIT_K_PGUP        keyboard input to move cursor up a page
+//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page
+//    STB_TEXTEDIT_K_LINESTART   keyboard input to move cursor to start of line  // e.g. HOME
+//    STB_TEXTEDIT_K_LINEEND     keyboard input to move cursor to end of line    // e.g. END
+//    STB_TEXTEDIT_K_TEXTSTART   keyboard input to move cursor to start of text  // e.g. ctrl-HOME
+//    STB_TEXTEDIT_K_TEXTEND     keyboard input to move cursor to end of text    // e.g. ctrl-END
+//    STB_TEXTEDIT_K_DELETE      keyboard input to delete selection or character under cursor
+//    STB_TEXTEDIT_K_BACKSPACE   keyboard input to delete selection or character left of cursor
+//    STB_TEXTEDIT_K_UNDO        keyboard input to perform undo
+//    STB_TEXTEDIT_K_REDO        keyboard input to perform redo
+//
+// Optional:
+//    STB_TEXTEDIT_K_INSERT              keyboard input to toggle insert mode
+//    STB_TEXTEDIT_IS_SPACE(ch)          true if character is whitespace (e.g. 'isspace'),
+//                                          required for default WORDLEFT/WORDRIGHT handlers
+//    STB_TEXTEDIT_MOVEWORDLEFT(obj,i)   custom handler for WORDLEFT, returns index to move cursor to
+//    STB_TEXTEDIT_MOVEWORDRIGHT(obj,i)  custom handler for WORDRIGHT, returns index to move cursor to
+//    STB_TEXTEDIT_K_WORDLEFT            keyboard input to move cursor left one word // e.g. ctrl-LEFT
+//    STB_TEXTEDIT_K_WORDRIGHT           keyboard input to move cursor right one word // e.g. ctrl-RIGHT
+//    STB_TEXTEDIT_K_LINESTART2          secondary keyboard input to move cursor to start of line
+//    STB_TEXTEDIT_K_LINEEND2            secondary keyboard input to move cursor to end of line
+//    STB_TEXTEDIT_K_TEXTSTART2          secondary keyboard input to move cursor to start of text
+//    STB_TEXTEDIT_K_TEXTEND2            secondary keyboard input to move cursor to end of text
+//
+// Keyboard input must be encoded as a single integer value; e.g. a character code
+// and some bitflags that represent shift states. to simplify the interface, SHIFT must
+// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
+// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
+//
+// You can encode other things, such as CONTROL or ALT, in additional bits, and
+// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
+// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN
+// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,
+// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the
+// API below. The control keys will only match WM_KEYDOWN events because of the
+// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN
+// bit so it only decodes WM_CHAR events.
+//
+// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed
+// row of characters assuming they start on the i'th character--the width and
+// the height and the number of characters consumed. This allows this library
+// to traverse the entire layout incrementally. You need to compute word-wrapping
+// here.
+//
+// Each textfield keeps its own insert mode state, which is not how normal
+// applications work. To keep an app-wide insert mode, update/copy the
+// "insert_mode" field of STB_TexteditState before/after calling API functions.
+//
+// API
+//
+//    void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+//
+//    void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+//    void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+//    int  stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+//    int  stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
+//    void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key)
+//    void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len)
+//
+//    Each of these functions potentially updates the string and updates the
+//    state.
+//
+//      initialize_state:
+//          set the textedit state to a known good default state when initially
+//          constructing the textedit.
+//
+//      click:
+//          call this with the mouse x,y on a mouse down; it will update the cursor
+//          and reset the selection start/end to the cursor point. the x,y must
+//          be relative to the text widget, with (0,0) being the top left.
+//
+//      drag:
+//          call this with the mouse x,y on a mouse drag/up; it will update the
+//          cursor and the selection end point
+//
+//      cut:
+//          call this to delete the current selection; returns true if there was
+//          one. you should FIRST copy the current selection to the system paste buffer.
+//          (To copy, just copy the current selection out of the string yourself.)
+//
+//      paste:
+//          call this to paste text at the current cursor point or over the current
+//          selection if there is one.
+//
+//      key:
+//          call this for keyboard inputs sent to the textfield. you can use it
+//          for "key down" events or for "translated" key events. if you need to
+//          do both (as in Win32), or distinguish Unicode characters from control
+//          inputs, set a high bit to distinguish the two; then you can define the
+//          various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
+//          set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
+//          clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to
+//          anything other type you want before including.
+//          if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are
+//          transformed into text and stb_textedit_text() is automatically called.
+//
+//      text: [DEAR IMGUI] added 2024-09
+//          call this to text inputs sent to the textfield.
+//
+//
+//   When rendering, you can read the cursor position and selection state from
+//   the STB_TexteditState.
+//
+//
+// Notes:
+//
+// This is designed to be usable in IMGUI, so it allows for the possibility of
+// running in an IMGUI that has NOT cached the multi-line layout. For this
+// reason, it provides an interface that is compatible with computing the
+// layout incrementally--we try to make sure we make as few passes through
+// as possible. (For example, to locate the mouse pointer in the text, we
+// could define functions that return the X and Y positions of characters
+// and binary search Y and then X, but if we're doing dynamic layout this
+// will run the layout algorithm many times, so instead we manually search
+// forward in one pass. Similar logic applies to e.g. up-arrow and
+// down-arrow movement.)
+//
+// If it's run in a widget that *has* cached the layout, then this is less
+// efficient, but it's not horrible on modern computers. But you wouldn't
+// want to edit million-line files with it.
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+////   Header-file mode
+////
+////
+
+#ifndef INCLUDE_IMSTB_TEXTEDIT_H
+#define INCLUDE_IMSTB_TEXTEDIT_H
+
+////////////////////////////////////////////////////////////////////////
+//
+//     STB_TexteditState
+//
+// Definition of STB_TexteditState which you should store
+// per-textfield; it includes cursor position, selection state,
+// and undo state.
+//
+
+#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT
+#define IMSTB_TEXTEDIT_UNDOSTATECOUNT   99
+#endif
+#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT
+#define IMSTB_TEXTEDIT_UNDOCHARCOUNT   999
+#endif
+#ifndef IMSTB_TEXTEDIT_CHARTYPE
+#define IMSTB_TEXTEDIT_CHARTYPE        int
+#endif
+#ifndef IMSTB_TEXTEDIT_POSITIONTYPE
+#define IMSTB_TEXTEDIT_POSITIONTYPE    int
+#endif
+
+typedef struct
+{
+   // private data
+   IMSTB_TEXTEDIT_POSITIONTYPE  where;
+   IMSTB_TEXTEDIT_POSITIONTYPE  insert_length;
+   IMSTB_TEXTEDIT_POSITIONTYPE  delete_length;
+   int                        char_storage;
+} StbUndoRecord;
+
+typedef struct
+{
+   // private data
+   StbUndoRecord          undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT];
+   IMSTB_TEXTEDIT_CHARTYPE  undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT];
+   short undo_point, redo_point;
+   int undo_char_point, redo_char_point;
+} StbUndoState;
+
+typedef struct STB_TexteditState
+{
+   /////////////////////
+   //
+   // public data
+   //
+
+   int cursor;
+   // position of the text cursor within the string
+
+   int select_start;          // selection start point
+   int select_end;
+   // selection start and end point in characters; if equal, no selection.
+   // note that start may be less than or greater than end (e.g. when
+   // dragging the mouse, start is where the initial click was, and you
+   // can drag in either direction)
+
+   unsigned char insert_mode;
+   // each textfield keeps its own insert mode state. to keep an app-wide
+   // insert mode, copy this value in/out of the app state
+
+   int row_count_per_page;
+   // page size in number of row.
+   // this value MUST be set to >0 for pageup or pagedown in multilines documents.
+
+   /////////////////////
+   //
+   // private data
+   //
+   unsigned char cursor_at_end_of_line; // not implemented yet
+   unsigned char initialized;
+   unsigned char has_preferred_x;
+   unsigned char single_line;
+   unsigned char padding1, padding2, padding3;
+   float preferred_x; // this determines where the cursor up/down tries to seek to along x
+   StbUndoState undostate;
+} STB_TexteditState;
+
+
+////////////////////////////////////////////////////////////////////////
+//
+//     StbTexteditRow
+//
+// Result of layout query, used by stb_textedit to determine where
+// the text in each row is.
+
+// result of layout query
+typedef struct
+{
+   float x0,x1;             // starting x location, end x location (allows for align=right, etc)
+   float baseline_y_delta;  // position of baseline relative to previous row's baseline
+   float ymin,ymax;         // height of row above and below baseline
+   int num_chars;
+} StbTexteditRow;
+#endif //INCLUDE_IMSTB_TEXTEDIT_H
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+////   Implementation mode
+////
+////
+
+
+// implementation isn't include-guarded, since it might have indirectly
+// included just the "header" portion
+#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION
+
+#ifndef IMSTB_TEXTEDIT_memmove
+#include <string.h>
+#define IMSTB_TEXTEDIT_memmove memmove
+#endif
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Mouse input handling
+//
+
+// traverse the layout to locate the nearest character to a display position
+static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
+{
+   StbTexteditRow r;
+   int n = STB_TEXTEDIT_STRINGLEN(str);
+   float base_y = 0, prev_x;
+   int i=0, k;
+
+   r.x0 = r.x1 = 0;
+   r.ymin = r.ymax = 0;
+   r.num_chars = 0;
+
+   // search rows to find one that straddles 'y'
+   while (i < n) {
+      STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+      if (r.num_chars <= 0)
+         return n;
+
+      if (i==0 && y < base_y + r.ymin)
+         return 0;
+
+      if (y < base_y + r.ymax)
+         break;
+
+      i += r.num_chars;
+      base_y += r.baseline_y_delta;
+   }
+
+   // below all text, return 'after' last character
+   if (i >= n)
+      return n;
+
+   // check if it's before the beginning of the line
+   if (x < r.x0)
+      return i;
+
+   // check if it's before the end of the line
+   if (x < r.x1) {
+      // search characters in row for one that straddles 'x'
+      prev_x = r.x0;
+      for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) {
+         float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
+         if (x < prev_x+w) {
+            if (x < prev_x+w/2)
+               return k+i;
+            else
+               return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k);
+         }
+         prev_x += w;
+      }
+      // shouldn't happen, but if it does, fall through to end-of-line case
+   }
+
+   // if the last character is a newline, return that. otherwise return 'after' the last character
+   if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
+      return i+r.num_chars-1;
+   else
+      return i+r.num_chars;
+}
+
+// API click: on mouse down, move the cursor to the clicked location, and reset the selection
+static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+   // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
+   // goes off the top or bottom of the text
+   if( state->single_line )
+   {
+      StbTexteditRow r;
+      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+      y = r.ymin;
+   }
+
+   state->cursor = stb_text_locate_coord(str, x, y);
+   state->select_start = state->cursor;
+   state->select_end = state->cursor;
+   state->has_preferred_x = 0;
+}
+
+// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
+static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+   int p = 0;
+
+   // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
+   // goes off the top or bottom of the text
+   if( state->single_line )
+   {
+      StbTexteditRow r;
+      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+      y = r.ymin;
+   }
+
+   if (state->select_start == state->select_end)
+      state->select_start = state->cursor;
+
+   p = stb_text_locate_coord(str, x, y);
+   state->cursor = state->select_end = p;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Keyboard input handling
+//
+
+// forward declarations
+static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
+
+typedef struct
+{
+   float x,y;    // position of n'th character
+   float height; // height of line
+   int first_char, length; // first char of row, and length
+   int prev_first;  // first char of previous row
+} StbFindState;
+
+// find the x/y location of a character, and remember info about the previous row in
+// case we get a move-up event (for page up, we'll have to rescan)
+static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line)
+{
+   StbTexteditRow r;
+   int prev_start = 0;
+   int z = STB_TEXTEDIT_STRINGLEN(str);
+   int i=0, first;
+
+   if (n == z && single_line) {
+      // special case if it's at the end (may not be needed?)
+      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+      find->y = 0;
+      find->first_char = 0;
+      find->length = z;
+      find->height = r.ymax - r.ymin;
+      find->x = r.x1;
+      return;
+   }
+
+   // search rows to find the one that straddles character n
+   find->y = 0;
+
+   for(;;) {
+      STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+      if (n < i + r.num_chars)
+         break;
+      if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE)  // [DEAR IMGUI] special handling for last line
+         break;   // [DEAR IMGUI]
+      prev_start = i;
+      i += r.num_chars;
+      find->y += r.baseline_y_delta;
+      if (i == z) // [DEAR IMGUI]
+      {
+         r.num_chars = 0; // [DEAR IMGUI]
+         break;   // [DEAR IMGUI]
+      }
+   }
+
+   find->first_char = first = i;
+   find->length = r.num_chars;
+   find->height = r.ymax - r.ymin;
+   find->prev_first = prev_start;
+
+   // now scan to find xpos
+   find->x = r.x0;
+   for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first)
+      find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
+}
+
+#define STB_TEXT_HAS_SELECTION(s)   ((s)->select_start != (s)->select_end)
+
+// make the selection/cursor state valid if client altered the string
+static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   int n = STB_TEXTEDIT_STRINGLEN(str);
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      if (state->select_start > n) state->select_start = n;
+      if (state->select_end   > n) state->select_end = n;
+      // if clamping forced them to be equal, move the cursor to match
+      if (state->select_start == state->select_end)
+         state->cursor = state->select_start;
+   }
+   if (state->cursor > n) state->cursor = n;
+}
+
+// delete characters while updating undo
+static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)
+{
+   stb_text_makeundo_delete(str, state, where, len);
+   STB_TEXTEDIT_DELETECHARS(str, where, len);
+   state->has_preferred_x = 0;
+}
+
+// delete the section
+static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   stb_textedit_clamp(str, state);
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      if (state->select_start < state->select_end) {
+         stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);
+         state->select_end = state->cursor = state->select_start;
+      } else {
+         stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);
+         state->select_start = state->cursor = state->select_end;
+      }
+      state->has_preferred_x = 0;
+   }
+}
+
+// canoncialize the selection so start <= end
+static void stb_textedit_sortselection(STB_TexteditState *state)
+{
+   if (state->select_end < state->select_start) {
+      int temp = state->select_end;
+      state->select_end = state->select_start;
+      state->select_start = temp;
+   }
+}
+
+// move cursor to first character of selection
+static void stb_textedit_move_to_first(STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_sortselection(state);
+      state->cursor = state->select_start;
+      state->select_end = state->select_start;
+      state->has_preferred_x = 0;
+   }
+}
+
+// move cursor to last character of selection
+static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_sortselection(state);
+      stb_textedit_clamp(str, state);
+      state->cursor = state->select_end;
+      state->select_start = state->select_end;
+      state->has_preferred_x = 0;
+   }
+}
+
+// [DEAR IMGUI]
+// Functions must be implemented for UTF8 support
+// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
+// There is not necessarily a '[DEAR IMGUI]' at the usage sites.
+#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX
+#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1)
+#endif
+#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX
+#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1)
+#endif
+
+#ifdef STB_TEXTEDIT_IS_SPACE
+static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
+{
+   return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;
+}
+
+#ifndef STB_TEXTEDIT_MOVEWORDLEFT
+static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c )
+{
+   --c; // always move at least one character
+   while( c >= 0 && !is_word_boundary( str, c ) )
+      --c;
+
+   if( c < 0 )
+      c = 0;
+
+   return c;
+}
+#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous
+#endif
+
+#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
+static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c )
+{
+   const int len = STB_TEXTEDIT_STRINGLEN(str);
+   ++c; // always move at least one character
+   while( c < len && !is_word_boundary( str, c ) )
+      ++c;
+
+   if( c > len )
+      c = len;
+
+   return c;
+}
+#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next
+#endif
+
+#endif
+
+// update selection and cursor to match each other
+static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
+{
+   if (!STB_TEXT_HAS_SELECTION(state))
+      state->select_start = state->select_end = state->cursor;
+   else
+      state->cursor = state->select_end;
+}
+
+// API cut: delete selection
+static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_delete_selection(str,state); // implicitly clamps
+      state->has_preferred_x = 0;
+      return 1;
+   }
+   return 0;
+}
+
+// API paste: replace existing selection with passed-in text
+static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len)
+{
+   // if there's a selection, the paste should delete it
+   stb_textedit_clamp(str, state);
+   stb_textedit_delete_selection(str,state);
+   // try to insert the characters
+   if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
+      stb_text_makeundo_insert(state, state->cursor, len);
+      state->cursor += len;
+      state->has_preferred_x = 0;
+      return 1;
+   }
+   // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
+   return 0;
+}
+
+#ifndef STB_TEXTEDIT_KEYTYPE
+#define STB_TEXTEDIT_KEYTYPE int
+#endif
+
+// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
+static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
+{
+   // can't add newline in single-line mode
+   if (text[0] == '\n' && state->single_line)
+      return;
+
+   if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
+      stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
+      STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
+      if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
+         state->cursor += text_len;
+         state->has_preferred_x = 0;
+      }
+   }
+   else {
+      stb_textedit_delete_selection(str, state); // implicitly clamps
+      if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
+         stb_text_makeundo_insert(state, state->cursor, text_len);
+         state->cursor += text_len;
+         state->has_preferred_x = 0;
+      }
+   }
+}
+
+// API key: process a keyboard input
+static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)
+{
+retry:
+   switch (key) {
+      default: {
+#ifdef STB_TEXTEDIT_KEYTOTEXT
+         int c = STB_TEXTEDIT_KEYTOTEXT(key);
+         if (c > 0) {
+            IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c;
+            stb_textedit_text(str, state, &ch, 1);
+         }
+#endif
+         break;
+      }
+
+#ifdef STB_TEXTEDIT_K_INSERT
+      case STB_TEXTEDIT_K_INSERT:
+         state->insert_mode = !state->insert_mode;
+         break;
+#endif
+
+      case STB_TEXTEDIT_K_UNDO:
+         stb_text_undo(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_REDO:
+         stb_text_redo(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_LEFT:
+         // if currently there's a selection, move cursor to start of selection
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+         else
+            if (state->cursor > 0)
+               state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_RIGHT:
+         // if currently there's a selection, move cursor to end of selection
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_last(str, state);
+         else
+            state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
+         stb_textedit_clamp(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         // move selection left
+         if (state->select_end > 0)
+            state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end);
+         state->cursor = state->select_end;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_MOVEWORDLEFT
+      case STB_TEXTEDIT_K_WORDLEFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+         else {
+            state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
+            stb_textedit_clamp( str, state );
+         }
+         break;
+
+      case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:
+         if( !STB_TEXT_HAS_SELECTION( state ) )
+            stb_textedit_prep_selection_at_cursor(state);
+
+         state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
+         state->select_end = state->cursor;
+
+         stb_textedit_clamp( str, state );
+         break;
+#endif
+
+#ifdef STB_TEXTEDIT_MOVEWORDRIGHT
+      case STB_TEXTEDIT_K_WORDRIGHT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_last(str, state);
+         else {
+            state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
+            stb_textedit_clamp( str, state );
+         }
+         break;
+
+      case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:
+         if( !STB_TEXT_HAS_SELECTION( state ) )
+            stb_textedit_prep_selection_at_cursor(state);
+
+         state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
+         state->select_end = state->cursor;
+
+         stb_textedit_clamp( str, state );
+         break;
+#endif
+
+      case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         // move selection right
+         state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end);
+         stb_textedit_clamp(str, state);
+         state->cursor = state->select_end;
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_DOWN:
+      case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:
+      case STB_TEXTEDIT_K_PGDOWN:
+      case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {
+         StbFindState find;
+         StbTexteditRow row;
+         int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;
+         int row_count = is_page ? state->row_count_per_page : 1;
+
+         if (!is_page && state->single_line) {
+            // on windows, up&down in single-line behave like left&right
+            key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
+            goto retry;
+         }
+
+         if (sel)
+            stb_textedit_prep_selection_at_cursor(state);
+         else if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_last(str, state);
+
+         // compute current position of cursor point
+         stb_textedit_clamp(str, state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+         for (j = 0; j < row_count; ++j) {
+            float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+            int start = find.first_char + find.length;
+
+            if (find.length == 0)
+               break;
+
+            // [DEAR IMGUI]
+            // going down while being on the last line shouldn't bring us to that line end
+            if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
+               break;
+
+            // now find character position down a row
+            state->cursor = start;
+            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+            x = row.x0;
+            for (i=0; i < row.num_chars; ++i) {
+               float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
+               #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
+               if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
+                  break;
+               #endif
+               x += dx;
+               if (x > goal_x)
+                  break;
+               state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
+            }
+            stb_textedit_clamp(str, state);
+
+            state->has_preferred_x = 1;
+            state->preferred_x = goal_x;
+
+            if (sel)
+               state->select_end = state->cursor;
+
+            // go to next line
+            find.first_char = find.first_char + find.length;
+            find.length = row.num_chars;
+         }
+         break;
+      }
+
+      case STB_TEXTEDIT_K_UP:
+      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:
+      case STB_TEXTEDIT_K_PGUP:
+      case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {
+         StbFindState find;
+         StbTexteditRow row;
+         int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;
+         int row_count = is_page ? state->row_count_per_page : 1;
+
+         if (!is_page && state->single_line) {
+            // on windows, up&down become left&right
+            key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
+            goto retry;
+         }
+
+         if (sel)
+            stb_textedit_prep_selection_at_cursor(state);
+         else if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+
+         // compute current position of cursor point
+         stb_textedit_clamp(str, state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+         for (j = 0; j < row_count; ++j) {
+            float  x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+
+            // can only go up if there's a previous row
+            if (find.prev_first == find.first_char)
+               break;
+
+            // now find character position up a row
+            state->cursor = find.prev_first;
+            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+            x = row.x0;
+            for (i=0; i < row.num_chars; ++i) {
+               float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
+               #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
+               if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
+                  break;
+               #endif
+               x += dx;
+               if (x > goal_x)
+                  break;
+               state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
+            }
+            stb_textedit_clamp(str, state);
+
+            state->has_preferred_x = 1;
+            state->preferred_x = goal_x;
+
+            if (sel)
+               state->select_end = state->cursor;
+
+            // go to previous line
+            // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
+            prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
+            while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
+               --prev_scan;
+            find.first_char = find.prev_first;
+            find.prev_first = prev_scan;
+         }
+         break;
+      }
+
+      case STB_TEXTEDIT_K_DELETE:
+      case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_delete_selection(str, state);
+         else {
+            int n = STB_TEXTEDIT_STRINGLEN(str);
+            if (state->cursor < n)
+               stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor);
+         }
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_BACKSPACE:
+      case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_delete_selection(str, state);
+         else {
+            stb_textedit_clamp(str, state);
+            if (state->cursor > 0) {
+               int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor);
+               stb_textedit_delete(str, state, prev, state->cursor - prev);
+               state->cursor = prev;
+            }
+         }
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_TEXTSTART2
+      case STB_TEXTEDIT_K_TEXTSTART2:
+#endif
+      case STB_TEXTEDIT_K_TEXTSTART:
+         state->cursor = state->select_start = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_TEXTEND2
+      case STB_TEXTEDIT_K_TEXTEND2:
+#endif
+      case STB_TEXTEDIT_K_TEXTEND:
+         state->cursor = STB_TEXTEDIT_STRINGLEN(str);
+         state->select_start = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_TEXTSTART2
+      case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         state->cursor = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_TEXTEND2
+      case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);
+         state->has_preferred_x = 0;
+         break;
+
+
+#ifdef STB_TEXTEDIT_K_LINESTART2
+      case STB_TEXTEDIT_K_LINESTART2:
+#endif
+      case STB_TEXTEDIT_K_LINESTART:
+         stb_textedit_clamp(str, state);
+         stb_textedit_move_to_first(state);
+         if (state->single_line)
+            state->cursor = 0;
+         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
+            --state->cursor;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_LINEEND2
+      case STB_TEXTEDIT_K_LINEEND2:
+#endif
+      case STB_TEXTEDIT_K_LINEEND: {
+         int n = STB_TEXTEDIT_STRINGLEN(str);
+         stb_textedit_clamp(str, state);
+         stb_textedit_move_to_first(state);
+         if (state->single_line)
+             state->cursor = n;
+         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
+             ++state->cursor;
+         state->has_preferred_x = 0;
+         break;
+      }
+
+#ifdef STB_TEXTEDIT_K_LINESTART2
+      case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         if (state->single_line)
+            state->cursor = 0;
+         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
+            --state->cursor;
+         state->select_end = state->cursor;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_LINEEND2
+      case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
+         int n = STB_TEXTEDIT_STRINGLEN(str);
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         if (state->single_line)
+             state->cursor = n;
+         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
+            ++state->cursor;
+         state->select_end = state->cursor;
+         state->has_preferred_x = 0;
+         break;
+      }
+   }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Undo processing
+//
+// @OPTIMIZE: the undo/redo buffer should be circular
+
+static void stb_textedit_flush_redo(StbUndoState *state)
+{
+   state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT;
+   state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT;
+}
+
+// discard the oldest entry in the undo list
+static void stb_textedit_discard_undo(StbUndoState *state)
+{
+   if (state->undo_point > 0) {
+      // if the 0th undo state has characters, clean those up
+      if (state->undo_rec[0].char_storage >= 0) {
+         int n = state->undo_rec[0].insert_length, i;
+         // delete n characters from all other records
+         state->undo_char_point -= n;
+         IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE)));
+         for (i=0; i < state->undo_point; ++i)
+            if (state->undo_rec[i].char_storage >= 0)
+               state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it
+      }
+      --state->undo_point;
+      IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));
+   }
+}
+
+// discard the oldest entry in the redo list--it's bad if this
+// ever happens, but because undo & redo have to store the actual
+// characters in different cases, the redo character buffer can
+// fill up even though the undo buffer didn't
+static void stb_textedit_discard_redo(StbUndoState *state)
+{
+   int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1;
+
+   if (state->redo_point <= k) {
+      // if the k'th undo state has characters, clean those up
+      if (state->undo_rec[k].char_storage >= 0) {
+         int n = state->undo_rec[k].insert_length, i;
+         // move the remaining redo character data to the end of the buffer
+         state->redo_char_point += n;
+         IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE)));
+         // adjust the position of all the other records to account for above memmove
+         for (i=state->redo_point; i < k; ++i)
+            if (state->undo_rec[i].char_storage >= 0)
+               state->undo_rec[i].char_storage += n;
+      }
+      // now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
+      // [DEAR IMGUI]
+      size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
+      const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
+      const char* buf_end   = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
+      IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
+      IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
+      IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
+
+      // now move redo_point to point to the new one
+      ++state->redo_point;
+   }
+}
+
+static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)
+{
+   // any time we create a new undo record, we discard redo
+   stb_textedit_flush_redo(state);
+
+   // if we have no free records, we have to make room, by sliding the
+   // existing records down
+   if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
+      stb_textedit_discard_undo(state);
+
+   // if the characters to store won't possibly fit in the buffer, we can't undo
+   if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) {
+      state->undo_point = 0;
+      state->undo_char_point = 0;
+      return NULL;
+   }
+
+   // if we don't have enough free characters in the buffer, we have to make room
+   while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT)
+      stb_textedit_discard_undo(state);
+
+   return &state->undo_rec[state->undo_point++];
+}
+
+static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)
+{
+   StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);
+   if (r == NULL)
+      return NULL;
+
+   r->where = pos;
+   r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len;
+   r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len;
+
+   if (insert_len == 0) {
+      r->char_storage = -1;
+      return NULL;
+   } else {
+      r->char_storage = state->undo_char_point;
+      state->undo_char_point += insert_len;
+      return &state->undo_char[r->char_storage];
+   }
+}
+
+static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   StbUndoState *s = &state->undostate;
+   StbUndoRecord u, *r;
+   if (s->undo_point == 0)
+      return;
+
+   // we need to do two things: apply the undo record, and create a redo record
+   u = s->undo_rec[s->undo_point-1];
+   r = &s->undo_rec[s->redo_point-1];
+   r->char_storage = -1;
+
+   r->insert_length = u.delete_length;
+   r->delete_length = u.insert_length;
+   r->where = u.where;
+
+   if (u.delete_length) {
+      // if the undo record says to delete characters, then the redo record will
+      // need to re-insert the characters that get deleted, so we need to store
+      // them.
+
+      // there are three cases:
+      //    there's enough room to store the characters
+      //    characters stored for *redoing* don't leave room for redo
+      //    characters stored for *undoing* don't leave room for redo
+      // if the last is true, we have to bail
+
+      if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) {
+         // the undo records take up too much character space; there's no space to store the redo characters
+         r->insert_length = 0;
+      } else {
+         int i;
+
+         // there's definitely room to store the characters eventually
+         while (s->undo_char_point + u.delete_length > s->redo_char_point) {
+            // should never happen:
+            if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
+               return;
+            // there's currently not enough room, so discard a redo record
+            stb_textedit_discard_redo(s);
+         }
+         r = &s->undo_rec[s->redo_point-1];
+
+         r->char_storage = s->redo_char_point - u.delete_length;
+         s->redo_char_point = s->redo_char_point - u.delete_length;
+
+         // now save the characters
+         for (i=0; i < u.delete_length; ++i)
+            s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);
+      }
+
+      // now we can carry out the deletion
+      STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);
+   }
+
+   // check type of recorded action:
+   if (u.insert_length) {
+      // easy case: was a deletion, so we need to insert n characters
+      STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
+      s->undo_char_point -= u.insert_length;
+   }
+
+   state->cursor = u.where + u.insert_length;
+
+   s->undo_point--;
+   s->redo_point--;
+}
+
+static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   StbUndoState *s = &state->undostate;
+   StbUndoRecord *u, r;
+   if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
+      return;
+
+   // we need to do two things: apply the redo record, and create an undo record
+   u = &s->undo_rec[s->undo_point];
+   r = s->undo_rec[s->redo_point];
+
+   // we KNOW there must be room for the undo record, because the redo record
+   // was derived from an undo record
+
+   u->delete_length = r.insert_length;
+   u->insert_length = r.delete_length;
+   u->where = r.where;
+   u->char_storage = -1;
+
+   if (r.delete_length) {
+      // the redo record requires us to delete characters, so the undo record
+      // needs to store the characters
+
+      if (s->undo_char_point + u->insert_length > s->redo_char_point) {
+         u->insert_length = 0;
+         u->delete_length = 0;
+      } else {
+         int i;
+         u->char_storage = s->undo_char_point;
+         s->undo_char_point = s->undo_char_point + u->insert_length;
+
+         // now save the characters
+         for (i=0; i < u->insert_length; ++i)
+            s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);
+      }
+
+      STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);
+   }
+
+   if (r.insert_length) {
+      // easy case: need to insert n characters
+      STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
+      s->redo_char_point += r.insert_length;
+   }
+
+   state->cursor = r.where + r.insert_length;
+
+   s->undo_point++;
+   s->redo_point++;
+}
+
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)
+{
+   stb_text_createundo(&state->undostate, where, 0, length);
+}
+
+static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
+{
+   int i;
+   IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);
+   if (p) {
+      for (i=0; i < length; ++i)
+         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+   }
+}
+
+static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)
+{
+   int i;
+   IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);
+   if (p) {
+      for (i=0; i < old_length; ++i)
+         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+   }
+}
+
+// reset the state to default
+static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)
+{
+   state->undostate.undo_point = 0;
+   state->undostate.undo_char_point = 0;
+   state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT;
+   state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT;
+   state->select_end = state->select_start = 0;
+   state->cursor = 0;
+   state->has_preferred_x = 0;
+   state->preferred_x = 0;
+   state->cursor_at_end_of_line = 0;
+   state->initialized = 1;
+   state->single_line = (unsigned char) is_single_line;
+   state->insert_mode = 0;
+   state->row_count_per_page = 0;
+}
+
+// API initialize
+static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+{
+   stb_textedit_clear_state(state, is_single_line);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wcast-qual"
+#endif
+
+static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len)
+{
+   return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
+#endif//IMSTB_TEXTEDIT_IMPLEMENTATION
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/third_party/imgui/imstb_truetype.h b/third_party/imgui/imstb_truetype.h
new file mode 100644
index 0000000000000000000000000000000000000000..976f09cb92780b0d0db6fdfa3b2714df2567b320
--- /dev/null
+++ b/third_party/imgui/imstb_truetype.h
@@ -0,0 +1,5085 @@
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_truetype.h 1.26.
+// Mostly fixing for compiler and static analyzer warnings.
+// Grep for [DEAR IMGUI] to find the changes.
+
+// stb_truetype.h - v1.26 - public domain
+// authored from 2009-2021 by Sean Barrett / RAD Game Tools
+//
+// =======================================================================
+//
+//    NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES
+//
+// This library does no range checking of the offsets found in the file,
+// meaning an attacker can use it to read arbitrary memory.
+//
+// =======================================================================
+//
+//   This library processes TrueType files:
+//        parse files
+//        extract glyph metrics
+//        extract glyph shapes
+//        render glyphs to one-channel bitmaps with antialiasing (box filter)
+//        render glyphs to one-channel SDF bitmaps (signed-distance field/function)
+//
+//   Todo:
+//        non-MS cmaps
+//        crashproof on bad data
+//        hinting? (no longer patented)
+//        cleartype-style AA?
+//        optimize: use simple memory allocator for intermediates
+//        optimize: build edge-list directly from curves
+//        optimize: rasterize directly from curves?
+//
+// ADDITIONAL CONTRIBUTORS
+//
+//   Mikko Mononen: compound shape support, more cmap formats
+//   Tor Andersson: kerning, subpixel rendering
+//   Dougall Johnson: OpenType / Type 2 font handling
+//   Daniel Ribeiro Maciel: basic GPOS-based kerning
+//
+//   Misc other:
+//       Ryan Gordon
+//       Simon Glass
+//       github:IntellectualKitty
+//       Imanol Celaya
+//       Daniel Ribeiro Maciel
+//
+//   Bug/warning reports/fixes:
+//       "Zer" on mollyrocket       Fabian "ryg" Giesen   github:NiLuJe
+//       Cass Everitt               Martins Mozeiko       github:aloucks
+//       stoiko (Haemimont Games)   Cap Petschulat        github:oyvindjam
+//       Brian Hook                 Omar Cornut           github:vassvik
+//       Walter van Niftrik         Ryan Griege
+//       David Gow                  Peter LaValle
+//       David Given                Sergey Popov
+//       Ivan-Assen Ivanov          Giumo X. Clanjor
+//       Anthony Pesch              Higor Euripedes
+//       Johan Duparc               Thomas Fields
+//       Hou Qiming                 Derek Vinyard
+//       Rob Loach                  Cort Stratton
+//       Kenney Phillis Jr.         Brian Costabile
+//       Ken Voskuil (kaesve)
+//
+// VERSION HISTORY
+//
+//   1.26 (2021-08-28) fix broken rasterizer
+//   1.25 (2021-07-11) many fixes
+//   1.24 (2020-02-05) fix warning
+//   1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
+//   1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
+//   1.21 (2019-02-25) fix warning
+//   1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
+//   1.19 (2018-02-11) GPOS kerning, STBTT_fmod
+//   1.18 (2018-01-29) add missing function
+//   1.17 (2017-07-23) make more arguments const; doc fix
+//   1.16 (2017-07-12) SDF support
+//   1.15 (2017-03-03) make more arguments const
+//   1.14 (2017-01-16) num-fonts-in-TTC function
+//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts
+//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+//   1.11 (2016-04-02) fix unused-variable warning
+//   1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef
+//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly
+//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
+//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+//                     variant PackFontRanges to pack and render in separate phases;
+//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+//                     fixed an assert() bug in the new rasterizer
+//                     replace assert() with STBTT_assert() in new rasterizer
+//
+//   Full history can be found at the end of this file.
+//
+// LICENSE
+//
+//   See end of file for license information.
+//
+// USAGE
+//
+//   Include this file in whatever places need to refer to it. In ONE C/C++
+//   file, write:
+//      #define STB_TRUETYPE_IMPLEMENTATION
+//   before the #include of this file. This expands out the actual
+//   implementation into that C/C++ file.
+//
+//   To make the implementation private to the file that generates the implementation,
+//      #define STBTT_STATIC
+//
+//   Simple 3D API (don't ship this, but it's fine for tools and quick start)
+//           stbtt_BakeFontBitmap()               -- bake a font to a bitmap for use as texture
+//           stbtt_GetBakedQuad()                 -- compute quad to draw for a given char
+//
+//   Improved 3D API (more shippable):
+//           #include "stb_rect_pack.h"           -- optional, but you really want it
+//           stbtt_PackBegin()
+//           stbtt_PackSetOversampling()          -- for improved quality on small fonts
+//           stbtt_PackFontRanges()               -- pack and renders
+//           stbtt_PackEnd()
+//           stbtt_GetPackedQuad()
+//
+//   "Load" a font file from a memory buffer (you have to keep the buffer loaded)
+//           stbtt_InitFont()
+//           stbtt_GetFontOffsetForIndex()        -- indexing for TTC font collections
+//           stbtt_GetNumberOfFonts()             -- number of fonts for TTC font collections
+//
+//   Render a unicode codepoint to a bitmap
+//           stbtt_GetCodepointBitmap()           -- allocates and returns a bitmap
+//           stbtt_MakeCodepointBitmap()          -- renders into bitmap you provide
+//           stbtt_GetCodepointBitmapBox()        -- how big the bitmap must be
+//
+//   Character advance/positioning
+//           stbtt_GetCodepointHMetrics()
+//           stbtt_GetFontVMetrics()
+//           stbtt_GetFontVMetricsOS2()
+//           stbtt_GetCodepointKernAdvance()
+//
+//   Starting with version 1.06, the rasterizer was replaced with a new,
+//   faster and generally-more-precise rasterizer. The new rasterizer more
+//   accurately measures pixel coverage for anti-aliasing, except in the case
+//   where multiple shapes overlap, in which case it overestimates the AA pixel
+//   coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If
+//   this turns out to be a problem, you can re-enable the old rasterizer with
+//        #define STBTT_RASTERIZER_VERSION 1
+//   which will incur about a 15% speed hit.
+//
+// ADDITIONAL DOCUMENTATION
+//
+//   Immediately after this block comment are a series of sample programs.
+//
+//   After the sample programs is the "header file" section. This section
+//   includes documentation for each API function.
+//
+//   Some important concepts to understand to use this library:
+//
+//      Codepoint
+//         Characters are defined by unicode codepoints, e.g. 65 is
+//         uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is
+//         the hiragana for "ma".
+//
+//      Glyph
+//         A visual character shape (every codepoint is rendered as
+//         some glyph)
+//
+//      Glyph index
+//         A font-specific integer ID representing a glyph
+//
+//      Baseline
+//         Glyph shapes are defined relative to a baseline, which is the
+//         bottom of uppercase characters. Characters extend both above
+//         and below the baseline.
+//
+//      Current Point
+//         As you draw text to the screen, you keep track of a "current point"
+//         which is the origin of each character. The current point's vertical
+//         position is the baseline. Even "baked fonts" use this model.
+//
+//      Vertical Font Metrics
+//         The vertical qualities of the font, used to vertically position
+//         and space the characters. See docs for stbtt_GetFontVMetrics.
+//
+//      Font Size in Pixels or Points
+//         The preferred interface for specifying font sizes in stb_truetype
+//         is to specify how tall the font's vertical extent should be in pixels.
+//         If that sounds good enough, skip the next paragraph.
+//
+//         Most font APIs instead use "points", which are a common typographic
+//         measurement for describing font size, defined as 72 points per inch.
+//         stb_truetype provides a point API for compatibility. However, true
+//         "per inch" conventions don't make much sense on computer displays
+//         since different monitors have different number of pixels per
+//         inch. For example, Windows traditionally uses a convention that
+//         there are 96 pixels per inch, thus making 'inch' measurements have
+//         nothing to do with inches, and thus effectively defining a point to
+//         be 1.333 pixels. Additionally, the TrueType font data provides
+//         an explicit scale factor to scale a given font's glyphs to points,
+//         but the author has observed that this scale factor is often wrong
+//         for non-commercial fonts, thus making fonts scaled in points
+//         according to the TrueType spec incoherently sized in practice.
+//
+// DETAILED USAGE:
+//
+//  Scale:
+//    Select how high you want the font to be, in points or pixels.
+//    Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute
+//    a scale factor SF that will be used by all other functions.
+//
+//  Baseline:
+//    You need to select a y-coordinate that is the baseline of where
+//    your text will appear. Call GetFontBoundingBox to get the baseline-relative
+//    bounding box for all characters. SF*-y0 will be the distance in pixels
+//    that the worst-case character could extend above the baseline, so if
+//    you want the top edge of characters to appear at the top of the
+//    screen where y=0, then you would set the baseline to SF*-y0.
+//
+//  Current point:
+//    Set the current point where the first character will appear. The
+//    first character could extend left of the current point; this is font
+//    dependent. You can either choose a current point that is the leftmost
+//    point and hope, or add some padding, or check the bounding box or
+//    left-side-bearing of the first character to be displayed and set
+//    the current point based on that.
+//
+//  Displaying a character:
+//    Compute the bounding box of the character. It will contain signed values
+//    relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,
+//    then the character should be displayed in the rectangle from
+//    <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).
+//
+//  Advancing for the next character:
+//    Call GlyphHMetrics, and compute 'current_point += SF * advance'.
+//
+//
+// ADVANCED USAGE
+//
+//   Quality:
+//
+//    - Use the functions with Subpixel at the end to allow your characters
+//      to have subpixel positioning. Since the font is anti-aliased, not
+//      hinted, this is very import for quality. (This is not possible with
+//      baked fonts.)
+//
+//    - Kerning is now supported, and if you're supporting subpixel rendering
+//      then kerning is worth using to give your text a polished look.
+//
+//   Performance:
+//
+//    - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
+//      if you don't do this, stb_truetype is forced to do the conversion on
+//      every call.
+//
+//    - There are a lot of memory allocations. We should modify it to take
+//      a temp buffer and allocate from the temp buffer (without freeing),
+//      should help performance a lot.
+//
+// NOTES
+//
+//   The system uses the raw data found in the .ttf file without changing it
+//   and without building auxiliary data structures. This is a bit inefficient
+//   on little-endian systems (the data is big-endian), but assuming you're
+//   caching the bitmaps or glyph shapes this shouldn't be a big deal.
+//
+//   It appears to be very hard to programmatically determine what font a
+//   given file is in a general way. I provide an API for this, but I don't
+//   recommend it.
+//
+//
+// PERFORMANCE MEASUREMENTS FOR 1.06:
+//
+//                      32-bit     64-bit
+//   Previous release:  8.83 s     7.68 s
+//   Pool allocations:  7.72 s     6.34 s
+//   Inline sort     :  6.54 s     5.65 s
+//   New rasterizer  :  5.63 s     5.00 s
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+////  SAMPLE PROGRAMS
+////
+//
+//  Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless.
+//  See "tests/truetype_demo_win32.c" for a complete version.
+#if 0
+#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation
+#include "stb_truetype.h"
+
+unsigned char ttf_buffer[1<<20];
+unsigned char temp_bitmap[512*512];
+
+stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
+GLuint ftex;
+
+void my_stbtt_initfont(void)
+{
+   fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
+   stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
+   // can free ttf_buffer at this point
+   glGenTextures(1, &ftex);
+   glBindTexture(GL_TEXTURE_2D, ftex);
+   glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
+   // can free temp_bitmap at this point
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+}
+
+void my_stbtt_print(float x, float y, char *text)
+{
+   // assume orthographic projection with units = screen pixels, origin at top left
+   glEnable(GL_BLEND);
+   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+   glEnable(GL_TEXTURE_2D);
+   glBindTexture(GL_TEXTURE_2D, ftex);
+   glBegin(GL_QUADS);
+   while (*text) {
+      if (*text >= 32 && *text < 128) {
+         stbtt_aligned_quad q;
+         stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
+         glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0);
+         glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0);
+         glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1);
+         glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1);
+      }
+      ++text;
+   }
+   glEnd();
+}
+#endif
+//
+//
+//////////////////////////////////////////////////////////////////////////////
+//
+// Complete program (this compiles): get a single bitmap, print as ASCII art
+//
+#if 0
+#include <stdio.h>
+#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation
+#include "stb_truetype.h"
+
+char ttf_buffer[1<<25];
+
+int main(int argc, char **argv)
+{
+   stbtt_fontinfo font;
+   unsigned char *bitmap;
+   int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);
+
+   fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb"));
+
+   stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));
+   bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);
+
+   for (j=0; j < h; ++j) {
+      for (i=0; i < w; ++i)
+         putchar(" .:ioVM@"[bitmap[j*w+i]>>5]);
+      putchar('\n');
+   }
+   return 0;
+}
+#endif
+//
+// Output:
+//
+//     .ii.
+//    @@@@@@.
+//   V@Mio@@o
+//   :i.  V@V
+//     :oM@@M
+//   :@@@MM@M
+//   @@o  o@M
+//  :@@.  M@M
+//   @@@o@@@@
+//   :M@@V:@@.
+//
+//////////////////////////////////////////////////////////////////////////////
+//
+// Complete program: print "Hello World!" banner, with bugs
+//
+#if 0
+char buffer[24<<20];
+unsigned char screen[20][79];
+
+int main(int arg, char **argv)
+{
+   stbtt_fontinfo font;
+   int i,j,ascent,baseline,ch=0;
+   float scale, xpos=2; // leave a little padding in case the character extends left
+   char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness
+
+   fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb"));
+   stbtt_InitFont(&font, buffer, 0);
+
+   scale = stbtt_ScaleForPixelHeight(&font, 15);
+   stbtt_GetFontVMetrics(&font, &ascent,0,0);
+   baseline = (int) (ascent*scale);
+
+   while (text[ch]) {
+      int advance,lsb,x0,y0,x1,y1;
+      float x_shift = xpos - (float) floor(xpos);
+      stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);
+      stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
+      stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);
+      // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
+      // because this API is really for baking character bitmaps into textures. if you want to render
+      // a sequence of characters, you really need to render each bitmap to a temp buffer, then
+      // "alpha blend" that into the working buffer
+      xpos += (advance * scale);
+      if (text[ch+1])
+         xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);
+      ++ch;
+   }
+
+   for (j=0; j < 20; ++j) {
+      for (i=0; i < 78; ++i)
+         putchar(" .:ioVM@"[screen[j][i]>>5]);
+      putchar('\n');
+   }
+
+   return 0;
+}
+#endif
+
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+////   INTEGRATION WITH YOUR CODEBASE
+////
+////   The following sections allow you to supply alternate definitions
+////   of C library functions used by stb_truetype, e.g. if you don't
+////   link with the C runtime library.
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+   // #define your own (u)stbtt_int8/16/32 before including to override this
+   #ifndef stbtt_uint8
+   typedef unsigned char   stbtt_uint8;
+   typedef signed   char   stbtt_int8;
+   typedef unsigned short  stbtt_uint16;
+   typedef signed   short  stbtt_int16;
+   typedef unsigned int    stbtt_uint32;
+   typedef signed   int    stbtt_int32;
+   #endif
+
+   typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
+   typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
+
+   // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h
+   #ifndef STBTT_ifloor
+   #include <math.h>
+   #define STBTT_ifloor(x)   ((int) floor(x))
+   #define STBTT_iceil(x)    ((int) ceil(x))
+   #endif
+
+   #ifndef STBTT_sqrt
+   #include <math.h>
+   #define STBTT_sqrt(x)      sqrt(x)
+   #define STBTT_pow(x,y)     pow(x,y)
+   #endif
+
+   #ifndef STBTT_fmod
+   #include <math.h>
+   #define STBTT_fmod(x,y)    fmod(x,y)
+   #endif
+
+   #ifndef STBTT_cos
+   #include <math.h>
+   #define STBTT_cos(x)       cos(x)
+   #define STBTT_acos(x)      acos(x)
+   #endif
+
+   #ifndef STBTT_fabs
+   #include <math.h>
+   #define STBTT_fabs(x)      fabs(x)
+   #endif
+
+   // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
+   #ifndef STBTT_malloc
+   #include <stdlib.h>
+   #define STBTT_malloc(x,u)  ((void)(u),malloc(x))
+   #define STBTT_free(x,u)    ((void)(u),free(x))
+   #endif
+
+   #ifndef STBTT_assert
+   #include <assert.h>
+   #define STBTT_assert(x)    assert(x)
+   #endif
+
+   #ifndef STBTT_strlen
+   #include <string.h>
+   #define STBTT_strlen(x)    strlen(x)
+   #endif
+
+   #ifndef STBTT_memcpy
+   #include <string.h>
+   #define STBTT_memcpy       memcpy
+   #define STBTT_memset       memset
+   #endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+////   INTERFACE
+////
+////
+
+#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
+#define __STB_INCLUDE_STB_TRUETYPE_H__
+
+#ifdef STBTT_STATIC
+#define STBTT_DEF static
+#else
+#define STBTT_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// private structure
+typedef struct
+{
+   unsigned char *data;
+   int cursor;
+   int size;
+} stbtt__buf;
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// TEXTURE BAKING API
+//
+// If you use this API, you only have to call two functions ever.
+//
+
+typedef struct
+{
+   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+   float xoff,yoff,xadvance;
+} stbtt_bakedchar;
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)
+                                float pixel_height,                     // height of font in pixels
+                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in
+                                int first_char, int num_chars,          // characters to bake
+                                stbtt_bakedchar *chardata);             // you allocate this, it's num_chars long
+// if return is positive, the first unused row of the bitmap
+// if return is negative, returns the negative of the number of characters that fit
+// if return is 0, no characters fit and no rows were used
+// This uses a very crappy packing.
+
+typedef struct
+{
+   float x0,y0,s0,t0; // top-left
+   float x1,y1,s1,t1; // bottom-right
+} stbtt_aligned_quad;
+
+STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph,  // same data as above
+                               int char_index,             // character to display
+                               float *xpos, float *ypos,   // pointers to current position in screen pixel space
+                               stbtt_aligned_quad *q,      // output: quad to draw
+                               int opengl_fillrule);       // true if opengl fill rule; false if DX9 or earlier
+// Call GetBakedQuad with char_index = 'character - first_char', and it
+// creates the quad you need to draw and advances the current position.
+//
+// The coordinate system used assumes y increases downwards.
+//
+// Characters will extend both above and below the current position;
+// see discussion of "BASELINE" above.
+//
+// It's inefficient; you might want to c&p it and optimize it.
+
+STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);
+// Query the font vertical metrics without having to create a font first.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// NEW TEXTURE BAKING API
+//
+// This provides options for packing multiple fonts into one atlas, not
+// perfectly but better than nothing.
+
+typedef struct
+{
+   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+   float xoff,yoff,xadvance;
+   float xoff2,yoff2;
+} stbtt_packedchar;
+
+typedef struct stbtt_pack_context stbtt_pack_context;
+typedef struct stbtt_fontinfo stbtt_fontinfo;
+#ifndef STB_RECT_PACK_VERSION
+typedef struct stbrp_rect stbrp_rect;
+#endif
+
+STBTT_DEF int  stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);
+// Initializes a packing context stored in the passed-in stbtt_pack_context.
+// Future calls using this context will pack characters into the bitmap passed
+// in here: a 1-channel bitmap that is width * height. stride_in_bytes is
+// the distance from one row to the next (or 0 to mean they are packed tightly
+// together). "padding" is the amount of padding to leave between each
+// character (normally you want '1' for bitmaps you'll use as textures with
+// bilinear filtering).
+//
+// Returns 0 on failure, 1 on success.
+
+STBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc);
+// Cleans up the packing context and frees all memory.
+
+#define STBTT_POINT_SIZE(x)   (-(x))
+
+STBTT_DEF int  stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,
+                                int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);
+// Creates character bitmaps from the font_index'th font found in fontdata (use
+// font_index=0 if you don't know what that is). It creates num_chars_in_range
+// bitmaps for characters with unicode values starting at first_unicode_char_in_range
+// and increasing. Data for how to render them is stored in chardata_for_range;
+// pass these to stbtt_GetPackedQuad to get back renderable quads.
+//
+// font_size is the full height of the character from ascender to descender,
+// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed
+// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()
+// and pass that result as 'font_size':
+//       ...,                  20 , ... // font max minus min y is 20 pixels tall
+//       ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall
+
+typedef struct
+{
+   float font_size;
+   int first_unicode_codepoint_in_range;  // if non-zero, then the chars are continuous, and this is the first codepoint
+   int *array_of_unicode_codepoints;       // if non-zero, then this is an array of unicode codepoints
+   int num_chars;
+   stbtt_packedchar *chardata_for_range; // output
+   unsigned char h_oversample, v_oversample; // don't set these, they're used internally
+} stbtt_pack_range;
+
+STBTT_DEF int  stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);
+// Creates character bitmaps from multiple ranges of characters stored in
+// ranges. This will usually create a better-packed bitmap than multiple
+// calls to stbtt_PackFontRange. Note that you can call this multiple
+// times within a single PackBegin/PackEnd.
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);
+// Oversampling a font increases the quality by allowing higher-quality subpixel
+// positioning, and is especially valuable at smaller text sizes.
+//
+// This function sets the amount of oversampling for all following calls to
+// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given
+// pack context. The default (no oversampling) is achieved by h_oversample=1
+// and v_oversample=1. The total number of pixels required is
+// h_oversample*v_oversample larger than the default; for example, 2x2
+// oversampling requires 4x the storage of 1x1. For best results, render
+// oversampled textures with bilinear filtering. Look at the readme in
+// stb/tests/oversample for information about oversampled fonts
+//
+// To use with PackFontRangesGather etc., you must set it before calls
+// call to PackFontRangesGatherRects.
+
+STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
+// If skip != 0, this tells stb_truetype to skip any codepoints for which
+// there is no corresponding glyph. If skip=0, which is the default, then
+// codepoints without a glyph received the font's "missing character" glyph,
+// typically an empty box by convention.
+
+STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph,  // same data as above
+                               int char_index,             // character to display
+                               float *xpos, float *ypos,   // pointers to current position in screen pixel space
+                               stbtt_aligned_quad *q,      // output: quad to draw
+                               int align_to_integer);
+
+STBTT_DEF int  stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);
+STBTT_DEF int  stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+// Calling these functions in sequence is roughly equivalent to calling
+// stbtt_PackFontRanges(). If you more control over the packing of multiple
+// fonts, or if you want to pack custom data into a font texture, take a look
+// at the source to of stbtt_PackFontRanges() and create a custom version
+// using these functions, e.g. call GatherRects multiple times,
+// building up a single array of rects, then call PackRects once,
+// then call RenderIntoRects repeatedly. This may result in a
+// better packing than calling PackFontRanges multiple times
+// (or it may not).
+
+// this is an opaque structure that you shouldn't mess with which holds
+// all the context needed from PackBegin to PackEnd.
+struct stbtt_pack_context {
+   void *user_allocator_context;
+   void *pack_info;
+   int   width;
+   int   height;
+   int   stride_in_bytes;
+   int   padding;
+   int   skip_missing;
+   unsigned int   h_oversample, v_oversample;
+   unsigned char *pixels;
+   void  *nodes;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// FONT LOADING
+//
+//
+
+STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data);
+// This function will determine the number of fonts in a font file.  TrueType
+// collection (.ttc) files may contain multiple fonts, while TrueType font
+// (.ttf) files only contain one font. The number of fonts can be used for
+// indexing with the previous function where the index is between zero and one
+// less than the total fonts. If an error occurs, -1 is returned.
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
+// Each .ttf/.ttc file may have more than one font. Each font has a sequential
+// index number starting from 0. Call this function to get the font offset for
+// a given index; it returns -1 if the index is out of range. A regular .ttf
+// file will only define one font and it always be at offset 0, so it will
+// return '0' for index 0, and -1 for all other indices.
+
+// The following structure is defined publicly so you can declare one on
+// the stack or as a global or etc, but you should treat it as opaque.
+struct stbtt_fontinfo
+{
+   void           * userdata;
+   unsigned char  * data;              // pointer to .ttf file
+   int              fontstart;         // offset of start of font
+
+   int numGlyphs;                     // number of glyphs, needed for range checking
+
+   int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf
+   int index_map;                     // a cmap mapping for our chosen character encoding
+   int indexToLocFormat;              // format needed to map from glyph index to glyph
+
+   stbtt__buf cff;                    // cff font data
+   stbtt__buf charstrings;            // the charstring index
+   stbtt__buf gsubrs;                 // global charstring subroutines index
+   stbtt__buf subrs;                  // private charstring subroutines index
+   stbtt__buf fontdicts;              // array of font dicts
+   stbtt__buf fdselect;               // map from glyph to fontdict
+};
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);
+// Given an offset into the file that defines a font, this function builds
+// the necessary cached info for the rest of the system. You must allocate
+// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't
+// need to do anything special to free it, because the contents are pure
+// value data with no additional data structures. Returns 0 on failure.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER TO GLYPH-INDEX CONVERSIOn
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);
+// If you're going to perform multiple operations on the same character
+// and you want a speed-up, call this function with the character you're
+// going to process, then use glyph-based functions instead of the
+// codepoint-based functions.
+// Returns 0 if the character codepoint is not defined in the font.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER PROPERTIES
+//
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose "height" is 'pixels' tall.
+// Height is measured as the distance from the highest ascender to the lowest
+// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics
+// and computing:
+//       scale = pixels / (ascent - descent)
+// so if you prefer to measure height by the ascent only, use a similar calculation.
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose EM size is mapped to
+// 'pixels' tall. This is probably what traditional APIs compute, but
+// I'm not positive.
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);
+// ascent is the coordinate above the baseline the font extends; descent
+// is the coordinate below the baseline the font extends (i.e. it is typically negative)
+// lineGap is the spacing between one row's descent and the next row's ascent...
+// so you should advance the vertical position by "*ascent - *descent + *lineGap"
+//   these are expressed in unscaled coordinates, so you must multiply by
+//   the scale factor for a given size
+
+STBTT_DEF int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap);
+// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2
+// table (specific to MS/Windows TTF files).
+//
+// Returns 1 on success (table present), 0 on failure.
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);
+// the bounding box around all possible characters
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);
+// leftSideBearing is the offset from the current horizontal position to the left edge of the character
+// advanceWidth is the offset from the current horizontal position to the next horizontal position
+//   these are expressed in unscaled coordinates
+
+STBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);
+// an additional amount to add to the 'advance' value between ch1 and ch2
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);
+// Gets the bounding box of the visible part of the glyph, in unscaled coordinates
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);
+STBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);
+STBTT_DEF int  stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+// as above, but takes one or more glyph indices for greater efficiency
+
+typedef struct stbtt_kerningentry
+{
+   int glyph1; // use stbtt_FindGlyphIndex
+   int glyph2;
+   int advance;
+} stbtt_kerningentry;
+
+STBTT_DEF int  stbtt_GetKerningTableLength(const stbtt_fontinfo *info);
+STBTT_DEF int  stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length);
+// Retrieves a complete list of all of the kerning pairs provided by the font
+// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write.
+// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1)
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// GLYPH SHAPES (you probably don't need these, but they have to go before
+// the bitmaps for C declaration-order reasons)
+//
+
+#ifndef STBTT_vmove // you can predefine these to use different values (but why?)
+   enum {
+      STBTT_vmove=1,
+      STBTT_vline,
+      STBTT_vcurve,
+      STBTT_vcubic
+   };
+#endif
+
+#ifndef stbtt_vertex // you can predefine this to use different values
+                   // (we share this with other code at RAD)
+   #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file
+   typedef struct
+   {
+      stbtt_vertex_type x,y,cx,cy,cx1,cy1;
+      unsigned char type,padding;
+   } stbtt_vertex;
+#endif
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);
+// returns non-zero if nothing is drawn for this glyph
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);
+// returns # of vertices and fills *vertices with the pointer to them
+//   these are expressed in "unscaled" coordinates
+//
+// The shape is a series of contours. Each one starts with
+// a STBTT_moveto, then consists of a series of mixed
+// STBTT_lineto and STBTT_curveto segments. A lineto
+// draws a line from previous endpoint to its x,y; a curveto
+// draws a quadratic bezier from previous endpoint to
+// its x,y, using cx,cy as the bezier control point.
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);
+// frees the data allocated above
+
+STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl);
+STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg);
+STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg);
+// fills svg with the character's SVG data.
+// returns data size or 0 if SVG not found.
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// BITMAP RENDERING
+//
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);
+// frees the bitmap allocated below
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// allocates a large-enough single-channel 8bpp bitmap and renders the
+// specified character/glyph at the specified scale into it, with
+// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).
+// *width & *height are filled out with the width & height of the bitmap,
+// which is stored left-to-right, top-to-bottom.
+//
+// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);
+// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap
+// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap
+// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the
+// width and height and positioning info for it first.
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);
+// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint);
+// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering
+// is performed (see stbtt_PackSetOversampling)
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// get the bbox of the bitmap centered around the glyph origin; so the
+// bitmap width is ix1-ix0, height is iy1-iy0, and location to place
+// the bitmap top left is (leftSideBearing*scale,iy0).
+// (Note that the bitmap uses y-increases-down, but the shape uses
+// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel
+// shift for the character
+
+// the following functions are equivalent to the above functions, but operate
+// on glyph indices instead of Unicode codepoints (for efficiency)
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph);
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+
+
+// @TODO: don't expose this structure
+typedef struct
+{
+   int w,h,stride;
+   unsigned char *pixels;
+} stbtt__bitmap;
+
+// rasterize a shape with quadratic beziers into a bitmap
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result,        // 1-channel bitmap to draw into
+                               float flatness_in_pixels,     // allowable error of curve in pixels
+                               stbtt_vertex *vertices,       // array of vertices defining shape
+                               int num_verts,                // number of vertices in above array
+                               float scale_x, float scale_y, // scale applied to input vertices
+                               float shift_x, float shift_y, // translation applied to input vertices
+                               int x_off, int y_off,         // another translation applied to input
+                               int invert,                   // if non-zero, vertically flip shape
+                               void *userdata);              // context for to STBTT_MALLOC
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Signed Distance Function (or Field) rendering
+
+STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata);
+// frees the SDF bitmap allocated below
+
+STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
+// These functions compute a discretized SDF field for a single character, suitable for storing
+// in a single-channel texture, sampling with bilinear filtering, and testing against
+// larger than some threshold to produce scalable fonts.
+//        info              --  the font
+//        scale             --  controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap
+//        glyph/codepoint   --  the character to generate the SDF for
+//        padding           --  extra "pixels" around the character which are filled with the distance to the character (not 0),
+//                                 which allows effects like bit outlines
+//        onedge_value      --  value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character)
+//        pixel_dist_scale  --  what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale)
+//                                 if positive, > onedge_value is inside; if negative, < onedge_value is inside
+//        width,height      --  output height & width of the SDF bitmap (including padding)
+//        xoff,yoff         --  output origin of the character
+//        return value      --  a 2D array of bytes 0..255, width*height in size
+//
+// pixel_dist_scale & onedge_value are a scale & bias that allows you to make
+// optimal use of the limited 0..255 for your application, trading off precision
+// and special effects. SDF values outside the range 0..255 are clamped to 0..255.
+//
+// Example:
+//      scale = stbtt_ScaleForPixelHeight(22)
+//      padding = 5
+//      onedge_value = 180
+//      pixel_dist_scale = 180/5.0 = 36.0
+//
+//      This will create an SDF bitmap in which the character is about 22 pixels
+//      high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled
+//      shape, sample the SDF at each pixel and fill the pixel if the SDF value
+//      is greater than or equal to 180/255. (You'll actually want to antialias,
+//      which is beyond the scope of this example.) Additionally, you can compute
+//      offset outlines (e.g. to stroke the character border inside & outside,
+//      or only outside). For example, to fill outside the character up to 3 SDF
+//      pixels, you would compare against (180-36.0*3)/255 = 72/255. The above
+//      choice of variables maps a range from 5 pixels outside the shape to
+//      2 pixels inside the shape to 0..255; this is intended primarily for apply
+//      outside effects only (the interior range is needed to allow proper
+//      antialiasing of the font at *smaller* sizes)
+//
+// The function computes the SDF analytically at each SDF pixel, not by e.g.
+// building a higher-res bitmap and approximating it. In theory the quality
+// should be as high as possible for an SDF of this size & representation, but
+// unclear if this is true in practice (perhaps building a higher-res bitmap
+// and computing from that can allow drop-out prevention).
+//
+// The algorithm has not been optimized at all, so expect it to be slow
+// if computing lots of characters or very large sizes.
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Finding the right font...
+//
+// You should really just solve this offline, keep your own tables
+// of what font is what, and don't try to get it out of the .ttf file.
+// That's because getting it out of the .ttf file is really hard, because
+// the names in the file can appear in many possible encodings, in many
+// possible languages, and e.g. if you need a case-insensitive comparison,
+// the details of that depend on the encoding & language in a complex way
+// (actually underspecified in truetype, but also gigantic).
+//
+// But you can use the provided functions in two possible ways:
+//     stbtt_FindMatchingFont() will use *case-sensitive* comparisons on
+//             unicode-encoded names to try to find the font you want;
+//             you can run this before calling stbtt_InitFont()
+//
+//     stbtt_GetFontNameString() lets you get any of the various strings
+//             from the file yourself and do your own comparisons on them.
+//             You have to have called stbtt_InitFont() first.
+
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);
+// returns the offset (not index) of the font that matches, or -1 if none
+//   if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold".
+//   if you use any other flag, use a font name like "Arial"; this checks
+//     the 'macStyle' header field; i don't know if fonts set this consistently
+#define STBTT_MACSTYLE_DONTCARE     0
+#define STBTT_MACSTYLE_BOLD         1
+#define STBTT_MACSTYLE_ITALIC       2
+#define STBTT_MACSTYLE_UNDERSCORE   4
+#define STBTT_MACSTYLE_NONE         8   // <= not same as 0, this makes us check the bitfield is 0
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);
+// returns 1/0 whether the first string interpreted as utf8 is identical to
+// the second string interpreted as big-endian utf16... useful for strings from next func
+
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);
+// returns the string (which may be big-endian double byte, e.g. for unicode)
+// and puts the length in bytes in *length.
+//
+// some of the values for the IDs are below; for more see the truetype spec:
+//     http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html
+//     http://www.microsoft.com/typography/otspec/name.htm
+
+enum { // platformID
+   STBTT_PLATFORM_ID_UNICODE   =0,
+   STBTT_PLATFORM_ID_MAC       =1,
+   STBTT_PLATFORM_ID_ISO       =2,
+   STBTT_PLATFORM_ID_MICROSOFT =3
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_UNICODE
+   STBTT_UNICODE_EID_UNICODE_1_0    =0,
+   STBTT_UNICODE_EID_UNICODE_1_1    =1,
+   STBTT_UNICODE_EID_ISO_10646      =2,
+   STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,
+   STBTT_UNICODE_EID_UNICODE_2_0_FULL=4
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT
+   STBTT_MS_EID_SYMBOL        =0,
+   STBTT_MS_EID_UNICODE_BMP   =1,
+   STBTT_MS_EID_SHIFTJIS      =2,
+   STBTT_MS_EID_UNICODE_FULL  =10
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes
+   STBTT_MAC_EID_ROMAN        =0,   STBTT_MAC_EID_ARABIC       =4,
+   STBTT_MAC_EID_JAPANESE     =1,   STBTT_MAC_EID_HEBREW       =5,
+   STBTT_MAC_EID_CHINESE_TRAD =2,   STBTT_MAC_EID_GREEK        =6,
+   STBTT_MAC_EID_KOREAN       =3,   STBTT_MAC_EID_RUSSIAN      =7
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...
+       // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs
+   STBTT_MS_LANG_ENGLISH     =0x0409,   STBTT_MS_LANG_ITALIAN     =0x0410,
+   STBTT_MS_LANG_CHINESE     =0x0804,   STBTT_MS_LANG_JAPANESE    =0x0411,
+   STBTT_MS_LANG_DUTCH       =0x0413,   STBTT_MS_LANG_KOREAN      =0x0412,
+   STBTT_MS_LANG_FRENCH      =0x040c,   STBTT_MS_LANG_RUSSIAN     =0x0419,
+   STBTT_MS_LANG_GERMAN      =0x0407,   STBTT_MS_LANG_SPANISH     =0x0409,
+   STBTT_MS_LANG_HEBREW      =0x040d,   STBTT_MS_LANG_SWEDISH     =0x041D
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MAC
+   STBTT_MAC_LANG_ENGLISH      =0 ,   STBTT_MAC_LANG_JAPANESE     =11,
+   STBTT_MAC_LANG_ARABIC       =12,   STBTT_MAC_LANG_KOREAN       =23,
+   STBTT_MAC_LANG_DUTCH        =4 ,   STBTT_MAC_LANG_RUSSIAN      =32,
+   STBTT_MAC_LANG_FRENCH       =1 ,   STBTT_MAC_LANG_SPANISH      =6 ,
+   STBTT_MAC_LANG_GERMAN       =2 ,   STBTT_MAC_LANG_SWEDISH      =5 ,
+   STBTT_MAC_LANG_HEBREW       =10,   STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,
+   STBTT_MAC_LANG_ITALIAN      =3 ,   STBTT_MAC_LANG_CHINESE_TRAD =19
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // __STB_INCLUDE_STB_TRUETYPE_H__
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+////   IMPLEMENTATION
+////
+////
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+
+#ifndef STBTT_MAX_OVERSAMPLE
+#define STBTT_MAX_OVERSAMPLE   8
+#endif
+
+#if STBTT_MAX_OVERSAMPLE > 255
+#error "STBTT_MAX_OVERSAMPLE cannot be > 255"
+#endif
+
+typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];
+
+#ifndef STBTT_RASTERIZER_VERSION
+#define STBTT_RASTERIZER_VERSION 2
+#endif
+
+#ifdef _MSC_VER
+#define STBTT__NOTUSED(v)  (void)(v)
+#else
+#define STBTT__NOTUSED(v)  (void)sizeof(v)
+#endif
+
+//////////////////////////////////////////////////////////////////////////
+//
+// stbtt__buf helpers to parse data from file
+//
+
+static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b)
+{
+   if (b->cursor >= b->size)
+      return 0;
+   return b->data[b->cursor++];
+}
+
+static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b)
+{
+   if (b->cursor >= b->size)
+      return 0;
+   return b->data[b->cursor];
+}
+
+static void stbtt__buf_seek(stbtt__buf *b, int o)
+{
+   STBTT_assert(!(o > b->size || o < 0));
+   b->cursor = (o > b->size || o < 0) ? b->size : o;
+}
+
+static void stbtt__buf_skip(stbtt__buf *b, int o)
+{
+   stbtt__buf_seek(b, b->cursor + o);
+}
+
+static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n)
+{
+   stbtt_uint32 v = 0;
+   int i;
+   STBTT_assert(n >= 1 && n <= 4);
+   for (i = 0; i < n; i++)
+      v = (v << 8) | stbtt__buf_get8(b);
+   return v;
+}
+
+static stbtt__buf stbtt__new_buf(const void *p, size_t size)
+{
+   stbtt__buf r;
+   STBTT_assert(size < 0x40000000);
+   r.data = (stbtt_uint8*) p;
+   r.size = (int) size;
+   r.cursor = 0;
+   return r;
+}
+
+#define stbtt__buf_get16(b)  stbtt__buf_get((b), 2)
+#define stbtt__buf_get32(b)  stbtt__buf_get((b), 4)
+
+static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s)
+{
+   stbtt__buf r = stbtt__new_buf(NULL, 0);
+   if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r;
+   r.data = b->data + o;
+   r.size = s;
+   return r;
+}
+
+static stbtt__buf stbtt__cff_get_index(stbtt__buf *b)
+{
+   int count, start, offsize;
+   start = b->cursor;
+   count = stbtt__buf_get16(b);
+   if (count) {
+      offsize = stbtt__buf_get8(b);
+      STBTT_assert(offsize >= 1 && offsize <= 4);
+      stbtt__buf_skip(b, offsize * count);
+      stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1);
+   }
+   return stbtt__buf_range(b, start, b->cursor - start);
+}
+
+static stbtt_uint32 stbtt__cff_int(stbtt__buf *b)
+{
+   int b0 = stbtt__buf_get8(b);
+   if (b0 >= 32 && b0 <= 246)       return b0 - 139;
+   else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108;
+   else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108;
+   else if (b0 == 28)               return stbtt__buf_get16(b);
+   else if (b0 == 29)               return stbtt__buf_get32(b);
+   STBTT_assert(0);
+   return 0;
+}
+
+static void stbtt__cff_skip_operand(stbtt__buf *b) {
+   int v, b0 = stbtt__buf_peek8(b);
+   STBTT_assert(b0 >= 28);
+   if (b0 == 30) {
+      stbtt__buf_skip(b, 1);
+      while (b->cursor < b->size) {
+         v = stbtt__buf_get8(b);
+         if ((v & 0xF) == 0xF || (v >> 4) == 0xF)
+            break;
+      }
+   } else {
+      stbtt__cff_int(b);
+   }
+}
+
+static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key)
+{
+   stbtt__buf_seek(b, 0);
+   while (b->cursor < b->size) {
+      int start = b->cursor, end, op;
+      while (stbtt__buf_peek8(b) >= 28)
+         stbtt__cff_skip_operand(b);
+      end = b->cursor;
+      op = stbtt__buf_get8(b);
+      if (op == 12)  op = stbtt__buf_get8(b) | 0x100;
+      if (op == key) return stbtt__buf_range(b, start, end-start);
+   }
+   return stbtt__buf_range(b, 0, 0);
+}
+
+static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out)
+{
+   int i;
+   stbtt__buf operands = stbtt__dict_get(b, key);
+   for (i = 0; i < outcount && operands.cursor < operands.size; i++)
+      out[i] = stbtt__cff_int(&operands);
+}
+
+static int stbtt__cff_index_count(stbtt__buf *b)
+{
+   stbtt__buf_seek(b, 0);
+   return stbtt__buf_get16(b);
+}
+
+static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i)
+{
+   int count, offsize, start, end;
+   stbtt__buf_seek(&b, 0);
+   count = stbtt__buf_get16(&b);
+   offsize = stbtt__buf_get8(&b);
+   STBTT_assert(i >= 0 && i < count);
+   STBTT_assert(offsize >= 1 && offsize <= 4);
+   stbtt__buf_skip(&b, i*offsize);
+   start = stbtt__buf_get(&b, offsize);
+   end = stbtt__buf_get(&b, offsize);
+   return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+// accessors to parse data from file
+//
+
+// on platforms that don't allow misaligned reads, if we want to allow
+// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE
+
+#define ttBYTE(p)     (* (stbtt_uint8 *) (p))
+#define ttCHAR(p)     (* (stbtt_int8 *) (p))
+#define ttFixed(p)    ttLONG(p)
+
+static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }
+static stbtt_int16 ttSHORT(stbtt_uint8 *p)   { return p[0]*256 + p[1]; }
+static stbtt_uint32 ttULONG(stbtt_uint8 *p)  { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+static stbtt_int32 ttLONG(stbtt_uint8 *p)    { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+
+#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))
+#define stbtt_tag(p,str)           stbtt_tag4(p,str[0],str[1],str[2],str[3])
+
+static int stbtt__isfont(stbtt_uint8 *font)
+{
+   // check the version number
+   if (stbtt_tag4(font, '1',0,0,0))  return 1; // TrueType 1
+   if (stbtt_tag(font, "typ1"))   return 1; // TrueType with type 1 font -- we don't support this!
+   if (stbtt_tag(font, "OTTO"))   return 1; // OpenType with CFF
+   if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0
+   if (stbtt_tag(font, "true"))   return 1; // Apple specification for TrueType fonts
+   return 0;
+}
+
+// @OPTIMIZE: binary search
+static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)
+{
+   stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);
+   stbtt_uint32 tabledir = fontstart + 12;
+   stbtt_int32 i;
+   for (i=0; i < num_tables; ++i) {
+      stbtt_uint32 loc = tabledir + 16*i;
+      if (stbtt_tag(data+loc+0, tag))
+         return ttULONG(data+loc+8);
+   }
+   return 0;
+}
+
+static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index)
+{
+   // if it's just a font, there's only one valid index
+   if (stbtt__isfont(font_collection))
+      return index == 0 ? 0 : -1;
+
+   // check if it's a TTC
+   if (stbtt_tag(font_collection, "ttcf")) {
+      // version 1?
+      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+         stbtt_int32 n = ttLONG(font_collection+8);
+         if (index >= n)
+            return -1;
+         return ttULONG(font_collection+12+index*4);
+      }
+   }
+   return -1;
+}
+
+static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection)
+{
+   // if it's just a font, there's only one valid font
+   if (stbtt__isfont(font_collection))
+      return 1;
+
+   // check if it's a TTC
+   if (stbtt_tag(font_collection, "ttcf")) {
+      // version 1?
+      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+         return ttLONG(font_collection+8);
+      }
+   }
+   return 0;
+}
+
+static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)
+{
+   stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 };
+   stbtt__buf pdict;
+   stbtt__dict_get_ints(&fontdict, 18, 2, private_loc);
+   if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0);
+   pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]);
+   stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff);
+   if (!subrsoff) return stbtt__new_buf(NULL, 0);
+   stbtt__buf_seek(&cff, private_loc[1]+subrsoff);
+   return stbtt__cff_get_index(&cff);
+}
+
+// since most people won't use this, find this table the first time it's needed
+static int stbtt__get_svg(stbtt_fontinfo *info)
+{
+   stbtt_uint32 t;
+   if (info->svg < 0) {
+      t = stbtt__find_table(info->data, info->fontstart, "SVG ");
+      if (t) {
+         stbtt_uint32 offset = ttULONG(info->data + t + 2);
+         info->svg = t + offset;
+      } else {
+         info->svg = 0;
+      }
+   }
+   return info->svg;
+}
+
+static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)
+{
+   stbtt_uint32 cmap, t;
+   stbtt_int32 i,numTables;
+
+   info->data = data;
+   info->fontstart = fontstart;
+   info->cff = stbtt__new_buf(NULL, 0);
+
+   cmap = stbtt__find_table(data, fontstart, "cmap");       // required
+   info->loca = stbtt__find_table(data, fontstart, "loca"); // required
+   info->head = stbtt__find_table(data, fontstart, "head"); // required
+   info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required
+   info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required
+   info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required
+   info->kern = stbtt__find_table(data, fontstart, "kern"); // not required
+   info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required
+
+   if (!cmap || !info->head || !info->hhea || !info->hmtx)
+      return 0;
+   if (info->glyf) {
+      // required for truetype
+      if (!info->loca) return 0;
+   } else {
+      // initialization for CFF / Type2 fonts (OTF)
+      stbtt__buf b, topdict, topdictidx;
+      stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0;
+      stbtt_uint32 cff;
+
+      cff = stbtt__find_table(data, fontstart, "CFF ");
+      if (!cff) return 0;
+
+      info->fontdicts = stbtt__new_buf(NULL, 0);
+      info->fdselect = stbtt__new_buf(NULL, 0);
+
+      // @TODO this should use size from table (not 512MB)
+      info->cff = stbtt__new_buf(data+cff, 512*1024*1024);
+      b = info->cff;
+
+      // read the header
+      stbtt__buf_skip(&b, 2);
+      stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize
+
+      // @TODO the name INDEX could list multiple fonts,
+      // but we just use the first one.
+      stbtt__cff_get_index(&b);  // name INDEX
+      topdictidx = stbtt__cff_get_index(&b);
+      topdict = stbtt__cff_index_get(topdictidx, 0);
+      stbtt__cff_get_index(&b);  // string INDEX
+      info->gsubrs = stbtt__cff_get_index(&b);
+
+      stbtt__dict_get_ints(&topdict, 17, 1, &charstrings);
+      stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype);
+      stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff);
+      stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff);
+      info->subrs = stbtt__get_subrs(b, topdict);
+
+      // we only support Type 2 charstrings
+      if (cstype != 2) return 0;
+      if (charstrings == 0) return 0;
+
+      if (fdarrayoff) {
+         // looks like a CID font
+         if (!fdselectoff) return 0;
+         stbtt__buf_seek(&b, fdarrayoff);
+         info->fontdicts = stbtt__cff_get_index(&b);
+         info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff);
+      }
+
+      stbtt__buf_seek(&b, charstrings);
+      info->charstrings = stbtt__cff_get_index(&b);
+   }
+
+   t = stbtt__find_table(data, fontstart, "maxp");
+   if (t)
+      info->numGlyphs = ttUSHORT(data+t+4);
+   else
+      info->numGlyphs = 0xffff;
+
+   info->svg = -1;
+
+   // find a cmap encoding table we understand *now* to avoid searching
+   // later. (todo: could make this installable)
+   // the same regardless of glyph.
+   numTables = ttUSHORT(data + cmap + 2);
+   info->index_map = 0;
+   for (i=0; i < numTables; ++i) {
+      stbtt_uint32 encoding_record = cmap + 4 + 8 * i;
+      // find an encoding we understand:
+      switch(ttUSHORT(data+encoding_record)) {
+         case STBTT_PLATFORM_ID_MICROSOFT:
+            switch (ttUSHORT(data+encoding_record+2)) {
+               case STBTT_MS_EID_UNICODE_BMP:
+               case STBTT_MS_EID_UNICODE_FULL:
+                  // MS/Unicode
+                  info->index_map = cmap + ttULONG(data+encoding_record+4);
+                  break;
+            }
+            break;
+        case STBTT_PLATFORM_ID_UNICODE:
+            // Mac/iOS has these
+            // all the encodingIDs are unicode, so we don't bother to check it
+            info->index_map = cmap + ttULONG(data+encoding_record+4);
+            break;
+      }
+   }
+   if (info->index_map == 0)
+      return 0;
+
+   info->indexToLocFormat = ttUSHORT(data+info->head + 50);
+   return 1;
+}
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)
+{
+   stbtt_uint8 *data = info->data;
+   stbtt_uint32 index_map = info->index_map;
+
+   stbtt_uint16 format = ttUSHORT(data + index_map + 0);
+   if (format == 0) { // apple byte encoding
+      stbtt_int32 bytes = ttUSHORT(data + index_map + 2);
+      if (unicode_codepoint < bytes-6)
+         return ttBYTE(data + index_map + 6 + unicode_codepoint);
+      return 0;
+   } else if (format == 6) {
+      stbtt_uint32 first = ttUSHORT(data + index_map + 6);
+      stbtt_uint32 count = ttUSHORT(data + index_map + 8);
+      if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)
+         return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);
+      return 0;
+   } else if (format == 2) {
+      STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean
+      return 0;
+   } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges
+      stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;
+      stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
+      stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
+      stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
+
+      // do a binary search of the segments
+      stbtt_uint32 endCount = index_map + 14;
+      stbtt_uint32 search = endCount;
+
+      if (unicode_codepoint > 0xffff)
+         return 0;
+
+      // they lie from endCount .. endCount + segCount
+      // but searchRange is the nearest power of two, so...
+      if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))
+         search += rangeShift*2;
+
+      // now decrement to bias correctly to find smallest
+      search -= 2;
+      while (entrySelector) {
+         stbtt_uint16 end;
+         searchRange >>= 1;
+         end = ttUSHORT(data + search + searchRange*2);
+         if (unicode_codepoint > end)
+            search += searchRange*2;
+         --entrySelector;
+      }
+      search += 2;
+
+      {
+         stbtt_uint16 offset, start, last;
+         stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
+
+         start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
+         last = ttUSHORT(data + endCount + 2*item);
+         if (unicode_codepoint < start || unicode_codepoint > last)
+            return 0;
+
+         offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
+         if (offset == 0)
+            return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
+
+         return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
+      }
+   } else if (format == 12 || format == 13) {
+      stbtt_uint32 ngroups = ttULONG(data+index_map+12);
+      stbtt_int32 low,high;
+      low = 0; high = (stbtt_int32)ngroups;
+      // Binary search the right group.
+      while (low < high) {
+         stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high
+         stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);
+         stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);
+         if ((stbtt_uint32) unicode_codepoint < start_char)
+            high = mid;
+         else if ((stbtt_uint32) unicode_codepoint > end_char)
+            low = mid+1;
+         else {
+            stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);
+            if (format == 12)
+               return start_glyph + unicode_codepoint-start_char;
+            else // format == 13
+               return start_glyph;
+         }
+      }
+      return 0; // not found
+   }
+   // @TODO
+   STBTT_assert(0);
+   return 0;
+}
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)
+{
+   return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);
+}
+
+static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)
+{
+   v->type = type;
+   v->x = (stbtt_int16) x;
+   v->y = (stbtt_int16) y;
+   v->cx = (stbtt_int16) cx;
+   v->cy = (stbtt_int16) cy;
+}
+
+static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)
+{
+   int g1,g2;
+
+   STBTT_assert(!info->cff.size);
+
+   if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range
+   if (info->indexToLocFormat >= 2)    return -1; // unknown index->glyph map format
+
+   if (info->indexToLocFormat == 0) {
+      g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;
+      g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;
+   } else {
+      g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);
+      g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);
+   }
+
+   return g1==g2 ? -1 : g1; // if length is 0, return -1
+}
+
+static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+
+STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+   if (info->cff.size) {
+      stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1);
+   } else {
+      int g = stbtt__GetGlyfOffset(info, glyph_index);
+      if (g < 0) return 0;
+
+      if (x0) *x0 = ttSHORT(info->data + g + 2);
+      if (y0) *y0 = ttSHORT(info->data + g + 4);
+      if (x1) *x1 = ttSHORT(info->data + g + 6);
+      if (y1) *y1 = ttSHORT(info->data + g + 8);
+   }
+   return 1;
+}
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)
+{
+   return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);
+}
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)
+{
+   stbtt_int16 numberOfContours;
+   int g;
+   if (info->cff.size)
+      return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0;
+   g = stbtt__GetGlyfOffset(info, glyph_index);
+   if (g < 0) return 1;
+   numberOfContours = ttSHORT(info->data + g);
+   return numberOfContours == 0;
+}
+
+static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,
+    stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)
+{
+   if (start_off) {
+      if (was_off)
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);
+      stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);
+   } else {
+      if (was_off)
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);
+      else
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);
+   }
+   return num_vertices;
+}
+
+static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   stbtt_int16 numberOfContours;
+   stbtt_uint8 *endPtsOfContours;
+   stbtt_uint8 *data = info->data;
+   stbtt_vertex *vertices=0;
+   int num_vertices=0;
+   int g = stbtt__GetGlyfOffset(info, glyph_index);
+
+   *pvertices = NULL;
+
+   if (g < 0) return 0;
+
+   numberOfContours = ttSHORT(data + g);
+
+   if (numberOfContours > 0) {
+      stbtt_uint8 flags=0,flagcount;
+      stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;
+      stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;
+      stbtt_uint8 *points;
+      endPtsOfContours = (data + g + 10);
+      ins = ttUSHORT(data + g + 10 + numberOfContours * 2);
+      points = data + g + 10 + numberOfContours * 2 + 2 + ins;
+
+      n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);
+
+      m = n + 2*numberOfContours;  // a loose bound on how many vertices we might need
+      vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);
+      if (vertices == 0)
+         return 0;
+
+      next_move = 0;
+      flagcount=0;
+
+      // in first pass, we load uninterpreted data into the allocated array
+      // above, shifted to the end of the array so we won't overwrite it when
+      // we create our final data starting from the front
+
+      off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated
+
+      // first load flags
+
+      for (i=0; i < n; ++i) {
+         if (flagcount == 0) {
+            flags = *points++;
+            if (flags & 8)
+               flagcount = *points++;
+         } else
+            --flagcount;
+         vertices[off+i].type = flags;
+      }
+
+      // now load x coordinates
+      x=0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         if (flags & 2) {
+            stbtt_int16 dx = *points++;
+            x += (flags & 16) ? dx : -dx; // ???
+         } else {
+            if (!(flags & 16)) {
+               x = x + (stbtt_int16) (points[0]*256 + points[1]);
+               points += 2;
+            }
+         }
+         vertices[off+i].x = (stbtt_int16) x;
+      }
+
+      // now load y coordinates
+      y=0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         if (flags & 4) {
+            stbtt_int16 dy = *points++;
+            y += (flags & 32) ? dy : -dy; // ???
+         } else {
+            if (!(flags & 32)) {
+               y = y + (stbtt_int16) (points[0]*256 + points[1]);
+               points += 2;
+            }
+         }
+         vertices[off+i].y = (stbtt_int16) y;
+      }
+
+      // now convert them to our format
+      num_vertices=0;
+      sx = sy = cx = cy = scx = scy = 0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         x     = (stbtt_int16) vertices[off+i].x;
+         y     = (stbtt_int16) vertices[off+i].y;
+
+         if (next_move == i) {
+            if (i != 0)
+               num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+
+            // now start the new one
+            start_off = !(flags & 1);
+            if (start_off) {
+               // if we start off with an off-curve point, then when we need to find a point on the curve
+               // where we can start, and we need to save some state for when we wraparound.
+               scx = x;
+               scy = y;
+               if (!(vertices[off+i+1].type & 1)) {
+                  // next point is also a curve point, so interpolate an on-point curve
+                  sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;
+                  sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;
+               } else {
+                  // otherwise just use the next point as our start point
+                  sx = (stbtt_int32) vertices[off+i+1].x;
+                  sy = (stbtt_int32) vertices[off+i+1].y;
+                  ++i; // we're using point i+1 as the starting point, so skip it
+               }
+            } else {
+               sx = x;
+               sy = y;
+            }
+            stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);
+            was_off = 0;
+            next_move = 1 + ttUSHORT(endPtsOfContours+j*2);
+            ++j;
+         } else {
+            if (!(flags & 1)) { // if it's a curve
+               if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);
+               cx = x;
+               cy = y;
+               was_off = 1;
+            } else {
+               if (was_off)
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);
+               else
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);
+               was_off = 0;
+            }
+         }
+      }
+      num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+   } else if (numberOfContours < 0) {
+      // Compound shapes.
+      int more = 1;
+      stbtt_uint8 *comp = data + g + 10;
+      num_vertices = 0;
+      vertices = 0;
+      while (more) {
+         stbtt_uint16 flags, gidx;
+         int comp_num_verts = 0, i;
+         stbtt_vertex *comp_verts = 0, *tmp = 0;
+         float mtx[6] = {1,0,0,1,0,0}, m, n;
+
+         flags = ttSHORT(comp); comp+=2;
+         gidx = ttSHORT(comp); comp+=2;
+
+         if (flags & 2) { // XY values
+            if (flags & 1) { // shorts
+               mtx[4] = ttSHORT(comp); comp+=2;
+               mtx[5] = ttSHORT(comp); comp+=2;
+            } else {
+               mtx[4] = ttCHAR(comp); comp+=1;
+               mtx[5] = ttCHAR(comp); comp+=1;
+            }
+         }
+         else {
+            // @TODO handle matching point
+            STBTT_assert(0);
+         }
+         if (flags & (1<<3)) { // WE_HAVE_A_SCALE
+            mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = mtx[2] = 0;
+         } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE
+            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = mtx[2] = 0;
+            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+         } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO
+            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+         }
+
+         // Find transformation scales.
+         m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);
+         n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);
+
+         // Get indexed glyph.
+         comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);
+         if (comp_num_verts > 0) {
+            // Transform vertices.
+            for (i = 0; i < comp_num_verts; ++i) {
+               stbtt_vertex* v = &comp_verts[i];
+               stbtt_vertex_type x,y;
+               x=v->x; y=v->y;
+               v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+               v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+               x=v->cx; y=v->cy;
+               v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+               v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+            }
+            // Append vertices.
+            tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);
+            if (!tmp) {
+               if (vertices) STBTT_free(vertices, info->userdata);
+               if (comp_verts) STBTT_free(comp_verts, info->userdata);
+               return 0;
+            }
+            if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
+            STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
+            if (vertices) STBTT_free(vertices, info->userdata);
+            vertices = tmp;
+            STBTT_free(comp_verts, info->userdata);
+            num_vertices += comp_num_verts;
+         }
+         // More components ?
+         more = flags & (1<<5);
+      }
+   } else {
+      // numberOfCounters == 0, do nothing
+   }
+
+   *pvertices = vertices;
+   return num_vertices;
+}
+
+typedef struct
+{
+   int bounds;
+   int started;
+   float first_x, first_y;
+   float x, y;
+   stbtt_int32 min_x, max_x, min_y, max_y;
+
+   stbtt_vertex *pvertices;
+   int num_vertices;
+} stbtt__csctx;
+
+#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0}
+
+static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y)
+{
+   if (x > c->max_x || !c->started) c->max_x = x;
+   if (y > c->max_y || !c->started) c->max_y = y;
+   if (x < c->min_x || !c->started) c->min_x = x;
+   if (y < c->min_y || !c->started) c->min_y = y;
+   c->started = 1;
+}
+
+static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1)
+{
+   if (c->bounds) {
+      stbtt__track_vertex(c, x, y);
+      if (type == STBTT_vcubic) {
+         stbtt__track_vertex(c, cx, cy);
+         stbtt__track_vertex(c, cx1, cy1);
+      }
+   } else {
+      stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy);
+      c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1;
+      c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1;
+   }
+   c->num_vertices++;
+}
+
+static void stbtt__csctx_close_shape(stbtt__csctx *ctx)
+{
+   if (ctx->first_x != ctx->x || ctx->first_y != ctx->y)
+      stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy)
+{
+   stbtt__csctx_close_shape(ctx);
+   ctx->first_x = ctx->x = ctx->x + dx;
+   ctx->first_y = ctx->y = ctx->y + dy;
+   stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy)
+{
+   ctx->x += dx;
+   ctx->y += dy;
+   stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3)
+{
+   float cx1 = ctx->x + dx1;
+   float cy1 = ctx->y + dy1;
+   float cx2 = cx1 + dx2;
+   float cy2 = cy1 + dy2;
+   ctx->x = cx2 + dx3;
+   ctx->y = cy2 + dy3;
+   stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2);
+}
+
+static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n)
+{
+   int count = stbtt__cff_index_count(&idx);
+   int bias = 107;
+   if (count >= 33900)
+      bias = 32768;
+   else if (count >= 1240)
+      bias = 1131;
+   n += bias;
+   if (n < 0 || n >= count)
+      return stbtt__new_buf(NULL, 0);
+   return stbtt__cff_index_get(idx, n);
+}
+
+static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index)
+{
+   stbtt__buf fdselect = info->fdselect;
+   int nranges, start, end, v, fmt, fdselector = -1, i;
+
+   stbtt__buf_seek(&fdselect, 0);
+   fmt = stbtt__buf_get8(&fdselect);
+   if (fmt == 0) {
+      // untested
+      stbtt__buf_skip(&fdselect, glyph_index);
+      fdselector = stbtt__buf_get8(&fdselect);
+   } else if (fmt == 3) {
+      nranges = stbtt__buf_get16(&fdselect);
+      start = stbtt__buf_get16(&fdselect);
+      for (i = 0; i < nranges; i++) {
+         v = stbtt__buf_get8(&fdselect);
+         end = stbtt__buf_get16(&fdselect);
+         if (glyph_index >= start && glyph_index < end) {
+            fdselector = v;
+            break;
+         }
+         start = end;
+      }
+   }
+   if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422
+   return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector));
+}
+
+static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c)
+{
+   int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0;
+   int has_subrs = 0, clear_stack;
+   float s[48];
+   stbtt__buf subr_stack[10], subrs = info->subrs, b;
+   float f;
+
+#define STBTT__CSERR(s) (0)
+
+   // this currently ignores the initial width value, which isn't needed if we have hmtx
+   b = stbtt__cff_index_get(info->charstrings, glyph_index);
+   while (b.cursor < b.size) {
+      i = 0;
+      clear_stack = 1;
+      b0 = stbtt__buf_get8(&b);
+      switch (b0) {
+      // @TODO implement hinting
+      case 0x13: // hintmask
+      case 0x14: // cntrmask
+         if (in_header)
+            maskbits += (sp / 2); // implicit "vstem"
+         in_header = 0;
+         stbtt__buf_skip(&b, (maskbits + 7) / 8);
+         break;
+
+      case 0x01: // hstem
+      case 0x03: // vstem
+      case 0x12: // hstemhm
+      case 0x17: // vstemhm
+         maskbits += (sp / 2);
+         break;
+
+      case 0x15: // rmoveto
+         in_header = 0;
+         if (sp < 2) return STBTT__CSERR("rmoveto stack");
+         stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]);
+         break;
+      case 0x04: // vmoveto
+         in_header = 0;
+         if (sp < 1) return STBTT__CSERR("vmoveto stack");
+         stbtt__csctx_rmove_to(c, 0, s[sp-1]);
+         break;
+      case 0x16: // hmoveto
+         in_header = 0;
+         if (sp < 1) return STBTT__CSERR("hmoveto stack");
+         stbtt__csctx_rmove_to(c, s[sp-1], 0);
+         break;
+
+      case 0x05: // rlineto
+         if (sp < 2) return STBTT__CSERR("rlineto stack");
+         for (; i + 1 < sp; i += 2)
+            stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         break;
+
+      // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical
+      // starting from a different place.
+
+      case 0x07: // vlineto
+         if (sp < 1) return STBTT__CSERR("vlineto stack");
+         goto vlineto;
+      case 0x06: // hlineto
+         if (sp < 1) return STBTT__CSERR("hlineto stack");
+         for (;;) {
+            if (i >= sp) break;
+            stbtt__csctx_rline_to(c, s[i], 0);
+            i++;
+      vlineto:
+            if (i >= sp) break;
+            stbtt__csctx_rline_to(c, 0, s[i]);
+            i++;
+         }
+         break;
+
+      case 0x1F: // hvcurveto
+         if (sp < 4) return STBTT__CSERR("hvcurveto stack");
+         goto hvcurveto;
+      case 0x1E: // vhcurveto
+         if (sp < 4) return STBTT__CSERR("vhcurveto stack");
+         for (;;) {
+            if (i + 3 >= sp) break;
+            stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f);
+            i += 4;
+      hvcurveto:
+            if (i + 3 >= sp) break;
+            stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]);
+            i += 4;
+         }
+         break;
+
+      case 0x08: // rrcurveto
+         if (sp < 6) return STBTT__CSERR("rcurveline stack");
+         for (; i + 5 < sp; i += 6)
+            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         break;
+
+      case 0x18: // rcurveline
+         if (sp < 8) return STBTT__CSERR("rcurveline stack");
+         for (; i + 5 < sp - 2; i += 6)
+            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack");
+         stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         break;
+
+      case 0x19: // rlinecurve
+         if (sp < 8) return STBTT__CSERR("rlinecurve stack");
+         for (; i + 1 < sp - 6; i += 2)
+            stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack");
+         stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         break;
+
+      case 0x1A: // vvcurveto
+      case 0x1B: // hhcurveto
+         if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack");
+         f = 0.0;
+         if (sp & 1) { f = s[i]; i++; }
+         for (; i + 3 < sp; i += 4) {
+            if (b0 == 0x1B)
+               stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0);
+            else
+               stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]);
+            f = 0.0;
+         }
+         break;
+
+      case 0x0A: // callsubr
+         if (!has_subrs) {
+            if (info->fdselect.size)
+               subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);
+            has_subrs = 1;
+         }
+         // FALLTHROUGH
+      case 0x1D: // callgsubr
+         if (sp < 1) return STBTT__CSERR("call(g|)subr stack");
+         v = (int) s[--sp];
+         if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit");
+         subr_stack[subr_stack_height++] = b;
+         b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v);
+         if (b.size == 0) return STBTT__CSERR("subr not found");
+         b.cursor = 0;
+         clear_stack = 0;
+         break;
+
+      case 0x0B: // return
+         if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr");
+         b = subr_stack[--subr_stack_height];
+         clear_stack = 0;
+         break;
+
+      case 0x0E: // endchar
+         stbtt__csctx_close_shape(c);
+         return 1;
+
+      case 0x0C: { // two-byte escape
+         float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6;
+         float dx, dy;
+         int b1 = stbtt__buf_get8(&b);
+         switch (b1) {
+         // @TODO These "flex" implementations ignore the flex-depth and resolution,
+         // and always draw beziers.
+         case 0x22: // hflex
+            if (sp < 7) return STBTT__CSERR("hflex stack");
+            dx1 = s[0];
+            dx2 = s[1];
+            dy2 = s[2];
+            dx3 = s[3];
+            dx4 = s[4];
+            dx5 = s[5];
+            dx6 = s[6];
+            stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0);
+            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0);
+            break;
+
+         case 0x23: // flex
+            if (sp < 13) return STBTT__CSERR("flex stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dy3 = s[5];
+            dx4 = s[6];
+            dy4 = s[7];
+            dx5 = s[8];
+            dy5 = s[9];
+            dx6 = s[10];
+            dy6 = s[11];
+            //fd is s[12]
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
+            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
+            break;
+
+         case 0x24: // hflex1
+            if (sp < 9) return STBTT__CSERR("hflex1 stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dx4 = s[5];
+            dx5 = s[6];
+            dy5 = s[7];
+            dx6 = s[8];
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0);
+            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5));
+            break;
+
+         case 0x25: // flex1
+            if (sp < 11) return STBTT__CSERR("flex1 stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dy3 = s[5];
+            dx4 = s[6];
+            dy4 = s[7];
+            dx5 = s[8];
+            dy5 = s[9];
+            dx6 = dy6 = s[10];
+            dx = dx1+dx2+dx3+dx4+dx5;
+            dy = dy1+dy2+dy3+dy4+dy5;
+            if (STBTT_fabs(dx) > STBTT_fabs(dy))
+               dy6 = -dy;
+            else
+               dx6 = -dx;
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
+            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
+            break;
+
+         default:
+            return STBTT__CSERR("unimplemented");
+         }
+      } break;
+
+      default:
+         if (b0 != 255 && b0 != 28 && b0 < 32)
+            return STBTT__CSERR("reserved operator");
+
+         // push immediate
+         if (b0 == 255) {
+            f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000;
+         } else {
+            stbtt__buf_skip(&b, -1);
+            f = (float)(stbtt_int16)stbtt__cff_int(&b);
+         }
+         if (sp >= 48) return STBTT__CSERR("push stack overflow");
+         s[sp++] = f;
+         clear_stack = 0;
+         break;
+      }
+      if (clear_stack) sp = 0;
+   }
+   return STBTT__CSERR("no endchar");
+
+#undef STBTT__CSERR
+}
+
+static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   // runs the charstring twice, once to count and once to output (to avoid realloc)
+   stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1);
+   stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0);
+   if (stbtt__run_charstring(info, glyph_index, &count_ctx)) {
+      *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata);
+      output_ctx.pvertices = *pvertices;
+      if (stbtt__run_charstring(info, glyph_index, &output_ctx)) {
+         STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices);
+         return output_ctx.num_vertices;
+      }
+   }
+   *pvertices = NULL;
+   return 0;
+}
+
+static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+   stbtt__csctx c = STBTT__CSCTX_INIT(1);
+   int r = stbtt__run_charstring(info, glyph_index, &c);
+   if (x0)  *x0 = r ? c.min_x : 0;
+   if (y0)  *y0 = r ? c.min_y : 0;
+   if (x1)  *x1 = r ? c.max_x : 0;
+   if (y1)  *y1 = r ? c.max_y : 0;
+   return r ? c.num_vertices : 0;
+}
+
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   if (!info->cff.size)
+      return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices);
+   else
+      return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices);
+}
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)
+{
+   stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);
+   if (glyph_index < numOfLongHorMetrics) {
+      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*glyph_index);
+      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);
+   } else {
+      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));
+      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));
+   }
+}
+
+STBTT_DEF int  stbtt_GetKerningTableLength(const stbtt_fontinfo *info)
+{
+   stbtt_uint8 *data = info->data + info->kern;
+
+   // we only look at the first table. it must be 'horizontal' and format 0.
+   if (!info->kern)
+      return 0;
+   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+      return 0;
+   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+      return 0;
+
+   return ttUSHORT(data+10);
+}
+
+STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length)
+{
+   stbtt_uint8 *data = info->data + info->kern;
+   int k, length;
+
+   // we only look at the first table. it must be 'horizontal' and format 0.
+   if (!info->kern)
+      return 0;
+   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+      return 0;
+   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+      return 0;
+
+   length = ttUSHORT(data+10);
+   if (table_length < length)
+      length = table_length;
+
+   for (k = 0; k < length; k++)
+   {
+      table[k].glyph1 = ttUSHORT(data+18+(k*6));
+      table[k].glyph2 = ttUSHORT(data+20+(k*6));
+      table[k].advance = ttSHORT(data+22+(k*6));
+   }
+
+   return length;
+}
+
+static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
+{
+   stbtt_uint8 *data = info->data + info->kern;
+   stbtt_uint32 needle, straw;
+   int l, r, m;
+
+   // we only look at the first table. it must be 'horizontal' and format 0.
+   if (!info->kern)
+      return 0;
+   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+      return 0;
+   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+      return 0;
+
+   l = 0;
+   r = ttUSHORT(data+10) - 1;
+   needle = glyph1 << 16 | glyph2;
+   while (l <= r) {
+      m = (l + r) >> 1;
+      straw = ttULONG(data+18+(m*6)); // note: unaligned read
+      if (needle < straw)
+         r = m - 1;
+      else if (needle > straw)
+         l = m + 1;
+      else
+         return ttSHORT(data+22+(m*6));
+   }
+   return 0;
+}
+
+static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)
+{
+   stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);
+   switch (coverageFormat) {
+      case 1: {
+         stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);
+
+         // Binary search.
+         stbtt_int32 l=0, r=glyphCount-1, m;
+         int straw, needle=glyph;
+         while (l <= r) {
+            stbtt_uint8 *glyphArray = coverageTable + 4;
+            stbtt_uint16 glyphID;
+            m = (l + r) >> 1;
+            glyphID = ttUSHORT(glyphArray + 2 * m);
+            straw = glyphID;
+            if (needle < straw)
+               r = m - 1;
+            else if (needle > straw)
+               l = m + 1;
+            else {
+               return m;
+            }
+         }
+         break;
+      }
+
+      case 2: {
+         stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);
+         stbtt_uint8 *rangeArray = coverageTable + 4;
+
+         // Binary search.
+         stbtt_int32 l=0, r=rangeCount-1, m;
+         int strawStart, strawEnd, needle=glyph;
+         while (l <= r) {
+            stbtt_uint8 *rangeRecord;
+            m = (l + r) >> 1;
+            rangeRecord = rangeArray + 6 * m;
+            strawStart = ttUSHORT(rangeRecord);
+            strawEnd = ttUSHORT(rangeRecord + 2);
+            if (needle < strawStart)
+               r = m - 1;
+            else if (needle > strawEnd)
+               l = m + 1;
+            else {
+               stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);
+               return startCoverageIndex + glyph - strawStart;
+            }
+         }
+         break;
+      }
+
+      default: return -1; // unsupported
+   }
+
+   return -1;
+}
+
+static stbtt_int32  stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
+{
+   stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);
+   switch (classDefFormat)
+   {
+      case 1: {
+         stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);
+         stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);
+         stbtt_uint8 *classDef1ValueArray = classDefTable + 6;
+
+         if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
+            return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
+         break;
+      }
+
+      case 2: {
+         stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);
+         stbtt_uint8 *classRangeRecords = classDefTable + 4;
+
+         // Binary search.
+         stbtt_int32 l=0, r=classRangeCount-1, m;
+         int strawStart, strawEnd, needle=glyph;
+         while (l <= r) {
+            stbtt_uint8 *classRangeRecord;
+            m = (l + r) >> 1;
+            classRangeRecord = classRangeRecords + 6 * m;
+            strawStart = ttUSHORT(classRangeRecord);
+            strawEnd = ttUSHORT(classRangeRecord + 2);
+            if (needle < strawStart)
+               r = m - 1;
+            else if (needle > strawEnd)
+               l = m + 1;
+            else
+               return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
+         }
+         break;
+      }
+
+      default:
+         return -1; // Unsupported definition type, return an error.
+   }
+
+   // "All glyphs not assigned to a class fall into class 0". (OpenType spec)
+   return 0;
+}
+
+// Define to STBTT_assert(x) if you want to break on unimplemented formats.
+#define STBTT_GPOS_TODO_assert(x)
+
+static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
+{
+   stbtt_uint16 lookupListOffset;
+   stbtt_uint8 *lookupList;
+   stbtt_uint16 lookupCount;
+   stbtt_uint8 *data;
+   stbtt_int32 i, sti;
+
+   if (!info->gpos) return 0;
+
+   data = info->data + info->gpos;
+
+   if (ttUSHORT(data+0) != 1) return 0; // Major version 1
+   if (ttUSHORT(data+2) != 0) return 0; // Minor version 0
+
+   lookupListOffset = ttUSHORT(data+8);
+   lookupList = data + lookupListOffset;
+   lookupCount = ttUSHORT(lookupList);
+
+   for (i=0; i<lookupCount; ++i) {
+      stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);
+      stbtt_uint8 *lookupTable = lookupList + lookupOffset;
+
+      stbtt_uint16 lookupType = ttUSHORT(lookupTable);
+      stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
+      stbtt_uint8 *subTableOffsets = lookupTable + 6;
+      if (lookupType != 2) // Pair Adjustment Positioning Subtable
+         continue;
+
+      for (sti=0; sti<subTableCount; sti++) {
+         stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
+         stbtt_uint8 *table = lookupTable + subtableOffset;
+         stbtt_uint16 posFormat = ttUSHORT(table);
+         stbtt_uint16 coverageOffset = ttUSHORT(table + 2);
+         stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);
+         if (coverageIndex == -1) continue;
+
+         switch (posFormat) {
+            case 1: {
+               stbtt_int32 l, r, m;
+               int straw, needle;
+               stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
+               stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
+               if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
+                  stbtt_int32 valueRecordPairSizeInBytes = 2;
+                  stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
+                  stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
+                  stbtt_uint8 *pairValueTable = table + pairPosOffset;
+                  stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
+                  stbtt_uint8 *pairValueArray = pairValueTable + 2;
+
+                  if (coverageIndex >= pairSetCount) return 0;
+
+                  needle=glyph2;
+                  r=pairValueCount-1;
+                  l=0;
+
+                  // Binary search.
+                  while (l <= r) {
+                     stbtt_uint16 secondGlyph;
+                     stbtt_uint8 *pairValue;
+                     m = (l + r) >> 1;
+                     pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;
+                     secondGlyph = ttUSHORT(pairValue);
+                     straw = secondGlyph;
+                     if (needle < straw)
+                        r = m - 1;
+                     else if (needle > straw)
+                        l = m + 1;
+                     else {
+                        stbtt_int16 xAdvance = ttSHORT(pairValue + 2);
+                        return xAdvance;
+                     }
+                  }
+               } else
+                  return 0;
+               break;
+            }
+
+            case 2: {
+               stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
+               stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
+               if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
+                  stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);
+                  stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);
+                  int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);
+                  int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);
+
+                  stbtt_uint16 class1Count = ttUSHORT(table + 12);
+                  stbtt_uint16 class2Count = ttUSHORT(table + 14);
+                  stbtt_uint8 *class1Records, *class2Records;
+                  stbtt_int16 xAdvance;
+
+                  if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed
+                  if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed
+
+                  class1Records = table + 16;
+                  class2Records = class1Records + 2 * (glyph1class * class2Count);
+                  xAdvance = ttSHORT(class2Records + 2 * glyph2class);
+                  return xAdvance;
+               } else
+                  return 0;
+               break;
+            }
+
+            default:
+               return 0; // Unsupported position format
+         }
+      }
+   }
+
+   return 0;
+}
+
+STBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2)
+{
+   int xAdvance = 0;
+
+   if (info->gpos)
+      xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);
+   else if (info->kern)
+      xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);
+
+   return xAdvance;
+}
+
+STBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)
+{
+   if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs
+      return 0;
+   return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));
+}
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)
+{
+   stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);
+}
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)
+{
+   if (ascent ) *ascent  = ttSHORT(info->data+info->hhea + 4);
+   if (descent) *descent = ttSHORT(info->data+info->hhea + 6);
+   if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);
+}
+
+STBTT_DEF int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap)
+{
+   int tab = stbtt__find_table(info->data, info->fontstart, "OS/2");
+   if (!tab)
+      return 0;
+   if (typoAscent ) *typoAscent  = ttSHORT(info->data+tab + 68);
+   if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70);
+   if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72);
+   return 1;
+}
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)
+{
+   *x0 = ttSHORT(info->data + info->head + 36);
+   *y0 = ttSHORT(info->data + info->head + 38);
+   *x1 = ttSHORT(info->data + info->head + 40);
+   *y1 = ttSHORT(info->data + info->head + 42);
+}
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)
+{
+   int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);
+   return (float) height / fheight;
+}
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)
+{
+   int unitsPerEm = ttUSHORT(info->data + info->head + 18);
+   return pixels / unitsPerEm;
+}
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
+{
+   STBTT_free(v, info->userdata);
+}
+
+STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl)
+{
+   int i;
+   stbtt_uint8 *data = info->data;
+   stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info);
+
+   int numEntries = ttUSHORT(svg_doc_list);
+   stbtt_uint8 *svg_docs = svg_doc_list + 2;
+
+   for(i=0; i<numEntries; i++) {
+      stbtt_uint8 *svg_doc = svg_docs + (12 * i);
+      if ((gl >= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2)))
+         return svg_doc;
+   }
+   return 0;
+}
+
+STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg)
+{
+   stbtt_uint8 *data = info->data;
+   stbtt_uint8 *svg_doc;
+
+   if (info->svg == 0)
+      return 0;
+
+   svg_doc = stbtt_FindSVGDoc(info, gl);
+   if (svg_doc != NULL) {
+      *svg = (char *) data + info->svg + ttULONG(svg_doc + 4);
+      return ttULONG(svg_doc + 8);
+   } else {
+      return 0;
+   }
+}
+
+STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg)
+{
+   return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// antialiasing software rasterizer
+//
+
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning
+   if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {
+      // e.g. space character
+      if (ix0) *ix0 = 0;
+      if (iy0) *iy0 = 0;
+      if (ix1) *ix1 = 0;
+      if (iy1) *iy1 = 0;
+   } else {
+      // move to integral bboxes (treating pixels as little squares, what pixels get touched)?
+      if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);
+      if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);
+      if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);
+      if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);
+   }
+}
+
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//  Rasterizer
+
+typedef struct stbtt__hheap_chunk
+{
+   struct stbtt__hheap_chunk *next;
+} stbtt__hheap_chunk;
+
+typedef struct stbtt__hheap
+{
+   struct stbtt__hheap_chunk *head;
+   void   *first_free;
+   int    num_remaining_in_head_chunk;
+} stbtt__hheap;
+
+static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)
+{
+   if (hh->first_free) {
+      void *p = hh->first_free;
+      hh->first_free = * (void **) p;
+      return p;
+   } else {
+      if (hh->num_remaining_in_head_chunk == 0) {
+         int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);
+         stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);
+         if (c == NULL)
+            return NULL;
+         c->next = hh->head;
+         hh->head = c;
+         hh->num_remaining_in_head_chunk = count;
+      }
+      --hh->num_remaining_in_head_chunk;
+      return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk;
+   }
+}
+
+static void stbtt__hheap_free(stbtt__hheap *hh, void *p)
+{
+   *(void **) p = hh->first_free;
+   hh->first_free = p;
+}
+
+static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)
+{
+   stbtt__hheap_chunk *c = hh->head;
+   while (c) {
+      stbtt__hheap_chunk *n = c->next;
+      STBTT_free(c, userdata);
+      c = n;
+   }
+}
+
+typedef struct stbtt__edge {
+   float x0,y0, x1,y1;
+   int invert;
+} stbtt__edge;
+
+
+typedef struct stbtt__active_edge
+{
+   struct stbtt__active_edge *next;
+   #if STBTT_RASTERIZER_VERSION==1
+   int x,dx;
+   float ey;
+   int direction;
+   #elif STBTT_RASTERIZER_VERSION==2
+   float fx,fdx,fdy;
+   float direction;
+   float sy;
+   float ey;
+   #else
+   #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+   #endif
+} stbtt__active_edge;
+
+#if STBTT_RASTERIZER_VERSION == 1
+#define STBTT_FIXSHIFT   10
+#define STBTT_FIX        (1 << STBTT_FIXSHIFT)
+#define STBTT_FIXMASK    (STBTT_FIX-1)
+
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+   STBTT_assert(z != NULL);
+   if (!z) return z;
+
+   // round dx down to avoid overshooting
+   if (dxdy < 0)
+      z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);
+   else
+      z->dx = STBTT_ifloor(STBTT_FIX * dxdy);
+
+   z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount
+   z->x -= off_x * STBTT_FIX;
+
+   z->ey = e->y1;
+   z->next = 0;
+   z->direction = e->invert ? 1 : -1;
+   return z;
+}
+#elif STBTT_RASTERIZER_VERSION == 2
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+   STBTT_assert(z != NULL);
+   //STBTT_assert(e->y0 <= start_point);
+   if (!z) return z;
+   z->fdx = dxdy;
+   z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;
+   z->fx = e->x0 + dxdy * (start_point - e->y0);
+   z->fx -= off_x;
+   z->direction = e->invert ? 1.0f : -1.0f;
+   z->sy = e->y0;
+   z->ey = e->y1;
+   z->next = 0;
+   return z;
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#if STBTT_RASTERIZER_VERSION == 1
+// note: this routine clips fills that extend off the edges... ideally this
+// wouldn't happen, but it could happen if the truetype glyph bounding boxes
+// are wrong, or if the user supplies a too-small bitmap
+static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)
+{
+   // non-zero winding fill
+   int x0=0, w=0;
+
+   while (e) {
+      if (w == 0) {
+         // if we're currently at zero, we need to record the edge start point
+         x0 = e->x; w += e->direction;
+      } else {
+         int x1 = e->x; w += e->direction;
+         // if we went to zero, we need to draw
+         if (w == 0) {
+            int i = x0 >> STBTT_FIXSHIFT;
+            int j = x1 >> STBTT_FIXSHIFT;
+
+            if (i < len && j >= 0) {
+               if (i == j) {
+                  // x0,x1 are the same pixel, so compute combined coverage
+                  scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);
+               } else {
+                  if (i >= 0) // add antialiasing for x0
+                     scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);
+                  else
+                     i = -1; // clip
+
+                  if (j < len) // add antialiasing for x1
+                     scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);
+                  else
+                     j = len; // clip
+
+                  for (++i; i < j; ++i) // fill pixels between x0 and x1
+                     scanline[i] = scanline[i] + (stbtt_uint8) max_weight;
+               }
+            }
+         }
+      }
+
+      e = e->next;
+   }
+}
+
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+   stbtt__hheap hh = { 0, 0, 0 };
+   stbtt__active_edge *active = NULL;
+   int y,j=0;
+   int max_weight = (255 / vsubsample);  // weight per vertical scanline
+   int s; // vertical subsample index
+   unsigned char scanline_data[512], *scanline;
+
+   if (result->w > 512)
+      scanline = (unsigned char *) STBTT_malloc(result->w, userdata);
+   else
+      scanline = scanline_data;
+
+   y = off_y * vsubsample;
+   e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;
+
+   while (j < result->h) {
+      STBTT_memset(scanline, 0, result->w);
+      for (s=0; s < vsubsample; ++s) {
+         // find center of pixel for this scanline
+         float scan_y = y + 0.5f;
+         stbtt__active_edge **step = &active;
+
+         // update all active edges;
+         // remove all active edges that terminate before the center of this scanline
+         while (*step) {
+            stbtt__active_edge * z = *step;
+            if (z->ey <= scan_y) {
+               *step = z->next; // delete from list
+               STBTT_assert(z->direction);
+               z->direction = 0;
+               stbtt__hheap_free(&hh, z);
+            } else {
+               z->x += z->dx; // advance to position for current scanline
+               step = &((*step)->next); // advance through list
+            }
+         }
+
+         // resort the list if needed
+         for(;;) {
+            int changed=0;
+            step = &active;
+            while (*step && (*step)->next) {
+               if ((*step)->x > (*step)->next->x) {
+                  stbtt__active_edge *t = *step;
+                  stbtt__active_edge *q = t->next;
+
+                  t->next = q->next;
+                  q->next = t;
+                  *step = q;
+                  changed = 1;
+               }
+               step = &(*step)->next;
+            }
+            if (!changed) break;
+         }
+
+         // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline
+         while (e->y0 <= scan_y) {
+            if (e->y1 > scan_y) {
+               stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);
+               if (z != NULL) {
+                  // find insertion point
+                  if (active == NULL)
+                     active = z;
+                  else if (z->x < active->x) {
+                     // insert at front
+                     z->next = active;
+                     active = z;
+                  } else {
+                     // find thing to insert AFTER
+                     stbtt__active_edge *p = active;
+                     while (p->next && p->next->x < z->x)
+                        p = p->next;
+                     // at this point, p->next->x is NOT < z->x
+                     z->next = p->next;
+                     p->next = z;
+                  }
+               }
+            }
+            ++e;
+         }
+
+         // now process all active edges in XOR fashion
+         if (active)
+            stbtt__fill_active_edges(scanline, result->w, active, max_weight);
+
+         ++y;
+      }
+      STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);
+      ++j;
+   }
+
+   stbtt__hheap_cleanup(&hh, userdata);
+
+   if (scanline != scanline_data)
+      STBTT_free(scanline, userdata);
+}
+
+#elif STBTT_RASTERIZER_VERSION == 2
+
+// the edge passed in here does not cross the vertical line at x or the vertical line at x+1
+// (i.e. it has already been clipped to those)
+static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)
+{
+   if (y0 == y1) return;
+   STBTT_assert(y0 < y1);
+   STBTT_assert(e->sy <= e->ey);
+   if (y0 > e->ey) return;
+   if (y1 < e->sy) return;
+   if (y0 < e->sy) {
+      x0 += (x1-x0) * (e->sy - y0) / (y1-y0);
+      y0 = e->sy;
+   }
+   if (y1 > e->ey) {
+      x1 += (x1-x0) * (e->ey - y1) / (y1-y0);
+      y1 = e->ey;
+   }
+
+   if (x0 == x)
+      STBTT_assert(x1 <= x+1);
+   else if (x0 == x+1)
+      STBTT_assert(x1 >= x);
+   else if (x0 <= x)
+      STBTT_assert(x1 <= x);
+   else if (x0 >= x+1)
+      STBTT_assert(x1 >= x+1);
+   else
+      STBTT_assert(x1 >= x && x1 <= x+1);
+
+   if (x0 <= x && x1 <= x)
+      scanline[x] += e->direction * (y1-y0);
+   else if (x0 >= x+1 && x1 >= x+1)
+      ;
+   else {
+      STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);
+      scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position
+   }
+}
+
+static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width)
+{
+   STBTT_assert(top_width >= 0);
+   STBTT_assert(bottom_width >= 0);
+   return (top_width + bottom_width) / 2.0f * height;
+}
+
+static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1)
+{
+   return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0);
+}
+
+static float stbtt__sized_triangle_area(float height, float width)
+{
+   return height * width / 2;
+}
+
+static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)
+{
+   float y_bottom = y_top+1;
+
+   while (e) {
+      // brute force every pixel
+
+      // compute intersection points with top & bottom
+      STBTT_assert(e->ey >= y_top);
+
+      if (e->fdx == 0) {
+         float x0 = e->fx;
+         if (x0 < len) {
+            if (x0 >= 0) {
+               stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);
+               stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);
+            } else {
+               stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);
+            }
+         }
+      } else {
+         float x0 = e->fx;
+         float dx = e->fdx;
+         float xb = x0 + dx;
+         float x_top, x_bottom;
+         float sy0,sy1;
+         float dy = e->fdy;
+         STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);
+
+         // compute endpoints of line segment clipped to this scanline (if the
+         // line segment starts on this scanline. x0 is the intersection of the
+         // line with y_top, but that may be off the line segment.
+         if (e->sy > y_top) {
+            x_top = x0 + dx * (e->sy - y_top);
+            sy0 = e->sy;
+         } else {
+            x_top = x0;
+            sy0 = y_top;
+         }
+         if (e->ey < y_bottom) {
+            x_bottom = x0 + dx * (e->ey - y_top);
+            sy1 = e->ey;
+         } else {
+            x_bottom = xb;
+            sy1 = y_bottom;
+         }
+
+         if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {
+            // from here on, we don't have to range check x values
+
+            if ((int) x_top == (int) x_bottom) {
+               float height;
+               // simple case, only spans one pixel
+               int x = (int) x_top;
+               height = (sy1 - sy0) * e->direction;
+               STBTT_assert(x >= 0 && x < len);
+               scanline[x]      += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f);
+               scanline_fill[x] += height; // everything right of this pixel is filled
+            } else {
+               int x,x1,x2;
+               float y_crossing, y_final, step, sign, area;
+               // covers 2+ pixels
+               if (x_top > x_bottom) {
+                  // flip scanline vertically; signed area is the same
+                  float t;
+                  sy0 = y_bottom - (sy0 - y_top);
+                  sy1 = y_bottom - (sy1 - y_top);
+                  t = sy0, sy0 = sy1, sy1 = t;
+                  t = x_bottom, x_bottom = x_top, x_top = t;
+                  dx = -dx;
+                  dy = -dy;
+                  t = x0, x0 = xb, xb = t;
+               }
+               STBTT_assert(dy >= 0);
+               STBTT_assert(dx >= 0);
+
+               x1 = (int) x_top;
+               x2 = (int) x_bottom;
+               // compute intersection with y axis at x1+1
+               y_crossing = y_top + dy * (x1+1 - x0);
+
+               // compute intersection with y axis at x2
+               y_final = y_top + dy * (x2 - x0);
+
+               //           x1    x_top                            x2    x_bottom
+               //     y_top  +------|-----+------------+------------+--------|---+------------+
+               //            |            |            |            |            |            |
+               //            |            |            |            |            |            |
+               //       sy0  |      Txxxxx|............|............|............|............|
+               // y_crossing |            *xxxxx.......|............|............|............|
+               //            |            |     xxxxx..|............|............|............|
+               //            |            |     /-   xx*xxxx........|............|............|
+               //            |            | dy <       |    xxxxxx..|............|............|
+               //   y_final  |            |     \-     |          xx*xxx.........|............|
+               //       sy1  |            |            |            |   xxxxxB...|............|
+               //            |            |            |            |            |            |
+               //            |            |            |            |            |            |
+               //  y_bottom  +------------+------------+------------+------------+------------+
+               //
+               // goal is to measure the area covered by '.' in each pixel
+
+               // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057
+               // @TODO: maybe test against sy1 rather than y_bottom?
+               if (y_crossing > y_bottom)
+                  y_crossing = y_bottom;
+
+               sign = e->direction;
+
+               // area of the rectangle covered from sy0..y_crossing
+               area = sign * (y_crossing-sy0);
+
+               // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing)
+               scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top);
+
+               // check if final y_crossing is blown up; no test case for this
+               if (y_final > y_bottom) {
+                  int denom = (x2 - (x1+1));
+                  y_final = y_bottom;
+                  if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316)
+                     dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom
+                  }
+               }
+
+               // in second pixel, area covered by line segment found in first pixel
+               // is always a rectangle 1 wide * the height of that line segment; this
+               // is exactly what the variable 'area' stores. it also gets a contribution
+               // from the line segment within it. the THIRD pixel will get the first
+               // pixel's rectangle contribution, the second pixel's rectangle contribution,
+               // and its own contribution. the 'own contribution' is the same in every pixel except
+               // the leftmost and rightmost, a trapezoid that slides down in each pixel.
+               // the second pixel's contribution to the third pixel will be the
+               // rectangle 1 wide times the height change in the second pixel, which is dy.
+
+               step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x,
+               // which multiplied by 1-pixel-width is how much pixel area changes for each step in x
+               // so the area advances by 'step' every time
+
+               for (x = x1+1; x < x2; ++x) {
+                  scanline[x] += area + step/2; // area of trapezoid is 1*step/2
+                  area += step;
+               }
+               STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down
+               STBTT_assert(sy1 > y_final-0.01f);
+
+               // area covered in the last pixel is the rectangle from all the pixels to the left,
+               // plus the trapezoid filled by the line segment in this pixel all the way to the right edge
+               scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f);
+
+               // the rest of the line is filled based on the total height of the line segment in this pixel
+               scanline_fill[x2] += sign * (sy1-sy0);
+            }
+         } else {
+            // if edge goes outside of box we're drawing, we require
+            // clipping logic. since this does not match the intended use
+            // of this library, we use a different, very slow brute
+            // force implementation
+            // note though that this does happen some of the time because
+            // x_top and x_bottom can be extrapolated at the top & bottom of
+            // the shape and actually lie outside the bounding box
+            int x;
+            for (x=0; x < len; ++x) {
+               // cases:
+               //
+               // there can be up to two intersections with the pixel. any intersection
+               // with left or right edges can be handled by splitting into two (or three)
+               // regions. intersections with top & bottom do not necessitate case-wise logic.
+               //
+               // the old way of doing this found the intersections with the left & right edges,
+               // then used some simple logic to produce up to three segments in sorted order
+               // from top-to-bottom. however, this had a problem: if an x edge was epsilon
+               // across the x border, then the corresponding y position might not be distinct
+               // from the other y segment, and it might ignored as an empty segment. to avoid
+               // that, we need to explicitly produce segments based on x positions.
+
+               // rename variables to clearly-defined pairs
+               float y0 = y_top;
+               float x1 = (float) (x);
+               float x2 = (float) (x+1);
+               float x3 = xb;
+               float y3 = y_bottom;
+
+               // x = e->x + e->dx * (y-y_top)
+               // (y-y_top) = (x - e->x) / e->dx
+               // y = (x - e->x) / e->dx + y_top
+               float y1 = (x - x0) / dx + y_top;
+               float y2 = (x+1 - x0) / dx + y_top;
+
+               if (x0 < x1 && x3 > x2) {         // three segments descending down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else if (x3 < x1 && x0 > x2) {  // three segments descending down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x0 < x1 && x3 > x1) {  // two segments across x, down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x3 < x1 && x0 > x1) {  // two segments across x, down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x0 < x2 && x3 > x2) {  // two segments across x+1, down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else if (x3 < x2 && x0 > x2) {  // two segments across x+1, down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else {  // one segment
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);
+               }
+            }
+         }
+      }
+      e = e->next;
+   }
+}
+
+// directly AA rasterize edges w/o supersampling
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+   stbtt__hheap hh = { 0, 0, 0 };
+   stbtt__active_edge *active = NULL;
+   int y,j=0, i;
+   float scanline_data[129], *scanline, *scanline2;
+
+   STBTT__NOTUSED(vsubsample);
+
+   if (result->w > 64)
+      scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);
+   else
+      scanline = scanline_data;
+
+   scanline2 = scanline + result->w;
+
+   y = off_y;
+   e[n].y0 = (float) (off_y + result->h) + 1;
+
+   while (j < result->h) {
+      // find center of pixel for this scanline
+      float scan_y_top    = y + 0.0f;
+      float scan_y_bottom = y + 1.0f;
+      stbtt__active_edge **step = &active;
+
+      STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));
+      STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));
+
+      // update all active edges;
+      // remove all active edges that terminate before the top of this scanline
+      while (*step) {
+         stbtt__active_edge * z = *step;
+         if (z->ey <= scan_y_top) {
+            *step = z->next; // delete from list
+            STBTT_assert(z->direction);
+            z->direction = 0;
+            stbtt__hheap_free(&hh, z);
+         } else {
+            step = &((*step)->next); // advance through list
+         }
+      }
+
+      // insert all edges that start before the bottom of this scanline
+      while (e->y0 <= scan_y_bottom) {
+         if (e->y0 != e->y1) {
+            stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
+            if (z != NULL) {
+               if (j == 0 && off_y != 0) {
+                  if (z->ey < scan_y_top) {
+                     // this can happen due to subpixel positioning and some kind of fp rounding error i think
+                     z->ey = scan_y_top;
+                  }
+               }
+               STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds
+               // insert at front
+               z->next = active;
+               active = z;
+            }
+         }
+         ++e;
+      }
+
+      // now process all active edges
+      if (active)
+         stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);
+
+      {
+         float sum = 0;
+         for (i=0; i < result->w; ++i) {
+            float k;
+            int m;
+            sum += scanline2[i];
+            k = scanline[i] + sum;
+            k = (float) STBTT_fabs(k)*255 + 0.5f;
+            m = (int) k;
+            if (m > 255) m = 255;
+            result->pixels[j*result->stride + i] = (unsigned char) m;
+         }
+      }
+      // advance all the edges
+      step = &active;
+      while (*step) {
+         stbtt__active_edge *z = *step;
+         z->fx += z->fdx; // advance to position for current scanline
+         step = &((*step)->next); // advance through list
+      }
+
+      ++y;
+      ++j;
+   }
+
+   stbtt__hheap_cleanup(&hh, userdata);
+
+   if (scanline != scanline_data)
+      STBTT_free(scanline, userdata);
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#define STBTT__COMPARE(a,b)  ((a)->y0 < (b)->y0)
+
+static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)
+{
+   int i,j;
+   for (i=1; i < n; ++i) {
+      stbtt__edge t = p[i], *a = &t;
+      j = i;
+      while (j > 0) {
+         stbtt__edge *b = &p[j-1];
+         int c = STBTT__COMPARE(a,b);
+         if (!c) break;
+         p[j] = p[j-1];
+         --j;
+      }
+      if (i != j)
+         p[j] = t;
+   }
+}
+
+static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
+{
+   /* threshold for transitioning to insertion sort */
+   while (n > 12) {
+      stbtt__edge t;
+      int c01,c12,c,m,i,j;
+
+      /* compute median of three */
+      m = n >> 1;
+      c01 = STBTT__COMPARE(&p[0],&p[m]);
+      c12 = STBTT__COMPARE(&p[m],&p[n-1]);
+      /* if 0 >= mid >= end, or 0 < mid < end, then use mid */
+      if (c01 != c12) {
+         /* otherwise, we'll need to swap something else to middle */
+         int z;
+         c = STBTT__COMPARE(&p[0],&p[n-1]);
+         /* 0>mid && mid<n:  0>n => n; 0<n => 0 */
+         /* 0<mid && mid>n:  0>n => 0; 0<n => n */
+         z = (c == c12) ? 0 : n-1;
+         t = p[z];
+         p[z] = p[m];
+         p[m] = t;
+      }
+      /* now p[m] is the median-of-three */
+      /* swap it to the beginning so it won't move around */
+      t = p[0];
+      p[0] = p[m];
+      p[m] = t;
+
+      /* partition loop */
+      i=1;
+      j=n-1;
+      for(;;) {
+         /* handling of equality is crucial here */
+         /* for sentinels & efficiency with duplicates */
+         for (;;++i) {
+            if (!STBTT__COMPARE(&p[i], &p[0])) break;
+         }
+         for (;;--j) {
+            if (!STBTT__COMPARE(&p[0], &p[j])) break;
+         }
+         /* make sure we haven't crossed */
+         if (i >= j) break;
+         t = p[i];
+         p[i] = p[j];
+         p[j] = t;
+
+         ++i;
+         --j;
+      }
+      /* recurse on smaller side, iterate on larger */
+      if (j < (n-i)) {
+         stbtt__sort_edges_quicksort(p,j);
+         p = p+i;
+         n = n-i;
+      } else {
+         stbtt__sort_edges_quicksort(p+i, n-i);
+         n = j;
+      }
+   }
+}
+
+static void stbtt__sort_edges(stbtt__edge *p, int n)
+{
+   stbtt__sort_edges_quicksort(p, n);
+   stbtt__sort_edges_ins_sort(p, n);
+}
+
+typedef struct
+{
+   float x,y;
+} stbtt__point;
+
+static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)
+{
+   float y_scale_inv = invert ? -scale_y : scale_y;
+   stbtt__edge *e;
+   int n,i,j,k,m;
+#if STBTT_RASTERIZER_VERSION == 1
+   int vsubsample = result->h < 8 ? 15 : 5;
+#elif STBTT_RASTERIZER_VERSION == 2
+   int vsubsample = 1;
+#else
+   #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+   // vsubsample should divide 255 evenly; otherwise we won't reach full opacity
+
+   // now we have to blow out the windings into explicit edge lists
+   n = 0;
+   for (i=0; i < windings; ++i)
+      n += wcount[i];
+
+   e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel
+   if (e == 0) return;
+   n = 0;
+
+   m=0;
+   for (i=0; i < windings; ++i) {
+      stbtt__point *p = pts + m;
+      m += wcount[i];
+      j = wcount[i]-1;
+      for (k=0; k < wcount[i]; j=k++) {
+         int a=k,b=j;
+         // skip the edge if horizontal
+         if (p[j].y == p[k].y)
+            continue;
+         // add edge from j to k to the list
+         e[n].invert = 0;
+         if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {
+            e[n].invert = 1;
+            a=j,b=k;
+         }
+         e[n].x0 = p[a].x * scale_x + shift_x;
+         e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;
+         e[n].x1 = p[b].x * scale_x + shift_x;
+         e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;
+         ++n;
+      }
+   }
+
+   // now sort the edges by their highest point (should snap to integer, and then by x)
+   //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);
+   stbtt__sort_edges(e, n);
+
+   // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule
+   stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);
+
+   STBTT_free(e, userdata);
+}
+
+static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
+{
+   if (!points) return; // during first pass, it's unallocated
+   points[n].x = x;
+   points[n].y = y;
+}
+
+// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching
+static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
+{
+   // midpoint
+   float mx = (x0 + 2*x1 + x2)/4;
+   float my = (y0 + 2*y1 + y2)/4;
+   // versus directly drawn line
+   float dx = (x0+x2)/2 - mx;
+   float dy = (y0+y2)/2 - my;
+   if (n > 16) // 65536 segments on one curve better be enough!
+      return 1;
+   if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA
+      stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);
+      stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);
+   } else {
+      stbtt__add_point(points, *num_points,x2,y2);
+      *num_points = *num_points+1;
+   }
+   return 1;
+}
+
+static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n)
+{
+   // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough
+   float dx0 = x1-x0;
+   float dy0 = y1-y0;
+   float dx1 = x2-x1;
+   float dy1 = y2-y1;
+   float dx2 = x3-x2;
+   float dy2 = y3-y2;
+   float dx = x3-x0;
+   float dy = y3-y0;
+   float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2));
+   float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy);
+   float flatness_squared = longlen*longlen-shortlen*shortlen;
+
+   if (n > 16) // 65536 segments on one curve better be enough!
+      return;
+
+   if (flatness_squared > objspace_flatness_squared) {
+      float x01 = (x0+x1)/2;
+      float y01 = (y0+y1)/2;
+      float x12 = (x1+x2)/2;
+      float y12 = (y1+y2)/2;
+      float x23 = (x2+x3)/2;
+      float y23 = (y2+y3)/2;
+
+      float xa = (x01+x12)/2;
+      float ya = (y01+y12)/2;
+      float xb = (x12+x23)/2;
+      float yb = (y12+y23)/2;
+
+      float mx = (xa+xb)/2;
+      float my = (ya+yb)/2;
+
+      stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1);
+      stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1);
+   } else {
+      stbtt__add_point(points, *num_points,x3,y3);
+      *num_points = *num_points+1;
+   }
+}
+
+// returns number of contours
+static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)
+{
+   stbtt__point *points=0;
+   int num_points=0;
+
+   float objspace_flatness_squared = objspace_flatness * objspace_flatness;
+   int i,n=0,start=0, pass;
+
+   // count how many "moves" there are to get the contour count
+   for (i=0; i < num_verts; ++i)
+      if (vertices[i].type == STBTT_vmove)
+         ++n;
+
+   *num_contours = n;
+   if (n == 0) return 0;
+
+   *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);
+
+   if (*contour_lengths == 0) {
+      *num_contours = 0;
+      return 0;
+   }
+
+   // make two passes through the points so we don't need to realloc
+   for (pass=0; pass < 2; ++pass) {
+      float x=0,y=0;
+      if (pass == 1) {
+         points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);
+         if (points == NULL) goto error;
+      }
+      num_points = 0;
+      n= -1;
+      for (i=0; i < num_verts; ++i) {
+         switch (vertices[i].type) {
+            case STBTT_vmove:
+               // start the next contour
+               if (n >= 0)
+                  (*contour_lengths)[n] = num_points - start;
+               ++n;
+               start = num_points;
+
+               x = vertices[i].x, y = vertices[i].y;
+               stbtt__add_point(points, num_points++, x,y);
+               break;
+            case STBTT_vline:
+               x = vertices[i].x, y = vertices[i].y;
+               stbtt__add_point(points, num_points++, x, y);
+               break;
+            case STBTT_vcurve:
+               stbtt__tesselate_curve(points, &num_points, x,y,
+                                        vertices[i].cx, vertices[i].cy,
+                                        vertices[i].x,  vertices[i].y,
+                                        objspace_flatness_squared, 0);
+               x = vertices[i].x, y = vertices[i].y;
+               break;
+            case STBTT_vcubic:
+               stbtt__tesselate_cubic(points, &num_points, x,y,
+                                        vertices[i].cx, vertices[i].cy,
+                                        vertices[i].cx1, vertices[i].cy1,
+                                        vertices[i].x,  vertices[i].y,
+                                        objspace_flatness_squared, 0);
+               x = vertices[i].x, y = vertices[i].y;
+               break;
+         }
+      }
+      (*contour_lengths)[n] = num_points - start;
+   }
+
+   return points;
+error:
+   STBTT_free(points, userdata);
+   STBTT_free(*contour_lengths, userdata);
+   *contour_lengths = 0;
+   *num_contours = 0;
+   return NULL;
+}
+
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)
+{
+   float scale            = scale_x > scale_y ? scale_y : scale_x;
+   int winding_count      = 0;
+   int *winding_lengths   = NULL;
+   stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);
+   if (windings) {
+      stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);
+      STBTT_free(winding_lengths, userdata);
+      STBTT_free(windings, userdata);
+   }
+}
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)
+{
+   STBTT_free(bitmap, userdata);
+}
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+   int ix0,iy0,ix1,iy1;
+   stbtt__bitmap gbm;
+   stbtt_vertex *vertices;
+   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+
+   if (scale_x == 0) scale_x = scale_y;
+   if (scale_y == 0) {
+      if (scale_x == 0) {
+         STBTT_free(vertices, info->userdata);
+         return NULL;
+      }
+      scale_y = scale_x;
+   }
+
+   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);
+
+   // now we get the size
+   gbm.w = (ix1 - ix0);
+   gbm.h = (iy1 - iy0);
+   gbm.pixels = NULL; // in case we error
+
+   if (width ) *width  = gbm.w;
+   if (height) *height = gbm.h;
+   if (xoff  ) *xoff   = ix0;
+   if (yoff  ) *yoff   = iy0;
+
+   if (gbm.w && gbm.h) {
+      gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);
+      if (gbm.pixels) {
+         gbm.stride = gbm.w;
+
+         stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);
+      }
+   }
+   STBTT_free(vertices, info->userdata);
+   return gbm.pixels;
+}
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)
+{
+   int ix0,iy0;
+   stbtt_vertex *vertices;
+   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+   stbtt__bitmap gbm;
+
+   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);
+   gbm.pixels = output;
+   gbm.w = out_w;
+   gbm.h = out_h;
+   gbm.stride = out_stride;
+
+   if (gbm.w && gbm.h)
+      stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);
+
+   STBTT_free(vertices, info->userdata);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)
+{
+   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint)
+{
+   stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint));
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)
+{
+   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)
+{
+   stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-CRAPPY packing to keep source code small
+
+static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)
+                                float pixel_height,                     // height of font in pixels
+                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in
+                                int first_char, int num_chars,          // characters to bake
+                                stbtt_bakedchar *chardata)
+{
+   float scale;
+   int x,y,bottom_y, i;
+   stbtt_fontinfo f;
+   f.userdata = NULL;
+   if (!stbtt_InitFont(&f, data, offset))
+      return -1;
+   STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+   x=y=1;
+   bottom_y = 1;
+
+   scale = stbtt_ScaleForPixelHeight(&f, pixel_height);
+
+   for (i=0; i < num_chars; ++i) {
+      int advance, lsb, x0,y0,x1,y1,gw,gh;
+      int g = stbtt_FindGlyphIndex(&f, first_char + i);
+      stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);
+      stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);
+      gw = x1-x0;
+      gh = y1-y0;
+      if (x + gw + 1 >= pw)
+         y = bottom_y, x = 1; // advance to next row
+      if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row
+         return -i;
+      STBTT_assert(x+gw < pw);
+      STBTT_assert(y+gh < ph);
+      stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);
+      chardata[i].x0 = (stbtt_int16) x;
+      chardata[i].y0 = (stbtt_int16) y;
+      chardata[i].x1 = (stbtt_int16) (x + gw);
+      chardata[i].y1 = (stbtt_int16) (y + gh);
+      chardata[i].xadvance = scale * advance;
+      chardata[i].xoff     = (float) x0;
+      chardata[i].yoff     = (float) y0;
+      x = x + gw + 1;
+      if (y+gh+1 > bottom_y)
+         bottom_y = y+gh+1;
+   }
+   return bottom_y;
+}
+
+STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)
+{
+   float d3d_bias = opengl_fillrule ? 0 : -0.5f;
+   float ipw = 1.0f / pw, iph = 1.0f / ph;
+   const stbtt_bakedchar *b = chardata + char_index;
+   int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+   int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+
+   q->x0 = round_x + d3d_bias;
+   q->y0 = round_y + d3d_bias;
+   q->x1 = round_x + b->x1 - b->x0 + d3d_bias;
+   q->y1 = round_y + b->y1 - b->y0 + d3d_bias;
+
+   q->s0 = b->x0 * ipw;
+   q->t0 = b->y0 * iph;
+   q->s1 = b->x1 * ipw;
+   q->t1 = b->y1 * iph;
+
+   *xpos += b->xadvance;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// rectangle packing replacement routines if you don't have stb_rect_pack.h
+//
+
+#ifndef STB_RECT_PACK_VERSION
+
+typedef int stbrp_coord;
+
+////////////////////////////////////////////////////////////////////////////////////
+//                                                                                //
+//                                                                                //
+// COMPILER WARNING ?!?!?                                                         //
+//                                                                                //
+//                                                                                //
+// if you get a compile warning due to these symbols being defined more than      //
+// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h"         //
+//                                                                                //
+////////////////////////////////////////////////////////////////////////////////////
+
+typedef struct
+{
+   int width,height;
+   int x,y,bottom_y;
+} stbrp_context;
+
+typedef struct
+{
+   unsigned char x;
+} stbrp_node;
+
+struct stbrp_rect
+{
+   stbrp_coord x,y;
+   int id,w,h,was_packed;
+};
+
+static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)
+{
+   con->width  = pw;
+   con->height = ph;
+   con->x = 0;
+   con->y = 0;
+   con->bottom_y = 0;
+   STBTT__NOTUSED(nodes);
+   STBTT__NOTUSED(num_nodes);
+}
+
+static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)
+{
+   int i;
+   for (i=0; i < num_rects; ++i) {
+      if (con->x + rects[i].w > con->width) {
+         con->x = 0;
+         con->y = con->bottom_y;
+      }
+      if (con->y + rects[i].h > con->height)
+         break;
+      rects[i].x = con->x;
+      rects[i].y = con->y;
+      rects[i].was_packed = 1;
+      con->x += rects[i].w;
+      if (con->y + rects[i].h > con->bottom_y)
+         con->bottom_y = con->y + rects[i].h;
+   }
+   for (   ; i < num_rects; ++i)
+      rects[i].was_packed = 0;
+}
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If
+// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.
+
+STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)
+{
+   stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context)            ,alloc_context);
+   int            num_nodes = pw - padding;
+   stbrp_node    *nodes   = (stbrp_node    *) STBTT_malloc(sizeof(*nodes  ) * num_nodes,alloc_context);
+
+   if (context == NULL || nodes == NULL) {
+      if (context != NULL) STBTT_free(context, alloc_context);
+      if (nodes   != NULL) STBTT_free(nodes  , alloc_context);
+      return 0;
+   }
+
+   spc->user_allocator_context = alloc_context;
+   spc->width = pw;
+   spc->height = ph;
+   spc->pixels = pixels;
+   spc->pack_info = context;
+   spc->nodes = nodes;
+   spc->padding = padding;
+   spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
+   spc->h_oversample = 1;
+   spc->v_oversample = 1;
+   spc->skip_missing = 0;
+
+   stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
+
+   if (pixels)
+      STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+
+   return 1;
+}
+
+STBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc)
+{
+   STBTT_free(spc->nodes    , spc->user_allocator_context);
+   STBTT_free(spc->pack_info, spc->user_allocator_context);
+}
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)
+{
+   STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);
+   STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);
+   if (h_oversample <= STBTT_MAX_OVERSAMPLE)
+      spc->h_oversample = h_oversample;
+   if (v_oversample <= STBTT_MAX_OVERSAMPLE)
+      spc->v_oversample = v_oversample;
+}
+
+STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)
+{
+   spc->skip_missing = skip;
+}
+
+#define STBTT__OVER_MASK  (STBTT_MAX_OVERSAMPLE-1)
+
+static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+   unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+   int safe_w = w - kernel_width;
+   int j;
+   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
+   for (j=0; j < h; ++j) {
+      int i;
+      unsigned int total;
+      STBTT_memset(buffer, 0, kernel_width);
+
+      total = 0;
+
+      // make kernel_width a constant in common cases so compiler can optimize out the divide
+      switch (kernel_width) {
+         case 2:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 2);
+            }
+            break;
+         case 3:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 3);
+            }
+            break;
+         case 4:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 4);
+            }
+            break;
+         case 5:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 5);
+            }
+            break;
+         default:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / kernel_width);
+            }
+            break;
+      }
+
+      for (; i < w; ++i) {
+         STBTT_assert(pixels[i] == 0);
+         total -= buffer[i & STBTT__OVER_MASK];
+         pixels[i] = (unsigned char) (total / kernel_width);
+      }
+
+      pixels += stride_in_bytes;
+   }
+}
+
+static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+   unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+   int safe_h = h - kernel_width;
+   int j;
+   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
+   for (j=0; j < w; ++j) {
+      int i;
+      unsigned int total;
+      STBTT_memset(buffer, 0, kernel_width);
+
+      total = 0;
+
+      // make kernel_width a constant in common cases so compiler can optimize out the divide
+      switch (kernel_width) {
+         case 2:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 2);
+            }
+            break;
+         case 3:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 3);
+            }
+            break;
+         case 4:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 4);
+            }
+            break;
+         case 5:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 5);
+            }
+            break;
+         default:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+            }
+            break;
+      }
+
+      for (; i < h; ++i) {
+         STBTT_assert(pixels[i*stride_in_bytes] == 0);
+         total -= buffer[i & STBTT__OVER_MASK];
+         pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+      }
+
+      pixels += 1;
+   }
+}
+
+static float stbtt__oversample_shift(int oversample)
+{
+   if (!oversample)
+      return 0.0f;
+
+   // The prefilter is a box filter of width "oversample",
+   // which shifts phase by (oversample - 1)/2 pixels in
+   // oversampled space. We want to shift in the opposite
+   // direction to counter this.
+   return (float)-(oversample - 1) / (2.0f * (float)oversample);
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+   int i,j,k;
+   int missing_glyph_added = 0;
+
+   k=0;
+   for (i=0; i < num_ranges; ++i) {
+      float fh = ranges[i].font_size;
+      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+      ranges[i].h_oversample = (unsigned char) spc->h_oversample;
+      ranges[i].v_oversample = (unsigned char) spc->v_oversample;
+      for (j=0; j < ranges[i].num_chars; ++j) {
+         int x0,y0,x1,y1;
+         int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+         int glyph = stbtt_FindGlyphIndex(info, codepoint);
+         if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) {
+            rects[k].w = rects[k].h = 0;
+         } else {
+            stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
+                                            scale * spc->h_oversample,
+                                            scale * spc->v_oversample,
+                                            0,0,
+                                            &x0,&y0,&x1,&y1);
+            rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
+            rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
+            if (glyph == 0)
+               missing_glyph_added = 1;
+         }
+         ++k;
+      }
+   }
+
+   return k;
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph)
+{
+   stbtt_MakeGlyphBitmapSubpixel(info,
+                                 output,
+                                 out_w - (prefilter_x - 1),
+                                 out_h - (prefilter_y - 1),
+                                 out_stride,
+                                 scale_x,
+                                 scale_y,
+                                 shift_x,
+                                 shift_y,
+                                 glyph);
+
+   if (prefilter_x > 1)
+      stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x);
+
+   if (prefilter_y > 1)
+      stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y);
+
+   *sub_x = stbtt__oversample_shift(prefilter_x);
+   *sub_y = stbtt__oversample_shift(prefilter_y);
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+   int i,j,k, missing_glyph = -1, return_value = 1;
+
+   // save current values
+   int old_h_over = spc->h_oversample;
+   int old_v_over = spc->v_oversample;
+
+   k = 0;
+   for (i=0; i < num_ranges; ++i) {
+      float fh = ranges[i].font_size;
+      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+      float recip_h,recip_v,sub_x,sub_y;
+      spc->h_oversample = ranges[i].h_oversample;
+      spc->v_oversample = ranges[i].v_oversample;
+      recip_h = 1.0f / spc->h_oversample;
+      recip_v = 1.0f / spc->v_oversample;
+      sub_x = stbtt__oversample_shift(spc->h_oversample);
+      sub_y = stbtt__oversample_shift(spc->v_oversample);
+      for (j=0; j < ranges[i].num_chars; ++j) {
+         stbrp_rect *r = &rects[k];
+         if (r->was_packed && r->w != 0 && r->h != 0) {
+            stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
+            int advance, lsb, x0,y0,x1,y1;
+            int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+            int glyph = stbtt_FindGlyphIndex(info, codepoint);
+            stbrp_coord pad = (stbrp_coord) spc->padding;
+
+            // pad on left and top
+            r->x += pad;
+            r->y += pad;
+            r->w -= pad;
+            r->h -= pad;
+            stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);
+            stbtt_GetGlyphBitmapBox(info, glyph,
+                                    scale * spc->h_oversample,
+                                    scale * spc->v_oversample,
+                                    &x0,&y0,&x1,&y1);
+            stbtt_MakeGlyphBitmapSubpixel(info,
+                                          spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                          r->w - spc->h_oversample+1,
+                                          r->h - spc->v_oversample+1,
+                                          spc->stride_in_bytes,
+                                          scale * spc->h_oversample,
+                                          scale * spc->v_oversample,
+                                          0,0,
+                                          glyph);
+
+            if (spc->h_oversample > 1)
+               stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                  r->w, r->h, spc->stride_in_bytes,
+                                  spc->h_oversample);
+
+            if (spc->v_oversample > 1)
+               stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                  r->w, r->h, spc->stride_in_bytes,
+                                  spc->v_oversample);
+
+            bc->x0       = (stbtt_int16)  r->x;
+            bc->y0       = (stbtt_int16)  r->y;
+            bc->x1       = (stbtt_int16) (r->x + r->w);
+            bc->y1       = (stbtt_int16) (r->y + r->h);
+            bc->xadvance =                scale * advance;
+            bc->xoff     =       (float)  x0 * recip_h + sub_x;
+            bc->yoff     =       (float)  y0 * recip_v + sub_y;
+            bc->xoff2    =                (x0 + r->w) * recip_h + sub_x;
+            bc->yoff2    =                (y0 + r->h) * recip_v + sub_y;
+
+            if (glyph == 0)
+               missing_glyph = j;
+         } else if (spc->skip_missing) {
+            return_value = 0;
+         } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) {
+            ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph];
+         } else {
+            return_value = 0; // if any fail, report failure
+         }
+
+         ++k;
+      }
+   }
+
+   // restore original values
+   spc->h_oversample = old_h_over;
+   spc->v_oversample = old_v_over;
+
+   return return_value;
+}
+
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)
+{
+   stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);
+}
+
+STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)
+{
+   stbtt_fontinfo info;
+   int i, j, n, return_value; // [DEAR IMGUI] removed = 1;
+   //stbrp_context *context = (stbrp_context *) spc->pack_info;
+   stbrp_rect    *rects;
+
+   // flag all characters as NOT packed
+   for (i=0; i < num_ranges; ++i)
+      for (j=0; j < ranges[i].num_chars; ++j)
+         ranges[i].chardata_for_range[j].x0 =
+         ranges[i].chardata_for_range[j].y0 =
+         ranges[i].chardata_for_range[j].x1 =
+         ranges[i].chardata_for_range[j].y1 = 0;
+
+   n = 0;
+   for (i=0; i < num_ranges; ++i)
+      n += ranges[i].num_chars;
+
+   rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);
+   if (rects == NULL)
+      return 0;
+
+   info.userdata = spc->user_allocator_context;
+   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));
+
+   n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);
+
+   stbtt_PackFontRangesPackRects(spc, rects, n);
+
+   return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
+
+   STBTT_free(rects, spc->user_allocator_context);
+   return return_value;
+}
+
+STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,
+            int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)
+{
+   stbtt_pack_range range;
+   range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;
+   range.array_of_unicode_codepoints = NULL;
+   range.num_chars                   = num_chars_in_range;
+   range.chardata_for_range          = chardata_for_range;
+   range.font_size                   = font_size;
+   return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
+}
+
+STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)
+{
+   int i_ascent, i_descent, i_lineGap;
+   float scale;
+   stbtt_fontinfo info;
+   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));
+   scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);
+   stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);
+   *ascent  = (float) i_ascent  * scale;
+   *descent = (float) i_descent * scale;
+   *lineGap = (float) i_lineGap * scale;
+}
+
+STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
+{
+   float ipw = 1.0f / pw, iph = 1.0f / ph;
+   const stbtt_packedchar *b = chardata + char_index;
+
+   if (align_to_integer) {
+      float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+      float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+      q->x0 = x;
+      q->y0 = y;
+      q->x1 = x + b->xoff2 - b->xoff;
+      q->y1 = y + b->yoff2 - b->yoff;
+   } else {
+      q->x0 = *xpos + b->xoff;
+      q->y0 = *ypos + b->yoff;
+      q->x1 = *xpos + b->xoff2;
+      q->y1 = *ypos + b->yoff2;
+   }
+
+   q->s0 = b->x0 * ipw;
+   q->t0 = b->y0 * iph;
+   q->s1 = b->x1 * ipw;
+   q->t1 = b->y1 * iph;
+
+   *xpos += b->xadvance;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// sdf computation
+//
+
+#define STBTT_min(a,b)  ((a) < (b) ? (a) : (b))
+#define STBTT_max(a,b)  ((a) < (b) ? (b) : (a))
+
+static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2])
+{
+   float q0perp = q0[1]*ray[0] - q0[0]*ray[1];
+   float q1perp = q1[1]*ray[0] - q1[0]*ray[1];
+   float q2perp = q2[1]*ray[0] - q2[0]*ray[1];
+   float roperp = orig[1]*ray[0] - orig[0]*ray[1];
+
+   float a = q0perp - 2*q1perp + q2perp;
+   float b = q1perp - q0perp;
+   float c = q0perp - roperp;
+
+   float s0 = 0., s1 = 0.;
+   int num_s = 0;
+
+   if (a != 0.0) {
+      float discr = b*b - a*c;
+      if (discr > 0.0) {
+         float rcpna = -1 / a;
+         float d = (float) STBTT_sqrt(discr);
+         s0 = (b+d) * rcpna;
+         s1 = (b-d) * rcpna;
+         if (s0 >= 0.0 && s0 <= 1.0)
+            num_s = 1;
+         if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) {
+            if (num_s == 0) s0 = s1;
+            ++num_s;
+         }
+      }
+   } else {
+      // 2*b*s + c = 0
+      // s = -c / (2*b)
+      s0 = c / (-2 * b);
+      if (s0 >= 0.0 && s0 <= 1.0)
+         num_s = 1;
+   }
+
+   if (num_s == 0)
+      return 0;
+   else {
+      float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]);
+      float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2;
+
+      float q0d =   q0[0]*rayn_x +   q0[1]*rayn_y;
+      float q1d =   q1[0]*rayn_x +   q1[1]*rayn_y;
+      float q2d =   q2[0]*rayn_x +   q2[1]*rayn_y;
+      float rod = orig[0]*rayn_x + orig[1]*rayn_y;
+
+      float q10d = q1d - q0d;
+      float q20d = q2d - q0d;
+      float q0rd = q0d - rod;
+
+      hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d;
+      hits[0][1] = a*s0+b;
+
+      if (num_s > 1) {
+         hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d;
+         hits[1][1] = a*s1+b;
+         return 2;
+      } else {
+         return 1;
+      }
+   }
+}
+
+static int equal(float *a, float *b)
+{
+   return (a[0] == b[0] && a[1] == b[1]);
+}
+
+static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts)
+{
+   int i;
+   float orig[2], ray[2] = { 1, 0 };
+   float y_frac;
+   int winding = 0;
+
+   // make sure y never passes through a vertex of the shape
+   y_frac = (float) STBTT_fmod(y, 1.0f);
+   if (y_frac < 0.01f)
+      y += 0.01f;
+   else if (y_frac > 0.99f)
+      y -= 0.01f;
+
+   orig[0] = x;
+   orig[1] = y;
+
+   // test a ray from (-infinity,y) to (x,y)
+   for (i=0; i < nverts; ++i) {
+      if (verts[i].type == STBTT_vline) {
+         int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y;
+         int x1 = (int) verts[i  ].x, y1 = (int) verts[i  ].y;
+         if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
+            float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
+            if (x_inter < x)
+               winding += (y0 < y1) ? 1 : -1;
+         }
+      }
+      if (verts[i].type == STBTT_vcurve) {
+         int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ;
+         int x1 = (int) verts[i  ].cx, y1 = (int) verts[i  ].cy;
+         int x2 = (int) verts[i  ].x , y2 = (int) verts[i  ].y ;
+         int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2));
+         int by = STBTT_max(y0,STBTT_max(y1,y2));
+         if (y > ay && y < by && x > ax) {
+            float q0[2],q1[2],q2[2];
+            float hits[2][2];
+            q0[0] = (float)x0;
+            q0[1] = (float)y0;
+            q1[0] = (float)x1;
+            q1[1] = (float)y1;
+            q2[0] = (float)x2;
+            q2[1] = (float)y2;
+            if (equal(q0,q1) || equal(q1,q2)) {
+               x0 = (int)verts[i-1].x;
+               y0 = (int)verts[i-1].y;
+               x1 = (int)verts[i  ].x;
+               y1 = (int)verts[i  ].y;
+               if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
+                  float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
+                  if (x_inter < x)
+                     winding += (y0 < y1) ? 1 : -1;
+               }
+            } else {
+               int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits);
+               if (num_hits >= 1)
+                  if (hits[0][0] < 0)
+                     winding += (hits[0][1] < 0 ? -1 : 1);
+               if (num_hits >= 2)
+                  if (hits[1][0] < 0)
+                     winding += (hits[1][1] < 0 ? -1 : 1);
+            }
+         }
+      }
+   }
+   return winding;
+}
+
+static float stbtt__cuberoot( float x )
+{
+   if (x<0)
+      return -(float) STBTT_pow(-x,1.0f/3.0f);
+   else
+      return  (float) STBTT_pow( x,1.0f/3.0f);
+}
+
+// x^3 + a*x^2 + b*x + c = 0
+static int stbtt__solve_cubic(float a, float b, float c, float* r)
+{
+   float s = -a / 3;
+   float p = b - a*a / 3;
+   float q = a * (2*a*a - 9*b) / 27 + c;
+   float p3 = p*p*p;
+   float d = q*q + 4*p3 / 27;
+   if (d >= 0) {
+      float z = (float) STBTT_sqrt(d);
+      float u = (-q + z) / 2;
+      float v = (-q - z) / 2;
+      u = stbtt__cuberoot(u);
+      v = stbtt__cuberoot(v);
+      r[0] = s + u + v;
+      return 1;
+   } else {
+      float u = (float) STBTT_sqrt(-p/3);
+      float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative
+      float m = (float) STBTT_cos(v);
+      float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f;
+      r[0] = s + u * 2 * m;
+      r[1] = s - u * (m + n);
+      r[2] = s - u * (m - n);
+
+      //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f);  // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe?
+      //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f);
+      //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f);
+      return 3;
+   }
+}
+
+STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
+{
+   float scale_x = scale, scale_y = scale;
+   int ix0,iy0,ix1,iy1;
+   int w,h;
+   unsigned char *data;
+
+   if (scale == 0) return NULL;
+
+   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);
+
+   // if empty, return NULL
+   if (ix0 == ix1 || iy0 == iy1)
+      return NULL;
+
+   ix0 -= padding;
+   iy0 -= padding;
+   ix1 += padding;
+   iy1 += padding;
+
+   w = (ix1 - ix0);
+   h = (iy1 - iy0);
+
+   if (width ) *width  = w;
+   if (height) *height = h;
+   if (xoff  ) *xoff   = ix0;
+   if (yoff  ) *yoff   = iy0;
+
+   // invert for y-downwards bitmaps
+   scale_y = -scale_y;
+
+   {
+      int x,y,i,j;
+      float *precompute;
+      stbtt_vertex *verts;
+      int num_verts = stbtt_GetGlyphShape(info, glyph, &verts);
+      data = (unsigned char *) STBTT_malloc(w * h, info->userdata);
+      precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata);
+
+      for (i=0,j=num_verts-1; i < num_verts; j=i++) {
+         if (verts[i].type == STBTT_vline) {
+            float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
+            float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y;
+            float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0));
+            precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist;
+         } else if (verts[i].type == STBTT_vcurve) {
+            float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y;
+            float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y;
+            float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y;
+            float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
+            float len2 = bx*bx + by*by;
+            if (len2 != 0.0f)
+               precompute[i] = 1.0f / (bx*bx + by*by);
+            else
+               precompute[i] = 0.0f;
+         } else
+            precompute[i] = 0.0f;
+      }
+
+      for (y=iy0; y < iy1; ++y) {
+         for (x=ix0; x < ix1; ++x) {
+            float val;
+            float min_dist = 999999.0f;
+            float sx = (float) x + 0.5f;
+            float sy = (float) y + 0.5f;
+            float x_gspace = (sx / scale_x);
+            float y_gspace = (sy / scale_y);
+
+            int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path
+
+            for (i=0; i < num_verts; ++i) {
+               float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
+
+               if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) {
+                  float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
+
+                  float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
+                  if (dist2 < min_dist*min_dist)
+                     min_dist = (float) STBTT_sqrt(dist2);
+
+                  // coarse culling against bbox
+                  //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&
+                  //    sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)
+                  dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
+                  STBTT_assert(i != 0);
+                  if (dist < min_dist) {
+                     // check position along line
+                     // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0)
+                     // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy)
+                     float dx = x1-x0, dy = y1-y0;
+                     float px = x0-sx, py = y0-sy;
+                     // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy
+                     // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve
+                     float t = -(px*dx + py*dy) / (dx*dx + dy*dy);
+                     if (t >= 0.0f && t <= 1.0f)
+                        min_dist = dist;
+                  }
+               } else if (verts[i].type == STBTT_vcurve) {
+                  float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y;
+                  float x1 = verts[i  ].cx*scale_x, y1 = verts[i  ].cy*scale_y;
+                  float box_x0 = STBTT_min(STBTT_min(x0,x1),x2);
+                  float box_y0 = STBTT_min(STBTT_min(y0,y1),y2);
+                  float box_x1 = STBTT_max(STBTT_max(x0,x1),x2);
+                  float box_y1 = STBTT_max(STBTT_max(y0,y1),y2);
+                  // coarse culling against bbox to avoid computing cubic unnecessarily
+                  if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) {
+                     int num=0;
+                     float ax = x1-x0, ay = y1-y0;
+                     float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
+                     float mx = x0 - sx, my = y0 - sy;
+                     float res[3] = {0.f,0.f,0.f};
+                     float px,py,t,it,dist2;
+                     float a_inv = precompute[i];
+                     if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula
+                        float a = 3*(ax*bx + ay*by);
+                        float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by);
+                        float c = mx*ax+my*ay;
+                        if (a == 0.0) { // if a is 0, it's linear
+                           if (b != 0.0) {
+                              res[num++] = -c/b;
+                           }
+                        } else {
+                           float discriminant = b*b - 4*a*c;
+                           if (discriminant < 0)
+                              num = 0;
+                           else {
+                              float root = (float) STBTT_sqrt(discriminant);
+                              res[0] = (-b - root)/(2*a);
+                              res[1] = (-b + root)/(2*a);
+                              num = 2; // don't bother distinguishing 1-solution case, as code below will still work
+                           }
+                        }
+                     } else {
+                        float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point
+                        float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv;
+                        float d = (mx*ax+my*ay) * a_inv;
+                        num = stbtt__solve_cubic(b, c, d, res);
+                     }
+                     dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
+                     if (dist2 < min_dist*min_dist)
+                        min_dist = (float) STBTT_sqrt(dist2);
+
+                     if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {
+                        t = res[0], it = 1.0f - t;
+                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+                        if (dist2 < min_dist * min_dist)
+                           min_dist = (float) STBTT_sqrt(dist2);
+                     }
+                     if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) {
+                        t = res[1], it = 1.0f - t;
+                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+                        if (dist2 < min_dist * min_dist)
+                           min_dist = (float) STBTT_sqrt(dist2);
+                     }
+                     if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) {
+                        t = res[2], it = 1.0f - t;
+                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+                        if (dist2 < min_dist * min_dist)
+                           min_dist = (float) STBTT_sqrt(dist2);
+                     }
+                  }
+               }
+            }
+            if (winding == 0)
+               min_dist = -min_dist;  // if outside the shape, value is negative
+            val = onedge_value + pixel_dist_scale * min_dist;
+            if (val < 0)
+               val = 0;
+            else if (val > 255)
+               val = 255;
+            data[(y-iy0)*w+(x-ix0)] = (unsigned char) val;
+         }
+      }
+      STBTT_free(precompute, info->userdata);
+      STBTT_free(verts, info->userdata);
+   }
+   return data;
+}
+
+STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff);
+}
+
+STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata)
+{
+   STBTT_free(bitmap, userdata);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// font name matching -- recommended not to use this
+//
+
+// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string
+static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2)
+{
+   stbtt_int32 i=0;
+
+   // convert utf16 to utf8 and compare the results while converting
+   while (len2) {
+      stbtt_uint16 ch = s2[0]*256 + s2[1];
+      if (ch < 0x80) {
+         if (i >= len1) return -1;
+         if (s1[i++] != ch) return -1;
+      } else if (ch < 0x800) {
+         if (i+1 >= len1) return -1;
+         if (s1[i++] != 0xc0 + (ch >> 6)) return -1;
+         if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;
+      } else if (ch >= 0xd800 && ch < 0xdc00) {
+         stbtt_uint32 c;
+         stbtt_uint16 ch2 = s2[2]*256 + s2[3];
+         if (i+3 >= len1) return -1;
+         c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;
+         if (s1[i++] != 0xf0 + (c >> 18)) return -1;
+         if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((c >>  6) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((c      ) & 0x3f)) return -1;
+         s2 += 2; // plus another 2 below
+         len2 -= 2;
+      } else if (ch >= 0xdc00 && ch < 0xe000) {
+         return -1;
+      } else {
+         if (i+2 >= len1) return -1;
+         if (s1[i++] != 0xe0 + (ch >> 12)) return -1;
+         if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((ch     ) & 0x3f)) return -1;
+      }
+      s2 += 2;
+      len2 -= 2;
+   }
+   return i;
+}
+
+static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2)
+{
+   return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);
+}
+
+// returns results in whatever encoding you request... but note that 2-byte encodings
+// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)
+{
+   stbtt_int32 i,count,stringOffset;
+   stbtt_uint8 *fc = font->data;
+   stbtt_uint32 offset = font->fontstart;
+   stbtt_uint32 nm = stbtt__find_table(fc, offset, "name");
+   if (!nm) return NULL;
+
+   count = ttUSHORT(fc+nm+2);
+   stringOffset = nm + ttUSHORT(fc+nm+4);
+   for (i=0; i < count; ++i) {
+      stbtt_uint32 loc = nm + 6 + 12 * i;
+      if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)
+          && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {
+         *length = ttUSHORT(fc+loc+8);
+         return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));
+      }
+   }
+   return NULL;
+}
+
+static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)
+{
+   stbtt_int32 i;
+   stbtt_int32 count = ttUSHORT(fc+nm+2);
+   stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);
+
+   for (i=0; i < count; ++i) {
+      stbtt_uint32 loc = nm + 6 + 12 * i;
+      stbtt_int32 id = ttUSHORT(fc+loc+6);
+      if (id == target_id) {
+         // find the encoding
+         stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);
+
+         // is this a Unicode encoding?
+         if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {
+            stbtt_int32 slen = ttUSHORT(fc+loc+8);
+            stbtt_int32 off = ttUSHORT(fc+loc+10);
+
+            // check if there's a prefix match
+            stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);
+            if (matchlen >= 0) {
+               // check for target_id+1 immediately following, with same encoding & language
+               if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {
+                  slen = ttUSHORT(fc+loc+12+8);
+                  off = ttUSHORT(fc+loc+12+10);
+                  if (slen == 0) {
+                     if (matchlen == nlen)
+                        return 1;
+                  } else if (matchlen < nlen && name[matchlen] == ' ') {
+                     ++matchlen;
+                     if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))
+                        return 1;
+                  }
+               } else {
+                  // if nothing immediately following
+                  if (matchlen == nlen)
+                     return 1;
+               }
+            }
+         }
+
+         // @TODO handle other encodings
+      }
+   }
+   return 0;
+}
+
+static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)
+{
+   stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);
+   stbtt_uint32 nm,hd;
+   if (!stbtt__isfont(fc+offset)) return 0;
+
+   // check italics/bold/underline flags in macStyle...
+   if (flags) {
+      hd = stbtt__find_table(fc, offset, "head");
+      if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;
+   }
+
+   nm = stbtt__find_table(fc, offset, "name");
+   if (!nm) return 0;
+
+   if (flags) {
+      // if we checked the macStyle flags, then just check the family and ignore the subfamily
+      if (stbtt__matchpair(fc, nm, name, nlen, 16, -1))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  1, -1))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;
+   } else {
+      if (stbtt__matchpair(fc, nm, name, nlen, 16, 17))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  1,  2))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;
+   }
+
+   return 0;
+}
+
+static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags)
+{
+   stbtt_int32 i;
+   for (i=0;;++i) {
+      stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);
+      if (off < 0) return off;
+      if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))
+         return off;
+   }
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wcast-qual"
+#endif
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,
+                                float pixel_height, unsigned char *pixels, int pw, int ph,
+                                int first_char, int num_chars, stbtt_bakedchar *chardata)
+{
+   return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata);
+}
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)
+{
+   return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);
+}
+
+STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)
+{
+   return stbtt_GetNumberOfFonts_internal((unsigned char *) data);
+}
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset)
+{
+   return stbtt_InitFont_internal(info, (unsigned char *) data, offset);
+}
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags)
+{
+   return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags);
+}
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)
+{
+   return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
+#endif // STB_TRUETYPE_IMPLEMENTATION
+
+
+// FULL VERSION HISTORY
+//
+//   1.25 (2021-07-11) many fixes
+//   1.24 (2020-02-05) fix warning
+//   1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
+//   1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
+//   1.21 (2019-02-25) fix warning
+//   1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
+//   1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod
+//   1.18 (2018-01-29) add missing function
+//   1.17 (2017-07-23) make more arguments const; doc fix
+//   1.16 (2017-07-12) SDF support
+//   1.15 (2017-03-03) make more arguments const
+//   1.14 (2017-01-16) num-fonts-in-TTC function
+//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts
+//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+//   1.11 (2016-04-02) fix unused-variable warning
+//   1.10 (2016-04-02) allow user-defined fabs() replacement
+//                     fix memory leak if fontsize=0.0
+//                     fix warning from duplicate typedef
+//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges
+//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
+//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+//                     allow PackFontRanges to pack and render in separate phases;
+//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+//                     fixed an assert() bug in the new rasterizer
+//                     replace assert() with STBTT_assert() in new rasterizer
+//   1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)
+//                     also more precise AA rasterizer, except if shapes overlap
+//                     remove need for STBTT_sort
+//   1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
+//   1.04 (2015-04-15) typo in example
+//   1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
+//   1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++
+//   1.01 (2014-12-08) fix subpixel position when oversampling to exactly match
+//                        non-oversampled; STBTT_POINT_SIZE for packed case only
+//   1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling
+//   0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)
+//   0.9  (2014-08-07) support certain mac/iOS fonts without an MS platformID
+//   0.8b (2014-07-07) fix a warning
+//   0.8  (2014-05-25) fix a few more warnings
+//   0.7  (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back
+//   0.6c (2012-07-24) improve documentation
+//   0.6b (2012-07-20) fix a few more warnings
+//   0.6  (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,
+//                        stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty
+//   0.5  (2011-12-09) bugfixes:
+//                        subpixel glyph renderer computed wrong bounding box
+//                        first vertex of shape can be off-curve (FreeSans)
+//   0.4b (2011-12-03) fixed an error in the font baking example
+//   0.4  (2011-12-01) kerning, subpixel rendering (tor)
+//                    bugfixes for:
+//                        codepoint-to-glyph conversion using table fmt=12
+//                        codepoint-to-glyph conversion using table fmt=4
+//                        stbtt_GetBakedQuad with non-square texture (Zer)
+//                    updated Hello World! sample to use kerning and subpixel
+//                    fixed some warnings
+//   0.3  (2009-06-24) cmap fmt=12, compound shapes (MM)
+//                    userdata, malloc-from-userdata, non-zero fill (stb)
+//   0.2  (2009-03-11) Fix unsigned/signed char warnings
+//   0.1  (2009-03-09) First public release
+//
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/third_party/imgui/misc/README.txt b/third_party/imgui/misc/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..b4ce89f0384d8973e46588cc3a4d4210f08f7d05
--- /dev/null
+++ b/third_party/imgui/misc/README.txt
@@ -0,0 +1,23 @@
+
+misc/cpp/
+  InputText() wrappers for C++ standard library (STL) type: std::string.
+  This is also an example of how you may wrap your own similar types.
+
+misc/debuggers/
+  Helper files for popular debuggers.
+  With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger.
+
+misc/fonts/
+  Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts).
+  Command line tool "binary_to_compressed_c" to create compressed arrays to embed data in source code.
+  Suggested fonts and links.
+
+misc/freetype/
+  Font atlas builder/rasterizer using FreeType instead of stb_truetype.
+  Benefit from better FreeType rasterization, in particular for small fonts.
+
+misc/single_file/
+  Single-file header stub.
+  We use this to validate compiling all *.cpp files in a same compilation unit.
+  Users of that technique (also called "Unity builds") can generally provide this themselves,
+  so we don't really recommend you use this in your projects.
diff --git a/third_party/imgui/misc/cpp/README.txt b/third_party/imgui/misc/cpp/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..17f0a3cd32417da68cd0638e53551ecccf61f9c4
--- /dev/null
+++ b/third_party/imgui/misc/cpp/README.txt
@@ -0,0 +1,13 @@
+
+imgui_stdlib.h + imgui_stdlib.cpp
+  InputText() wrappers for C++ standard library (STL) type: std::string.
+  This is also an example of how you may wrap your own similar types.
+
+imgui_scoped.h
+  [Experimental, not currently in main repository]
+  Additional header file with some RAII-style wrappers for common Dear ImGui functions.
+  Try by merging: https://github.com/ocornut/imgui/pull/2197
+  Discuss at: https://github.com/ocornut/imgui/issues/2096
+
+See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
+  https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
diff --git a/third_party/imgui/misc/cpp/imgui_stdlib.cpp b/third_party/imgui/misc/cpp/imgui_stdlib.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..cf69aa89a63049584111caf7bbd74f9bcf0acba9
--- /dev/null
+++ b/third_party/imgui/misc/cpp/imgui_stdlib.cpp
@@ -0,0 +1,85 @@
+// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
+// This is also an example of how you may wrap your own similar types.
+
+// Changelog:
+// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
+
+// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
+//   https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
+
+#include "imgui.h"
+#include "imgui_stdlib.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
+#endif
+
+struct InputTextCallback_UserData
+{
+    std::string*            Str;
+    ImGuiInputTextCallback  ChainCallback;
+    void*                   ChainCallbackUserData;
+};
+
+static int InputTextCallback(ImGuiInputTextCallbackData* data)
+{
+    InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData;
+    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
+    {
+        // Resize string callback
+        // If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want.
+        std::string* str = user_data->Str;
+        IM_ASSERT(data->Buf == str->c_str());
+        str->resize(data->BufTextLen);
+        data->Buf = (char*)str->c_str();
+    }
+    else if (user_data->ChainCallback)
+    {
+        // Forward to user callback, if any
+        data->UserData = user_data->ChainCallbackUserData;
+        return user_data->ChainCallback(data);
+    }
+    return 0;
+}
+
+bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
+    flags |= ImGuiInputTextFlags_CallbackResize;
+
+    InputTextCallback_UserData cb_user_data;
+    cb_user_data.Str = str;
+    cb_user_data.ChainCallback = callback;
+    cb_user_data.ChainCallbackUserData = user_data;
+    return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
+}
+
+bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
+    flags |= ImGuiInputTextFlags_CallbackResize;
+
+    InputTextCallback_UserData cb_user_data;
+    cb_user_data.Str = str;
+    cb_user_data.ChainCallback = callback;
+    cb_user_data.ChainCallbackUserData = user_data;
+    return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data);
+}
+
+bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
+    flags |= ImGuiInputTextFlags_CallbackResize;
+
+    InputTextCallback_UserData cb_user_data;
+    cb_user_data.Str = str;
+    cb_user_data.ChainCallback = callback;
+    cb_user_data.ChainCallbackUserData = user_data;
+    return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
+}
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/third_party/imgui/misc/cpp/imgui_stdlib.h b/third_party/imgui/misc/cpp/imgui_stdlib.h
new file mode 100644
index 0000000000000000000000000000000000000000..835a808f2fae3f76460f1de6fe8bd397b39628c1
--- /dev/null
+++ b/third_party/imgui/misc/cpp/imgui_stdlib.h
@@ -0,0 +1,21 @@
+// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
+// This is also an example of how you may wrap your own similar types.
+
+// Changelog:
+// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
+
+// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
+//   https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
+
+#pragma once
+
+#include <string>
+
+namespace ImGui
+{
+    // ImGui::InputText() with std::string
+    // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity
+    IMGUI_API bool  InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
+    IMGUI_API bool  InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
+    IMGUI_API bool  InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
+}
diff --git a/third_party/imgui/misc/debuggers/README.txt b/third_party/imgui/misc/debuggers/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..3f4ba83e3c15cea9954f0c240ee1a01873d8522e
--- /dev/null
+++ b/third_party/imgui/misc/debuggers/README.txt
@@ -0,0 +1,16 @@
+
+HELPER FILES FOR POPULAR DEBUGGERS
+
+imgui.gdb
+    GDB: disable stepping into trivial functions.
+    (read comments inside file for details)
+
+imgui.natstepfilter
+    Visual Studio Debugger: disable stepping into trivial functions.
+    (read comments inside file for details)
+
+imgui.natvis
+    Visual Studio Debugger: describe Dear ImGui types for better display.
+    With this, types like ImVector<> will be displayed nicely in the debugger.
+    (read comments inside file for details)
+
diff --git a/third_party/imgui/misc/debuggers/imgui.gdb b/third_party/imgui/misc/debuggers/imgui.gdb
new file mode 100644
index 0000000000000000000000000000000000000000..000ff6eb915bdb38a2e77f7e06041439ce3d580f
--- /dev/null
+++ b/third_party/imgui/misc/debuggers/imgui.gdb
@@ -0,0 +1,12 @@
+# GDB configuration to aid debugging experience
+
+# To enable these customizations edit $HOME/.gdbinit (or ./.gdbinit if local gdbinit is enabled) and add:
+#   add-auto-load-safe-path /path/to/imgui.gdb
+#   source /path/to/imgui.gdb
+#
+# More Information at:
+#   * https://sourceware.org/gdb/current/onlinedocs/gdb/gdbinit-man.html
+#   * https://sourceware.org/gdb/current/onlinedocs/gdb/Init-File-in-the-Current-Directory.html#Init-File-in-the-Current-Directory
+
+# Disable stepping into trivial functions
+skip -rfunction Im(Vec2|Vec4|Strv|Vector|Span)::.+
diff --git a/third_party/imgui/misc/debuggers/imgui.natstepfilter b/third_party/imgui/misc/debuggers/imgui.natstepfilter
new file mode 100644
index 0000000000000000000000000000000000000000..6825c9346c8a28bf3cebde1a773d07433c7daf08
--- /dev/null
+++ b/third_party/imgui/misc/debuggers/imgui.natstepfilter
@@ -0,0 +1,31 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!--
+.natstepfilter file for Visual Studio debugger.
+Purpose: instruct debugger to skip some functions when using StepInto (F11)
+
+Since Visual Studio 2022 version 17.6 Preview 2 (currently available as a "Preview" build on March 14, 2023)
+It is possible to add the .natstepfilter file to your project file and it will automatically be used.
+(https://developercommunity.visualstudio.com/t/allow-natstepfilter-and-natjmc-to-be-included-as-p/561718)
+
+For older Visual Studio version prior to 2022 17.6 Preview 2:
+* copy in %USERPROFILE%\Documents\Visual Studio XXXX\Visualizers (current user)
+* or copy in %VsInstallDirectory%\Common7\Packages\Debugger\Visualizers (all users)
+If you have multiple VS version installed, the version that matters is the one you are using the IDE/debugger
+of (not the compiling toolset). This is supported since Visual Studio 2012.
+
+More information at: https://docs.microsoft.com/en-us/visualstudio/debugger/just-my-code?view=vs-2019#BKMK_C___Just_My_Code
+-->
+
+<StepFilter xmlns="http://schemas.microsoft.com/vstudio/debugger/natstepfilter/2010">
+
+    <!-- Disable stepping into trivial functions -->
+    <Function>
+        <Name>(ImVec2|ImVec4|ImStrv)::.+</Name>
+        <Action>NoStepInto</Action>
+    </Function>
+    <Function>
+        <Name>(ImVector|ImSpan).*::operator.+</Name>
+        <Action>NoStepInto</Action>
+    </Function>
+
+</StepFilter>
diff --git a/third_party/imgui/misc/debuggers/imgui.natvis b/third_party/imgui/misc/debuggers/imgui.natvis
new file mode 100644
index 0000000000000000000000000000000000000000..13b636008546bd2cbf5c835806d9c0c45811bdf8
--- /dev/null
+++ b/third_party/imgui/misc/debuggers/imgui.natvis
@@ -0,0 +1,58 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!--
+.natvis file for Visual Studio debugger.
+Purpose: provide nicer views on data types used by Dear ImGui.
+
+To enable:
+* include file in your VS project (most recommended: not intrusive and always kept up to date!)
+* or copy in %USERPROFILE%\Documents\Visual Studio XXXX\Visualizers (current user)
+* or copy in %VsInstallDirectory%\Common7\Packages\Debugger\Visualizers (all users)
+
+More information at: https://docs.microsoft.com/en-us/visualstudio/debugger/create-custom-views-of-native-objects?view=vs-2019
+-->
+
+<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
+
+<Type Name="ImVector&lt;*&gt;">
+  <DisplayString>{{Size={Size} Capacity={Capacity}}}</DisplayString>
+  <Expand>
+    <ArrayItems>
+      <Size>Size</Size>
+      <ValuePointer>Data</ValuePointer>
+    </ArrayItems>
+  </Expand>
+</Type>
+
+<Type Name="ImSpan&lt;*&gt;">
+  <DisplayString>{{Size={DataEnd-Data} }}</DisplayString>
+  <Expand>
+    <ArrayItems>
+      <Size>DataEnd-Data</Size>
+      <ValuePointer>Data</ValuePointer>
+    </ArrayItems>
+  </Expand>
+</Type>
+
+<Type Name="ImVec2">
+  <DisplayString>{{x={x,g} y={y,g}}}</DisplayString>
+</Type>
+
+<Type Name="ImVec4">
+  <DisplayString>{{x={x,g} y={y,g} z={z,g} w={w,g}}}</DisplayString>
+</Type>
+
+<Type Name="ImRect">
+  <DisplayString>{{Min=({Min.x,g} {Min.y,g}) Max=({Max.x,g} {Max.y,g}) Size=({Max.x-Min.x,g} {Max.y-Min.y,g})}}</DisplayString>
+  <Expand>
+    <Item Name="Min">Min</Item>
+    <Item Name="Max">Max</Item>
+    <Item Name="[Width]">Max.x - Min.x</Item>
+    <Item Name="[Height]">Max.y - Min.y</Item>
+  </Expand>
+</Type>
+
+<Type Name="ImGuiWindow">
+  <DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>
+</Type>
+
+</AutoVisualizer>
diff --git a/third_party/imgui/misc/fonts/Cousine-Regular.ttf b/third_party/imgui/misc/fonts/Cousine-Regular.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..70a0bf902e1482724d7706f7a0f40d94fe51f4c3
Binary files /dev/null and b/third_party/imgui/misc/fonts/Cousine-Regular.ttf differ
diff --git a/third_party/imgui/misc/fonts/DroidSans.ttf b/third_party/imgui/misc/fonts/DroidSans.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..767c63ad000e3eea20f3cb7a43ba9f4154ed7a5d
Binary files /dev/null and b/third_party/imgui/misc/fonts/DroidSans.ttf differ
diff --git a/third_party/imgui/misc/fonts/Karla-Regular.ttf b/third_party/imgui/misc/fonts/Karla-Regular.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..81b3de6eb12d7da48b307dfcb754d6595cd09a3f
Binary files /dev/null and b/third_party/imgui/misc/fonts/Karla-Regular.ttf differ
diff --git a/third_party/imgui/misc/fonts/ProggyClean.ttf b/third_party/imgui/misc/fonts/ProggyClean.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..0270cdfe3caa811e1b252cdcc5b179989c1b8ad6
Binary files /dev/null and b/third_party/imgui/misc/fonts/ProggyClean.ttf differ
diff --git a/third_party/imgui/misc/fonts/ProggyTiny.ttf b/third_party/imgui/misc/fonts/ProggyTiny.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..1c4312c3dbaa81babf38bac992e3722e15eedb73
Binary files /dev/null and b/third_party/imgui/misc/fonts/ProggyTiny.ttf differ
diff --git a/third_party/imgui/misc/fonts/Roboto-Medium.ttf b/third_party/imgui/misc/fonts/Roboto-Medium.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..39c63d7461796094c0b8889ee8fe2706d344a99a
Binary files /dev/null and b/third_party/imgui/misc/fonts/Roboto-Medium.ttf differ
diff --git a/third_party/imgui/misc/fonts/binary_to_compressed_c.cpp b/third_party/imgui/misc/fonts/binary_to_compressed_c.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..f41d20f75733df24283cac229d708a0911691374
--- /dev/null
+++ b/third_party/imgui/misc/fonts/binary_to_compressed_c.cpp
@@ -0,0 +1,388 @@
+// dear imgui
+// (binary_to_compressed_c.cpp)
+// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
+
+// The data is first compressed with stb_compress() to reduce source code size,
+// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
+// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
+// Note that even with compression, the output array is likely to be bigger than the binary file..
+// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
+
+// Build with, e.g:
+//   # cl.exe binary_to_compressed_c.cpp
+//   # g++ binary_to_compressed_c.cpp
+//   # clang++ binary_to_compressed_c.cpp
+// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui
+
+// Usage:
+//   binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>
+// Usage example:
+//   # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp
+//   # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp
+
+#define _CRT_SECURE_NO_WARNINGS
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <assert.h>
+
+// stb_compress* from stb.h - declaration
+typedef unsigned int stb_uint;
+typedef unsigned char stb_uchar;
+stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len);
+
+static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static);
+
+int main(int argc, char** argv)
+{
+    if (argc < 3)
+    {
+        printf("Syntax: %s [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>\n", argv[0]);
+        return 0;
+    }
+
+    int argn = 1;
+    bool use_base85_encoding = false;
+    bool use_compression = true;
+    bool use_static = true;
+    while (argn < (argc - 2) && argv[argn][0] == '-')
+    {
+        if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
+        else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
+        else if (strcmp(argv[argn], "-nostatic") == 0) { use_static = false; argn++; }
+        else
+        {
+            fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]);
+            return 1;
+        }
+    }
+
+    bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static);
+    if (!ret)
+        fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]);
+    return ret ? 0 : 1;
+}
+
+char Encode85Byte(unsigned int x)
+{
+    x = (x % 85) + 35;
+    return (char)((x >= '\\') ? x + 1 : x);
+}
+
+bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static)
+{
+    // Read file
+    FILE* f = fopen(filename, "rb");
+    if (!f) return false;
+    int data_sz;
+    if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }
+    char* data = new char[data_sz + 4];
+    if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }
+    memset((void*)(((char*)data) + data_sz), 0, 4);
+    fclose(f);
+
+    // Compress
+    int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
+    char* compressed = use_compression ? new char[maxlen] : data;
+    int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz;
+    if (use_compression)
+        memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
+
+    // Output as Base85 encoded
+    FILE* out = stdout;
+    fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
+    fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
+    const char* static_str = use_static ? "static " : "";
+    const char* compressed_str = use_compression ? "compressed_" : "";
+    if (use_base85_encoding)
+    {
+        fprintf(out, "%sconst char %s_%sdata_base85[%d+1] =\n    \"", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5);
+        char prev_c = 0;
+        for (int src_i = 0; src_i < compressed_sz; src_i += 4)
+        {
+            // This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??.
+            unsigned int d = *(unsigned int*)(compressed + src_i);
+            for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85)
+            {
+                char c = Encode85Byte(d);
+                fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c);
+                prev_c = c;
+            }
+            if ((src_i % 112) == 112 - 4)
+                fprintf(out, "\"\n    \"");
+        }
+        fprintf(out, "\";\n\n");
+    }
+    else
+    {
+        fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz);
+        fprintf(out, "%sconst unsigned int %s_%sdata[%d/4] =\n{", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4);
+        int column = 0;
+        for (int i = 0; i < compressed_sz; i += 4)
+        {
+            unsigned int d = *(unsigned int*)(compressed + i);
+            if ((column++ % 12) == 0)
+                fprintf(out, "\n    0x%08x, ", d);
+            else
+                fprintf(out, "0x%08x, ", d);
+        }
+        fprintf(out, "\n};\n\n");
+    }
+
+    // Cleanup
+    delete[] data;
+    if (use_compression)
+        delete[] compressed;
+    return true;
+}
+
+// stb_compress* from stb.h - definition
+
+////////////////////           compressor         ///////////////////////
+
+static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen)
+{
+    const unsigned long ADLER_MOD = 65521;
+    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
+    unsigned long blocklen, i;
+
+    blocklen = buflen % 5552;
+    while (buflen) {
+        for (i=0; i + 7 < blocklen; i += 8) {
+            s1 += buffer[0], s2 += s1;
+            s1 += buffer[1], s2 += s1;
+            s1 += buffer[2], s2 += s1;
+            s1 += buffer[3], s2 += s1;
+            s1 += buffer[4], s2 += s1;
+            s1 += buffer[5], s2 += s1;
+            s1 += buffer[6], s2 += s1;
+            s1 += buffer[7], s2 += s1;
+
+            buffer += 8;
+        }
+
+        for (; i < blocklen; ++i)
+            s1 += *buffer++, s2 += s1;
+
+        s1 %= ADLER_MOD, s2 %= ADLER_MOD;
+        buflen -= blocklen;
+        blocklen = 5552;
+    }
+    return (s2 << 16) + s1;
+}
+
+static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen)
+{
+    stb_uint i;
+    for (i=0; i < maxlen; ++i)
+        if (m1[i] != m2[i]) return i;
+    return i;
+}
+
+// simple implementation that just takes the source data in a big block
+
+static stb_uchar *stb__out;
+static FILE      *stb__outfile;
+static stb_uint   stb__outbytes;
+
+static void stb__write(unsigned char v)
+{
+    fputc(v, stb__outfile);
+    ++stb__outbytes;
+}
+
+//#define stb_out(v)    (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
+#define stb_out(v)    do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0)
+
+static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); }
+static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
+static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); }
+
+static void outliterals(stb_uchar *in, int numlit)
+{
+    while (numlit > 65536) {
+        outliterals(in,65536);
+        in     += 65536;
+        numlit -= 65536;
+    }
+
+    if      (numlit ==     0)    ;
+    else if (numlit <=    32)    stb_out (0x000020 + numlit-1);
+    else if (numlit <=  2048)    stb_out2(0x000800 + numlit-1);
+    else /*  numlit <= 65536) */ stb_out3(0x070000 + numlit-1);
+
+    if (stb__out) {
+        memcpy(stb__out,in,numlit);
+        stb__out += numlit;
+    } else
+        fwrite(in, 1, numlit, stb__outfile);
+}
+
+static int stb__window = 0x40000; // 256K
+
+static int stb_not_crap(int best, int dist)
+{
+    return   ((best > 2  &&  dist <= 0x00100)
+        || (best > 5  &&  dist <= 0x04000)
+        || (best > 7  &&  dist <= 0x80000));
+}
+
+static  stb_uint stb__hashsize = 32768;
+
+// note that you can play with the hashing functions all you
+// want without needing to change the decompressor
+#define stb__hc(q,h,c)      (((h) << 7) + ((h) >> 25) + q[c])
+#define stb__hc2(q,h,c,d)   (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d])
+#define stb__hc3(q,c,d,e)   ((q[c] << 14) + (q[d] << 7) + q[e])
+
+static unsigned int stb__running_adler;
+
+static int stb_compress_chunk(stb_uchar *history,
+    stb_uchar *start,
+    stb_uchar *end,
+    int length,
+    int *pending_literals,
+    stb_uchar **chash,
+    stb_uint mask)
+{
+    (void)history;
+    int window = stb__window;
+    stb_uint match_max;
+    stb_uchar *lit_start = start - *pending_literals;
+    stb_uchar *q = start;
+
+#define STB__SCRAMBLE(h)   (((h) + ((h) >> 16)) & mask)
+
+    // stop short of the end so we don't scan off the end doing
+    // the hashing; this means we won't compress the last few bytes
+    // unless they were part of something longer
+    while (q < start+length && q+12 < end) {
+        int m;
+        stb_uint h1,h2,h3,h4, h;
+        stb_uchar *t;
+        int best = 2, dist=0;
+
+        if (q+65536 > end)
+            match_max = (stb_uint)(end-q);
+        else
+            match_max = 65536;
+
+#define stb__nc(b,d)  ((d) <= window && ((b) > 9 || stb_not_crap((int)(b),(int)(d))))
+
+#define STB__TRY(t,p)  /* avoid retrying a match we already tried */ \
+    if (p ? dist != (int)(q-t) : 1)                             \
+    if ((m = stb_matchlen(t, q, match_max)) > best)     \
+    if (stb__nc(m,q-(t)))                                \
+    best = m, dist = (int)(q - (t))
+
+        // rather than search for all matches, only try 4 candidate locations,
+        // chosen based on 4 different hash functions of different lengths.
+        // this strategy is inspired by LZO; hashing is unrolled here using the
+        // 'hc' macro
+        h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h);
+        t = chash[h1]; if (t) STB__TRY(t,0);
+        h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h);
+        h = stb__hc2(q,h, 5, 6);        t = chash[h2]; if (t) STB__TRY(t,1);
+        h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h);
+        h = stb__hc2(q,h, 9,10);        t = chash[h3]; if (t) STB__TRY(t,1);
+        h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h);
+        t = chash[h4]; if (t) STB__TRY(t,1);
+
+        // because we use a shared hash table, can only update it
+        // _after_ we've probed all of them
+        chash[h1] = chash[h2] = chash[h3] = chash[h4] = q;
+
+        if (best > 2)
+            assert(dist > 0);
+
+        // see if our best match qualifies
+        if (best < 3) { // fast path literals
+            ++q;
+        } else if (best > 2  &&  best <= 0x80    &&  dist <= 0x100) {
+            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
+            stb_out(0x80 + best-1);
+            stb_out(dist-1);
+        } else if (best > 5  &&  best <= 0x100   &&  dist <= 0x4000) {
+            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
+            stb_out2(0x4000 + dist-1);
+            stb_out(best-1);
+        } else if (best > 7  &&  best <= 0x100   &&  dist <= 0x80000) {
+            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
+            stb_out3(0x180000 + dist-1);
+            stb_out(best-1);
+        } else if (best > 8  &&  best <= 0x10000 &&  dist <= 0x80000) {
+            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
+            stb_out3(0x100000 + dist-1);
+            stb_out2(best-1);
+        } else if (best > 9                      &&  dist <= 0x1000000) {
+            if (best > 65536) best = 65536;
+            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
+            if (best <= 0x100) {
+                stb_out(0x06);
+                stb_out3(dist-1);
+                stb_out(best-1);
+            } else {
+                stb_out(0x04);
+                stb_out3(dist-1);
+                stb_out2(best-1);
+            }
+        } else {  // fallback literals if no match was a balanced tradeoff
+            ++q;
+        }
+    }
+
+    // if we didn't get all the way, add the rest to literals
+    if (q-start < length)
+        q = start+length;
+
+    // the literals are everything from lit_start to q
+    *pending_literals = (int)(q - lit_start);
+
+    stb__running_adler = stb_adler32(stb__running_adler, start, (stb_uint)(q - start));
+    return (int)(q - start);
+}
+
+static int stb_compress_inner(stb_uchar *input, stb_uint length)
+{
+    int literals = 0;
+    stb_uint len,i;
+
+    stb_uchar **chash;
+    chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*));
+    if (chash == nullptr) return 0; // failure
+    for (i=0; i < stb__hashsize; ++i)
+        chash[i] = nullptr;
+
+    // stream signature
+    stb_out(0x57); stb_out(0xbc);
+    stb_out2(0);
+
+    stb_out4(0);       // 64-bit length requires 32-bit leading 0
+    stb_out4(length);
+    stb_out4(stb__window);
+
+    stb__running_adler = 1;
+
+    len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1);
+    assert(len == length);
+
+    outliterals(input+length - literals, literals);
+
+    free(chash);
+
+    stb_out2(0x05fa); // end opcode
+
+    stb_out4(stb__running_adler);
+
+    return 1; // success
+}
+
+stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length)
+{
+    stb__out = out;
+    stb__outfile = nullptr;
+
+    stb_compress_inner(input, length);
+
+    return (stb_uint)(stb__out - out);
+}
diff --git a/third_party/imgui/misc/freetype/README.md b/third_party/imgui/misc/freetype/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..275a5386641d7c12e02b7196db81d14278de36e5
--- /dev/null
+++ b/third_party/imgui/misc/freetype/README.md
@@ -0,0 +1,44 @@
+# imgui_freetype
+
+Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer).
+<br>by @vuhdo, @mikesart, @ocornut.
+
+### Usage
+
+1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype --triplet=x64-windows`, `vcpkg integrate install`).
+2. Add imgui_freetype.h/cpp alongside your project files.
+3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file
+
+### About Gamma Correct Blending
+
+FreeType assumes blending in linear space rather than gamma space.
+See FreeType note for [FT_Render_Glyph](https://freetype.org/freetype2/docs/reference/ft2-glyph_retrieval.html#ft_render_glyph).
+For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
+The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking).
+
+### Testbed for toying with settings (for developers)
+
+See https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad
+
+### Known issues
+
+- Oversampling settings are ignored but also not so much necessary with the higher quality rendering.
+
+### Comparison
+
+Small, thin anti-aliased fonts typically benefit a lot from FreeType's hinting:
+![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif)
+
+### Colorful glyphs/emojis
+
+You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the
+["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md.
+
+![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
+
+### Using OpenType SVG fonts (SVGinOT)
+- *SVG in Open Type* is a standard by Adobe and Mozilla for color OpenType and Open Font Format fonts. It allows font creators to embed complete SVG files within a font enabling full color and even animations.
+- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT
+- Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above
+    1. Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`.
+    2. Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`.
diff --git a/third_party/imgui/misc/freetype/imgui_freetype.cpp b/third_party/imgui/misc/freetype/imgui_freetype.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..d97605b258684b7f4f33dedd6cf13076529c8cc2
--- /dev/null
+++ b/third_party/imgui/misc/freetype/imgui_freetype.cpp
@@ -0,0 +1,951 @@
+// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder)
+// (code)
+
+// Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
+// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained since 2019 by @ocornut.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
+//  2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG' (#6591)
+//  2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
+//  2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
+//  2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
+//  2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
+//  2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
+//  2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().
+//  2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
+//  2019/02/09: added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)
+//  2019/01/15: added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
+//  2019/01/10: re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
+//  2018/06/08: added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.
+//  2018/02/04: moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club)
+//  2018/01/22: fix for addition of ImFontAtlas::TexUvscale member.
+//  2017/10/22: minor inconsequential change to match change in master (removed an unnecessary statement).
+//  2017/09/26: fixes for imgui internal changes.
+//  2017/08/26: cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply.
+//  2017/08/16: imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks.
+
+// About Gamma Correct Blending:
+// - FreeType assumes blending in linear space rather than gamma space.
+// - See https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph
+// - For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
+// - The default dear imgui styles will be impacted by this change (alpha values will need tweaking).
+
+// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_freetype.h"
+#include "imgui_internal.h"     // ImMin,ImMax,ImFontAtlasBuild*,
+#include <stdint.h>
+#include <ft2build.h>
+#include FT_FREETYPE_H          // <freetype/freetype.h>
+#include FT_MODULE_H            // <freetype/ftmodapi.h>
+#include FT_GLYPH_H             // <freetype/ftglyph.h>
+#include FT_SYNTHESIS_H         // <freetype/ftsynth.h>
+
+#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
+#include FT_OTSVG_H             // <freetype/otsvg.h>
+#include FT_BBOX_H              // <freetype/ftbbox.h>
+#include <lunasvg.h>
+#if !((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12))
+#error IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12
+#endif
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4505)     // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
+#endif
+
+#ifdef __GNUC__
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
+#ifndef __clang__
+#pragma GCC diagnostic ignored "-Wsubobject-linkage"        // warning: 'xxxx' has a field 'xxxx' whose type uses the anonymous namespace
+#endif
+#endif
+
+//-------------------------------------------------------------------------
+// Data
+//-------------------------------------------------------------------------
+
+// Default memory allocators
+static void* ImGuiFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); }
+static void  ImGuiFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); }
+
+// Current memory allocators
+static void* (*GImGuiFreeTypeAllocFunc)(size_t size, void* user_data) = ImGuiFreeTypeDefaultAllocFunc;
+static void  (*GImGuiFreeTypeFreeFunc)(void* ptr, void* user_data) = ImGuiFreeTypeDefaultFreeFunc;
+static void* GImGuiFreeTypeAllocatorUserData = nullptr;
+
+// Lunasvg support
+#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
+static FT_Error ImGuiLunasvgPortInit(FT_Pointer* state);
+static void     ImGuiLunasvgPortFree(FT_Pointer* state);
+static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state);
+static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_Pointer* _state);
+#endif
+
+//-------------------------------------------------------------------------
+// Code
+//-------------------------------------------------------------------------
+
+namespace
+{
+    // Glyph metrics:
+    // --------------
+    //
+    //                       xmin                     xmax
+    //                        |                         |
+    //                        |<-------- width -------->|
+    //                        |                         |
+    //              |         +-------------------------+----------------- ymax
+    //              |         |    ggggggggg   ggggg    |     ^        ^
+    //              |         |   g:::::::::ggg::::g    |     |        |
+    //              |         |  g:::::::::::::::::g    |     |        |
+    //              |         | g::::::ggggg::::::gg    |     |        |
+    //              |         | g:::::g     g:::::g     |     |        |
+    //    offsetX  -|-------->| g:::::g     g:::::g     |  offsetY     |
+    //              |         | g:::::g     g:::::g     |     |        |
+    //              |         | g::::::g    g:::::g     |     |        |
+    //              |         | g:::::::ggggg:::::g     |     |        |
+    //              |         |  g::::::::::::::::g     |     |      height
+    //              |         |   gg::::::::::::::g     |     |        |
+    //  baseline ---*---------|---- gggggggg::::::g-----*--------      |
+    //            / |         |             g:::::g     |              |
+    //     origin   |         | gggggg      g:::::g     |              |
+    //              |         | g:::::gg   gg:::::g     |              |
+    //              |         |  g::::::ggg:::::::g     |              |
+    //              |         |   gg:::::::::::::g      |              |
+    //              |         |     ggg::::::ggg        |              |
+    //              |         |         gggggg          |              v
+    //              |         +-------------------------+----------------- ymin
+    //              |                                   |
+    //              |------------- advanceX ----------->|
+
+    // A structure that describe a glyph.
+    struct GlyphInfo
+    {
+        int         Width;              // Glyph's width in pixels.
+        int         Height;             // Glyph's height in pixels.
+        FT_Int      OffsetX;            // The distance from the origin ("pen position") to the left of the glyph.
+        FT_Int      OffsetY;            // The distance from the origin to the top of the glyph. This is usually a value < 0.
+        float       AdvanceX;           // The distance from the origin to the origin of the next glyph. This is usually a value > 0.
+        bool        IsColored;          // The glyph is colored
+    };
+
+    // Font parameters and metrics.
+    struct FontInfo
+    {
+        uint32_t    PixelHeight;        // Size this font was generated with.
+        float       Ascender;           // The pixel extents above the baseline in pixels (typically positive).
+        float       Descender;          // The extents below the baseline in pixels (typically negative).
+        float       LineSpacing;        // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate.
+        float       LineGap;            // The spacing in pixels between one row's descent and the next row's ascent.
+        float       MaxAdvanceWidth;    // This field gives the maximum horizontal cursor advance for all glyphs in the font.
+    };
+
+    // FreeType glyph rasterizer.
+    // NB: No ctor/dtor, explicitly call Init()/Shutdown()
+    struct FreeTypeFont
+    {
+        bool                    InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
+        void                    CloseFont();
+        void                    SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size
+        const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint);
+        const FT_Bitmap*        RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info);
+        void                    BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = nullptr);
+        ~FreeTypeFont()         { CloseFont(); }
+
+        // [Internals]
+        FontInfo        Info;               // Font descriptor of the current font.
+        FT_Face         Face;
+        unsigned int    UserFlags;          // = ImFontConfig::RasterizerFlags
+        FT_Int32        LoadFlags;
+        FT_Render_Mode  RenderMode;
+        float           RasterizationDensity;
+        float           InvRasterizationDensity;
+    };
+
+    // From SDL_ttf: Handy routines for converting from fixed point
+    #define FT_CEIL(X)  (((X + 63) & -64) / 64)
+
+    bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags)
+    {
+        FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face);
+        if (error != 0)
+            return false;
+        error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE);
+        if (error != 0)
+            return false;
+
+        // Convert to FreeType flags (NB: Bold and Oblique are processed separately)
+        UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags;
+
+        LoadFlags = 0;
+        if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0)
+            LoadFlags |= FT_LOAD_NO_BITMAP;
+
+        if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting)
+            LoadFlags |= FT_LOAD_NO_HINTING;
+        if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint)
+            LoadFlags |= FT_LOAD_NO_AUTOHINT;
+        if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint)
+            LoadFlags |= FT_LOAD_FORCE_AUTOHINT;
+        if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting)
+            LoadFlags |= FT_LOAD_TARGET_LIGHT;
+        else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting)
+            LoadFlags |= FT_LOAD_TARGET_MONO;
+        else
+            LoadFlags |= FT_LOAD_TARGET_NORMAL;
+
+        if (UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome)
+            RenderMode = FT_RENDER_MODE_MONO;
+        else
+            RenderMode = FT_RENDER_MODE_NORMAL;
+
+        if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor)
+            LoadFlags |= FT_LOAD_COLOR;
+
+        RasterizationDensity = cfg.RasterizerDensity;
+        InvRasterizationDensity = 1.0f / RasterizationDensity;
+
+        memset(&Info, 0, sizeof(Info));
+        SetPixelHeight((uint32_t)cfg.SizePixels);
+
+        return true;
+    }
+
+    void FreeTypeFont::CloseFont()
+    {
+        if (Face)
+        {
+            FT_Done_Face(Face);
+            Face = nullptr;
+        }
+    }
+
+    void FreeTypeFont::SetPixelHeight(int pixel_height)
+    {
+        // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height'
+        // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me.
+        // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result.
+        FT_Size_RequestRec req;
+        req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM;
+        req.width = 0;
+        req.height = (uint32_t)(pixel_height * 64 * RasterizationDensity);
+        req.horiResolution = 0;
+        req.vertResolution = 0;
+        FT_Request_Size(Face, &req);
+
+        // Update font info
+        FT_Size_Metrics metrics = Face->size->metrics;
+        Info.PixelHeight = (uint32_t)(pixel_height * InvRasterizationDensity);
+        Info.Ascender = (float)FT_CEIL(metrics.ascender) * InvRasterizationDensity;
+        Info.Descender = (float)FT_CEIL(metrics.descender) * InvRasterizationDensity;
+        Info.LineSpacing = (float)FT_CEIL(metrics.height) * InvRasterizationDensity;
+        Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * InvRasterizationDensity;
+        Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * InvRasterizationDensity;
+    }
+
+    const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint)
+    {
+        uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint);
+        if (glyph_index == 0)
+            return nullptr;
+
+		// If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts.
+		// - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076
+		// - https://github.com/ocornut/imgui/issues/4567
+		// - https://github.com/ocornut/imgui/issues/4566
+		// You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version.
+        FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags);
+        if (error)
+            return nullptr;
+
+        // Need an outline for this to work
+        FT_GlyphSlot slot = Face->glyph;
+#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
+        IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG);
+#else
+#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12))
+        IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font");
+#endif
+        IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP);
+#endif // IMGUI_ENABLE_FREETYPE_LUNASVG
+
+        // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting)
+        if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold)
+            FT_GlyphSlot_Embolden(slot);
+        if (UserFlags & ImGuiFreeTypeBuilderFlags_Oblique)
+        {
+            FT_GlyphSlot_Oblique(slot);
+            //FT_BBox bbox;
+            //FT_Outline_Get_BBox(&slot->outline, &bbox);
+            //slot->metrics.width = bbox.xMax - bbox.xMin;
+            //slot->metrics.height = bbox.yMax - bbox.yMin;
+        }
+
+        return &slot->metrics;
+    }
+
+    const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info)
+    {
+        FT_GlyphSlot slot = Face->glyph;
+        FT_Error error = FT_Render_Glyph(slot, RenderMode);
+        if (error != 0)
+            return nullptr;
+
+        FT_Bitmap* ft_bitmap = &Face->glyph->bitmap;
+        out_glyph_info->Width = (int)ft_bitmap->width;
+        out_glyph_info->Height = (int)ft_bitmap->rows;
+        out_glyph_info->OffsetX = Face->glyph->bitmap_left;
+        out_glyph_info->OffsetY = -Face->glyph->bitmap_top;
+        out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x);
+        out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA);
+
+        return ft_bitmap;
+    }
+
+    void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table)
+    {
+        IM_ASSERT(ft_bitmap != nullptr);
+        const uint32_t w = ft_bitmap->width;
+        const uint32_t h = ft_bitmap->rows;
+        const uint8_t* src = ft_bitmap->buffer;
+        const uint32_t src_pitch = ft_bitmap->pitch;
+
+        switch (ft_bitmap->pixel_mode)
+        {
+        case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel.
+            {
+                if (multiply_table == nullptr)
+                {
+                    for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
+                        for (uint32_t x = 0; x < w; x++)
+                            dst[x] = IM_COL32(255, 255, 255, src[x]);
+                }
+                else
+                {
+                    for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
+                        for (uint32_t x = 0; x < w; x++)
+                            dst[x] = IM_COL32(255, 255, 255, multiply_table[src[x]]);
+                }
+                break;
+            }
+        case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB.
+            {
+                uint8_t color0 = multiply_table ? multiply_table[0] : 0;
+                uint8_t color1 = multiply_table ? multiply_table[255] : 255;
+                for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
+                {
+                    uint8_t bits = 0;
+                    const uint8_t* bits_ptr = src;
+                    for (uint32_t x = 0; x < w; x++, bits <<= 1)
+                    {
+                        if ((x & 7) == 0)
+                            bits = *bits_ptr++;
+                        dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? color1 : color0);
+                    }
+                }
+                break;
+            }
+        case FT_PIXEL_MODE_BGRA:
+            {
+                // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good.
+                #define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u)
+                if (multiply_table == nullptr)
+                {
+                    for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
+                        for (uint32_t x = 0; x < w; x++)
+                        {
+                            uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3];
+                            dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a);
+                        }
+                }
+                else
+                {
+                    for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
+                    {
+                        for (uint32_t x = 0; x < w; x++)
+                        {
+                            uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3];
+                            dst[x] = IM_COL32(multiply_table[DE_MULTIPLY(r, a)], multiply_table[DE_MULTIPLY(g, a)], multiply_table[DE_MULTIPLY(b, a)], multiply_table[a]);
+                        }
+                    }
+                }
+                #undef DE_MULTIPLY
+                break;
+            }
+        default:
+            IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!");
+        }
+    }
+} // namespace
+
+#ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
+#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+#define STBRP_ASSERT(x)     do { IM_ASSERT(x); } while (0)
+#define STBRP_STATIC
+#define STB_RECT_PACK_IMPLEMENTATION
+#endif
+#ifdef IMGUI_STB_RECT_PACK_FILENAME
+#include IMGUI_STB_RECT_PACK_FILENAME
+#else
+#include "imstb_rectpack.h"
+#endif
+#endif
+
+struct ImFontBuildSrcGlyphFT
+{
+    GlyphInfo           Info;
+    uint32_t            Codepoint;
+    unsigned int*       BitmapData;         // Point within one of the dst_tmp_bitmap_buffers[] array
+
+    ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+struct ImFontBuildSrcDataFT
+{
+    FreeTypeFont        Font;
+    stbrp_rect*         Rects;              // Rectangle to pack. We first fill in their size and the packer will give us their position.
+    const ImWchar*      SrcRanges;          // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
+    int                 DstIndex;           // Index into atlas->Fonts[] and dst_tmp_array[]
+    int                 GlyphsHighest;      // Highest requested codepoint
+    int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
+    ImBitVector         GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
+    ImVector<ImFontBuildSrcGlyphFT>   GlyphsList;
+};
+
+// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
+struct ImFontBuildDstDataFT
+{
+    int                 SrcCount;           // Number of source fonts targeting this destination font.
+    int                 GlyphsHighest;
+    int                 GlyphsCount;
+    ImBitVector         GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.
+};
+
+bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags)
+{
+    IM_ASSERT(atlas->ConfigData.Size > 0);
+
+    ImFontAtlasBuildInit(atlas);
+
+    // Clear atlas
+    atlas->TexID = 0;
+    atlas->TexWidth = atlas->TexHeight = 0;
+    atlas->TexUvScale = ImVec2(0.0f, 0.0f);
+    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
+    atlas->ClearTexData();
+
+    // Temporary storage for building
+    bool src_load_color = false;
+    ImVector<ImFontBuildSrcDataFT> src_tmp_array;
+    ImVector<ImFontBuildDstDataFT> dst_tmp_array;
+    src_tmp_array.resize(atlas->ConfigData.Size);
+    dst_tmp_array.resize(atlas->Fonts.Size);
+    memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
+    memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
+
+    // 1. Initialize font loading structure, check font data validity
+    for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
+    {
+        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+        ImFontConfig& cfg = atlas->ConfigData[src_i];
+        FreeTypeFont& font_face = src_tmp.Font;
+        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
+
+        // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
+        src_tmp.DstIndex = -1;
+        for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
+            if (cfg.DstFont == atlas->Fonts[output_i])
+                src_tmp.DstIndex = output_i;
+        IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
+        if (src_tmp.DstIndex == -1)
+            return false;
+
+        // Load font
+        if (!font_face.InitFont(ft_library, cfg, extra_flags))
+            return false;
+
+        // Measure highest codepoints
+        src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0;
+        ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
+        src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
+        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+        {
+            // Check for valid range. This may also help detect *some* dangling pointers, because a common
+            // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent,
+            // or to forget to zero-terminate the glyph range array.
+            IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?");
+            src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
+        }
+        dst_tmp.SrcCount++;
+        dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
+    }
+
+    // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
+    int total_glyphs_count = 0;
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+        ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
+        src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
+        if (dst_tmp.GlyphsSet.Storage.empty())
+            dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
+
+        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+            for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++)
+            {
+                if (dst_tmp.GlyphsSet.TestBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
+                    continue;
+                uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..)
+                if (glyph_index == 0)
+                    continue;
+
+                // Add to avail set/counters
+                src_tmp.GlyphsCount++;
+                dst_tmp.GlyphsCount++;
+                src_tmp.GlyphsSet.SetBit(codepoint);
+                dst_tmp.GlyphsSet.SetBit(codepoint);
+                total_glyphs_count++;
+            }
+    }
+
+    // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+        src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
+
+        IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32));
+        const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin();
+        const ImU32* it_end = src_tmp.GlyphsSet.Storage.end();
+        for (const ImU32* it = it_begin; it < it_end; it++)
+            if (ImU32 entries_32 = *it)
+                for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
+                    if (entries_32 & ((ImU32)1 << bit_n))
+                    {
+                        ImFontBuildSrcGlyphFT src_glyph;
+                        src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n);
+                        //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it..
+                        src_tmp.GlyphsList.push_back(src_glyph);
+                    }
+        src_tmp.GlyphsSet.Clear();
+        IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
+    }
+    for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
+        dst_tmp_array[dst_i].GlyphsSet.Clear();
+    dst_tmp_array.clear();
+
+    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
+    // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
+    ImVector<stbrp_rect> buf_rects;
+    buf_rects.resize(total_glyphs_count);
+    memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
+
+    // Allocate temporary rasterization data buffers.
+    // We could not find a way to retrieve accurate glyph size without rendering them.
+    // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform)
+    // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't mind the temporary allocations.
+    const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024;
+    int buf_bitmap_current_used_bytes = 0;
+    ImVector<unsigned char*> buf_bitmap_buffers;
+    buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));
+
+    // 4. Gather glyphs sizes so we can pack them in our virtual canvas.
+    // 8. Render/rasterize font characters into the texture
+    int total_surface = 0;
+    int buf_rects_out_n = 0;
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+        ImFontConfig& cfg = atlas->ConfigData[src_i];
+        if (src_tmp.GlyphsCount == 0)
+            continue;
+
+        src_tmp.Rects = &buf_rects[buf_rects_out_n];
+        buf_rects_out_n += src_tmp.GlyphsCount;
+
+        // Compute multiply table if requested
+        const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);
+        unsigned char multiply_table[256];
+        if (multiply_enabled)
+            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
+
+        // Gather the sizes of all rectangles we will need to pack
+        const int padding = atlas->TexGlyphPadding;
+        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
+        {
+            ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
+
+            const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint);
+            if (metrics == nullptr)
+                continue;
+
+            // Render glyph into a bitmap (currently held by FreeType)
+            const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info);
+            if (ft_bitmap == nullptr)
+                continue;
+
+            // Allocate new temporary chunk if needed
+            const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4;
+            if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE)
+            {
+                buf_bitmap_current_used_bytes = 0;
+                buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));
+            }
+            IM_ASSERT(buf_bitmap_current_used_bytes + bitmap_size_in_bytes <= BITMAP_BUFFERS_CHUNK_SIZE); // We could probably allocate custom-sized buffer instead.
+
+            // Blit rasterized pixels to our temporary buffer and keep a pointer to it.
+            src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes);
+            buf_bitmap_current_used_bytes += bitmap_size_in_bytes;
+            src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : nullptr);
+
+            src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding);
+            src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding);
+            total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
+        }
+    }
+
+    // We need a width for the skyline algorithm, any width!
+    // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
+    // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
+    const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
+    atlas->TexHeight = 0;
+    if (atlas->TexDesiredWidth > 0)
+        atlas->TexWidth = atlas->TexDesiredWidth;
+    else
+        atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;
+
+    // 5. Start packing
+    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
+    const int TEX_HEIGHT_MAX = 1024 * 32;
+    const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding;
+    ImVector<stbrp_node> pack_nodes;
+    pack_nodes.resize(num_nodes_for_packing_algorithm);
+    stbrp_context pack_context;
+    stbrp_init_target(&pack_context, atlas->TexWidth - atlas->TexGlyphPadding, TEX_HEIGHT_MAX - atlas->TexGlyphPadding, pack_nodes.Data, pack_nodes.Size);
+    ImFontAtlasBuildPackCustomRects(atlas, &pack_context);
+
+    // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+        if (src_tmp.GlyphsCount == 0)
+            continue;
+
+        stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount);
+
+        // Extend texture height and mark missing glyphs as non-packed so we won't render them.
+        // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
+        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
+            if (src_tmp.Rects[glyph_i].was_packed)
+                atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
+    }
+
+    // 7. Allocate texture
+    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
+    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
+    if (src_load_color)
+    {
+        size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 4;
+        atlas->TexPixelsRGBA32 = (unsigned int*)IM_ALLOC(tex_size);
+        memset(atlas->TexPixelsRGBA32, 0, tex_size);
+    }
+    else
+    {
+        size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 1;
+        atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(tex_size);
+        memset(atlas->TexPixelsAlpha8, 0, tex_size);
+    }
+
+    // 8. Copy rasterized font characters back into the main texture
+    // 9. Setup ImFont and glyphs for runtime
+    bool tex_use_colors = false;
+    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+    {
+        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+        if (src_tmp.GlyphsCount == 0)
+            continue;
+
+        // When merging fonts with MergeMode=true:
+        // - We can have multiple input fonts writing into a same destination font.
+        // - dst_font->ConfigData is != from cfg which is our source configuration.
+        ImFontConfig& cfg = atlas->ConfigData[src_i];
+        ImFont* dst_font = cfg.DstFont;
+
+        const float ascent = src_tmp.Font.Info.Ascender;
+        const float descent = src_tmp.Font.Info.Descender;
+        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
+        const float font_off_x = cfg.GlyphOffset.x;
+        const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
+
+        const int padding = atlas->TexGlyphPadding;
+        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
+        {
+            ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
+            stbrp_rect& pack_rect = src_tmp.Rects[glyph_i];
+            IM_ASSERT(pack_rect.was_packed);
+            if (pack_rect.w == 0 && pack_rect.h == 0)
+                continue;
+
+            GlyphInfo& info = src_glyph.Info;
+            IM_ASSERT(info.Width + padding <= pack_rect.w);
+            IM_ASSERT(info.Height + padding <= pack_rect.h);
+            const int tx = pack_rect.x + padding;
+            const int ty = pack_rect.y + padding;
+
+            // Register glyph
+            float x0 = info.OffsetX * src_tmp.Font.InvRasterizationDensity + font_off_x;
+            float y0 = info.OffsetY * src_tmp.Font.InvRasterizationDensity + font_off_y;
+            float x1 = x0 + info.Width * src_tmp.Font.InvRasterizationDensity;
+            float y1 = y0 + info.Height * src_tmp.Font.InvRasterizationDensity;
+            float u0 = (tx) / (float)atlas->TexWidth;
+            float v0 = (ty) / (float)atlas->TexHeight;
+            float u1 = (tx + info.Width) / (float)atlas->TexWidth;
+            float v1 = (ty + info.Height) / (float)atlas->TexHeight;
+            dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity);
+
+            ImFontGlyph* dst_glyph = &dst_font->Glyphs.back();
+            IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint);
+            if (src_glyph.Info.IsColored)
+                dst_glyph->Colored = tex_use_colors = true;
+
+            // Blit from temporary buffer to final texture
+            size_t blit_src_stride = (size_t)src_glyph.Info.Width;
+            size_t blit_dst_stride = (size_t)atlas->TexWidth;
+            unsigned int* blit_src = src_glyph.BitmapData;
+            if (atlas->TexPixelsAlpha8 != nullptr)
+            {
+                unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx;
+                for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride)
+                    for (int x = 0; x < info.Width; x++)
+                        blit_dst[x] = (unsigned char)((blit_src[x] >> IM_COL32_A_SHIFT) & 0xFF);
+            }
+            else
+            {
+                unsigned int* blit_dst = atlas->TexPixelsRGBA32 + (ty * blit_dst_stride) + tx;
+                for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride)
+                    for (int x = 0; x < info.Width; x++)
+                        blit_dst[x] = blit_src[x];
+            }
+        }
+
+        src_tmp.Rects = nullptr;
+    }
+    atlas->TexPixelsUseColors = tex_use_colors;
+
+    // Cleanup
+    for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++)
+        IM_FREE(buf_bitmap_buffers[buf_i]);
+    src_tmp_array.clear_destruct();
+
+    ImFontAtlasBuildFinish(atlas);
+
+    return true;
+}
+
+// FreeType memory allocation callbacks
+static void* FreeType_Alloc(FT_Memory /*memory*/, long size)
+{
+    return GImGuiFreeTypeAllocFunc((size_t)size, GImGuiFreeTypeAllocatorUserData);
+}
+
+static void FreeType_Free(FT_Memory /*memory*/, void* block)
+{
+    GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);
+}
+
+static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block)
+{
+    // Implement realloc() as we don't ask user to provide it.
+    if (block == nullptr)
+        return GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData);
+
+    if (new_size == 0)
+    {
+        GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);
+        return nullptr;
+    }
+
+    if (new_size > cur_size)
+    {
+        void* new_block = GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData);
+        memcpy(new_block, block, (size_t)cur_size);
+        GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);
+        return new_block;
+    }
+
+    return block;
+}
+
+static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas)
+{
+    // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
+    FT_MemoryRec_ memory_rec = {};
+    memory_rec.user = nullptr;
+    memory_rec.alloc = &FreeType_Alloc;
+    memory_rec.free = &FreeType_Free;
+    memory_rec.realloc = &FreeType_Realloc;
+
+    // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library
+    FT_Library ft_library;
+    FT_Error error = FT_New_Library(&memory_rec, &ft_library);
+    if (error != 0)
+        return false;
+
+    // If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator.
+    FT_Add_Default_Modules(ft_library);
+
+#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
+    // Install svg hooks for FreeType
+    // https://freetype.org/freetype2/docs/reference/ft2-properties.html#svg-hooks
+    // https://freetype.org/freetype2/docs/reference/ft2-svg_fonts.html#svg_fonts
+    SVG_RendererHooks hooks = { ImGuiLunasvgPortInit, ImGuiLunasvgPortFree, ImGuiLunasvgPortRender, ImGuiLunasvgPortPresetSlot };
+    FT_Property_Set(ft_library, "ot-svg", "svg-hooks", &hooks);
+#endif // IMGUI_ENABLE_FREETYPE_LUNASVG
+
+    bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags);
+    FT_Done_Library(ft_library);
+
+    return ret;
+}
+
+const ImFontBuilderIO* ImGuiFreeType::GetBuilderForFreeType()
+{
+    static ImFontBuilderIO io;
+    io.FontBuilder_Build = ImFontAtlasBuildWithFreeType;
+    return &io;
+}
+
+void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
+{
+    GImGuiFreeTypeAllocFunc = alloc_func;
+    GImGuiFreeTypeFreeFunc = free_func;
+    GImGuiFreeTypeAllocatorUserData = user_data;
+}
+
+#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
+// For more details, see https://gitlab.freedesktop.org/freetype/freetype-demos/-/blob/master/src/rsvg-port.c
+// The original code from the demo is licensed under CeCILL-C Free Software License Agreement (https://gitlab.freedesktop.org/freetype/freetype/-/blob/master/LICENSE.TXT)
+struct LunasvgPortState
+{
+    FT_Error            err = FT_Err_Ok;
+    lunasvg::Matrix     matrix;
+    std::unique_ptr<lunasvg::Document> svg = nullptr;
+};
+
+static FT_Error ImGuiLunasvgPortInit(FT_Pointer* _state)
+{
+    *_state = IM_NEW(LunasvgPortState)();
+    return FT_Err_Ok;
+}
+
+static void ImGuiLunasvgPortFree(FT_Pointer* _state)
+{
+    IM_DELETE(*(LunasvgPortState**)_state);
+}
+
+static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state)
+{
+    LunasvgPortState* state = *(LunasvgPortState**)_state;
+
+    // If there was an error while loading the svg in ImGuiLunasvgPortPresetSlot(), the renderer hook still get called, so just returns the error.
+    if (state->err != FT_Err_Ok)
+        return state->err;
+
+    // rows is height, pitch (or stride) equals to width * sizeof(int32)
+    lunasvg::Bitmap bitmap((uint8_t*)slot->bitmap.buffer, slot->bitmap.width, slot->bitmap.rows, slot->bitmap.pitch);
+    state->svg->setMatrix(state->svg->matrix().identity()); // Reset the svg matrix to the default value
+    state->svg->render(bitmap, state->matrix);              // state->matrix is already scaled and translated
+    state->err = FT_Err_Ok;
+    return state->err;
+}
+
+static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_Pointer* _state)
+{
+    FT_SVG_Document   document = (FT_SVG_Document)slot->other;
+    LunasvgPortState* state = *(LunasvgPortState**)_state;
+    FT_Size_Metrics&  metrics = document->metrics;
+
+    // This function is called twice, once in the FT_Load_Glyph() and another right before ImGuiLunasvgPortRender().
+    // If it's the latter, don't do anything because it's // already done in the former.
+    if (cache)
+        return state->err;
+
+    state->svg = lunasvg::Document::loadFromData((const char*)document->svg_document, document->svg_document_length);
+    if (state->svg == nullptr)
+    {
+        state->err = FT_Err_Invalid_SVG_Document;
+        return state->err;
+    }
+
+    lunasvg::Box box = state->svg->box();
+    double scale = std::min(metrics.x_ppem / box.w, metrics.y_ppem / box.h);
+    double xx = (double)document->transform.xx / (1 << 16);
+    double xy = -(double)document->transform.xy / (1 << 16);
+    double yx = -(double)document->transform.yx / (1 << 16);
+    double yy = (double)document->transform.yy / (1 << 16);
+    double x0 = (double)document->delta.x / 64 * box.w / metrics.x_ppem;
+    double y0 = -(double)document->delta.y / 64 * box.h / metrics.y_ppem;
+
+    // Scale and transform, we don't translate the svg yet
+    state->matrix.identity();
+    state->matrix.scale(scale, scale);
+    state->matrix.transform(xx, xy, yx, yy, x0, y0);
+    state->svg->setMatrix(state->matrix);
+
+    // Pre-translate the matrix for the rendering step
+    state->matrix.translate(-box.x, -box.y);
+
+    // Get the box again after the transformation
+    box = state->svg->box();
+
+    // Calculate the bitmap size
+    slot->bitmap_left = FT_Int(box.x);
+    slot->bitmap_top = FT_Int(-box.y);
+    slot->bitmap.rows = (unsigned int)(ImCeil((float)box.h));
+    slot->bitmap.width = (unsigned int)(ImCeil((float)box.w));
+    slot->bitmap.pitch = slot->bitmap.width * 4;
+    slot->bitmap.pixel_mode = FT_PIXEL_MODE_BGRA;
+
+    // Compute all the bearings and set them correctly. The outline is scaled already, we just need to use the bounding box.
+    double metrics_width = box.w;
+    double metrics_height = box.h;
+    double horiBearingX = box.x;
+    double horiBearingY = -box.y;
+    double vertBearingX = slot->metrics.horiBearingX / 64.0 - slot->metrics.horiAdvance / 64.0 / 2.0;
+    double vertBearingY = (slot->metrics.vertAdvance / 64.0 - slot->metrics.height / 64.0) / 2.0;
+    slot->metrics.width = FT_Pos(IM_ROUND(metrics_width * 64.0));   // Using IM_ROUND() assume width and height are positive
+    slot->metrics.height = FT_Pos(IM_ROUND(metrics_height * 64.0));
+    slot->metrics.horiBearingX = FT_Pos(horiBearingX * 64);
+    slot->metrics.horiBearingY = FT_Pos(horiBearingY * 64);
+    slot->metrics.vertBearingX = FT_Pos(vertBearingX * 64);
+    slot->metrics.vertBearingY = FT_Pos(vertBearingY * 64);
+
+    if (slot->metrics.vertAdvance == 0)
+        slot->metrics.vertAdvance = FT_Pos(metrics_height * 1.2 * 64.0);
+
+    state->err = FT_Err_Ok;
+    return state->err;
+}
+
+#endif // #ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
+
+//-----------------------------------------------------------------------------
+
+#ifdef __GNUC__
+#pragma GCC diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/misc/freetype/imgui_freetype.h b/third_party/imgui/misc/freetype/imgui_freetype.h
new file mode 100644
index 0000000000000000000000000000000000000000..b4e1d4893303ee8910720371e509fd1c042385d5
--- /dev/null
+++ b/third_party/imgui/misc/freetype/imgui_freetype.h
@@ -0,0 +1,51 @@
+// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder)
+// (headers)
+
+#pragma once
+#include "imgui.h"      // IMGUI_API
+#ifndef IMGUI_DISABLE
+
+// Forward declarations
+struct ImFontAtlas;
+struct ImFontBuilderIO;
+
+// Hinting greatly impacts visuals (and glyph sizes).
+// - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
+// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h
+// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
+// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
+// You can set those flags globaly in ImFontAtlas::FontBuilderFlags
+// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags
+enum ImGuiFreeTypeBuilderFlags
+{
+    ImGuiFreeTypeBuilderFlags_NoHinting     = 1 << 0,   // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
+    ImGuiFreeTypeBuilderFlags_NoAutoHint    = 1 << 1,   // Disable auto-hinter.
+    ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2,   // Indicates that the auto-hinter is preferred over the font's native hinter.
+    ImGuiFreeTypeBuilderFlags_LightHinting  = 1 << 3,   // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text.
+    ImGuiFreeTypeBuilderFlags_MonoHinting   = 1 << 4,   // Strong hinting algorithm that should only be used for monochrome output.
+    ImGuiFreeTypeBuilderFlags_Bold          = 1 << 5,   // Styling: Should we artificially embolden the font?
+    ImGuiFreeTypeBuilderFlags_Oblique       = 1 << 6,   // Styling: Should we slant the font, emulating italic style?
+    ImGuiFreeTypeBuilderFlags_Monochrome    = 1 << 7,   // Disable anti-aliasing. Combine this with MonoHinting for best results!
+    ImGuiFreeTypeBuilderFlags_LoadColor     = 1 << 8,   // Enable FreeType color-layered glyphs
+    ImGuiFreeTypeBuilderFlags_Bitmap        = 1 << 9    // Enable FreeType bitmap glyphs
+};
+
+namespace ImGuiFreeType
+{
+    // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'.
+    // If you need to dynamically select between multiple builders:
+    // - you can manually assign this builder with 'atlas->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()'
+    // - prefer deep-copying this into your own ImFontBuilderIO instance if you use hot-reloading that messes up static data.
+    IMGUI_API const ImFontBuilderIO*    GetBuilderForFreeType();
+
+    // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE()
+    // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired.
+    IMGUI_API void                      SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = nullptr);
+
+    // Obsolete names (will be removed soon)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    //static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE'
+#endif
+}
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/third_party/imgui/misc/single_file/imgui_single_file.h b/third_party/imgui/misc/single_file/imgui_single_file.h
new file mode 100644
index 0000000000000000000000000000000000000000..7ca31e0feb6e4216d5adf348342f5ca1fd0c4d8c
--- /dev/null
+++ b/third_party/imgui/misc/single_file/imgui_single_file.h
@@ -0,0 +1,29 @@
+// dear imgui: single-file wrapper include
+// We use this to validate compiling all *.cpp files in a same compilation unit.
+// Users of that technique (also called "Unity builds") can generally provide this themselves,
+// so we don't really recommend you use this in your projects.
+
+// Do this:
+//    #define IMGUI_IMPLEMENTATION
+// Before you include this file in *one* C++ file to create the implementation.
+// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit.
+
+#ifdef IMGUI_IMPLEMENTATION
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include "../../imgui.h"
+#ifdef IMGUI_ENABLE_FREETYPE
+#include "../../misc/freetype/imgui_freetype.h"
+#endif
+
+#ifdef IMGUI_IMPLEMENTATION
+#include "../../imgui.cpp"
+#include "../../imgui_demo.cpp"
+#include "../../imgui_draw.cpp"
+#include "../../imgui_tables.cpp"
+#include "../../imgui_widgets.cpp"
+#ifdef IMGUI_ENABLE_FREETYPE
+#include "../../misc/freetype/imgui_freetype.cpp"
+#endif
+#endif